Interesting. I will probably test turning them back on. If a couple of hands-off tests shows wars actually happening, I might bring them back.
I also just started a new huge world map game with them (and revolutions, which behaved better than they normally do, as well) on, and will report back on whether it keeps up working pleasingly, if that helps. The scale of the scenario might have a different bearing on it.
Well, at this point in game and before you have a steam navy that makes the threat obsolete, it's a good idea to have pirate-hunting promos on your ships anyway. I think it actually works quite well now.
That actually makes plenty of sense, and I had forgotten about that promotion line. Also, if you promote the early coastal defense line that way, you aren't even wasting potential XP since you have to build proper capital ships from scratch, anyway.
I don't know; the ways of increasing production are quite limited in RI. +25% production when compared to +15% from blast furnace is quite substantial.
Assuming a normal amount of production for a city at that point in the game is about 80, the immediate bonus constitutes hardly more than the equivalent of a single craftsman. Honestly, it just seems fairly underwhelming for what it is supposed to represent, and how expensive it actually is in the game. Having an ironworks in a city doesn't make it "feel" like it is an industrialized hub of production to me, merely slightly better; but coupled with the liabilities and the opportunity cost, it tends to feel like a reluctant choice to me (with the overall industrial building cost nerf a couple of revisions ago, especially so). I would even go so far as to suggest increasing the additional bonus over the blast furnace to 20%.
On another note, were they even prevalent enough at the time of their introduction to be "buildings" in Civ 4 terms? They were national wonders in the base game. It seems like that is actually more appropriate. Was your reason for changing this merely to complete the metallurgy production modifier line for gameplay reasons, or was it on a historical basis? Off the top of my head, while there might have been more than literally just one, it seems that these facilities would still be quite rare, even for great industrial powers. I might have that wrong, however.
I don't really like this idea; I don't see much historical precedent here. Unlike violent slave/serf revolts that were quite numerous in history, workers mostly acted through strikes and demonstrations. Russian Revolution and Civil War are the closest examples I can think of, but they'd be very poorly simulated by such a mechanic. Adding strikes as events might be more interesting and realistic.
Bold
Good point. I guess I was thinking of Victoria 2 rather than any definite historical example I could bring to mind, when I made that comment. The revolutions of 1848 were however one that I thought of, and probably still a good one, though that is a once-off occurrence. Other major European uprisings of that time are probably much better represented by separatism, as they all had much more to do with nationalism than anything else.
I don't like this idea, mostly due to the fact that AI would have zero awareness that this needs to be expected. AI usually picks the most peaceful moment to change civics, so it would be the least prepared to deal with revolts.
Okay, I wasn't aware that this one had much at all to do with AI directly, but I see that that would ruin it. At the same time, the Spiritual trait (and Cristo Redentor wonder) was indirectly nerfed in this regard by the reduction in the opportunity cost of anarchy (even if the increased effect of religious buildings buffs its other aspect). Do you think anything relatively simple could be done to make anarchy a little more of a con on its own? Switching civics feels "free" as it is.
Since it requires a GP, I wanted to have it available a bit before the respective tech. Pharmaceuticals tech gives you another potential source of this resource.
That makes plenty of sense; just unsure whether or not it was intentional.
It peaks at 50% difference in score, after which the power difference is simply too high. So generally, it only exists between civs "in the same league". I am not 100% satisfied with how it works now, and if I have time and inspiration I'd like to try and make it more nuanced.
One possible idea might be to put a diplomatic malus for it on colonies overseas, which are already categorically different per a separate maintenance cost. This would of course not have an effect on certain map scripts, but on any which have a new world to colonize, it could increase tension among competing colonial nations, which certainly has a strong historical element to it in fueling rivalries. In pure gameplay terms, that's definitely something which tends to persuade me to attack someone I would have otherwise had no problem with. Maybe separate to "You're getting ahead of us!" but additionally "Your overseas presence is concerning." Something like -1 relations per colonial city seems pretty excessive, but I don't know if something like tying it to a threshold of colonial maintenance could be done instead.
As it is, aside from the existing score disparity penalty, the nations which do successfully pull off colonizing the new world do tend to take off in score once the cities are mature, so putting in something which incentivizes "nipping it in the bud" early in the process might be interesting.
I don't know the answer to this one (should be?), but it's definitely a good idea. I'll see when I get back.
Much appreciated, thanks.
Diplomacy. But yeah, I get your point. I've been meaning to return the economic benefit in some capped form (instead of basing on flat number of cities, I was thinking about % of world population following the religion in question, with a map-size based cap).
That sounds excellent.
Modern infantry and paramilitary should already be buildable even if all upgrades are. Isn't it the case? I distinctly remember implementing (and testing) that.
It actually was already fixed, my bad. I personally did not have this problem in a game but recall you saying that it was something you would eventually fix much earlier in the thread and then someone else mentioned it significantly later on (SVN very close to the 3.5 release) still being a problem. I hadn't gotten to where you actually did it yet, though.
I know that's probably too much granularity, but I always thought of it like this - epidemic chance is a narrow factor, which specifically deals with epidemics of virulent diseases, while health is a broader term; a person can be unhealthy without suffering from plague or flu. So for instance a vaccine against smallpox significantly lowers epidemic chance, but has a very limited effect on health (basically if a person is not having smallpox right now, their health is the same whether they are vaccinated against it or not), whereas varied nutrition has a substantial effect on health but doesn't directly counteract epidemic chances (unless it prevents "negative health", which in this case would be conditions like pellagra or scurvy, that can make the weakened person more vulnerable to viruses/bacteria as well).
You know, that actually fits surprisingly well for what is inherently a work-in of a new mechanic system for the game. Those examples are almost perfect, and the mechanic now feels more immersive for them.
EDIT: Speaking of that, a thought just occurred to me: I don't know if this is something you even like theoretically, but one game concept that tends to come up from time to time in discussion here is alcohol. I like how distilled spirits were added to the game as a manufacturable alcohol resource, but its single bonus of happiness doesn't seem quite in line with its actual role in history. Since alcoholism was and still is widespread to the point of being a longstanding public health issue, what about increasing its happiness bonus to +2, and then also increasing unhealthiness by +1, additionally?
This actually makes pretty good sense purely in game balance terms to my mind as well, since it is a manufactured resource requiring two input resources, whereas most other luxury goods (gold, silver, gems, furs, etc.) provide the same output and require only one instance of the resource, with a cheaper "activating" building, at that, in terms of early availability and hammer cost, if even one at all (such as hemp and whales, which do not). In real life terms, though, alcohol consumption literally is unhealthy, even if it is common throughout most of the world and has been culturally normative and ritualized in many societies for a long time. Even if drinking in moderation is something many people do with no complications, one could think of it as a sort of concomitant alcoholism that would nevertheless still affect a sector of the population. It would also make the resource more fun and unique, being the first and only "finished" luxury good one has access to for quite a long time.
Conceptually, it has to work with all kinds of power plants - basically, the power plant is the "source" of power, and the substation (representing power networks and generally the means of bringing electricity to consumers) is the "effect" of power. If you later replace your coal plant by a hydro plant or a nuclear one, it continues working its electric magic.
So why then do power plants provide power on their own as it is? It seems more sensible that either the substation should be a prerequisite for any powerplant, or that it should be scrapped with each powerplant providing its bonus, individually. Otherwise, you are left with a building which models something that already functionally exists in that city.