md4
Warlord
- Joined
- May 2, 2020
- Messages
- 136
As the title suggests, I have been working on a government rebalance mod for C3C, with a couple of broad aims in mind:
One specific question I do have, based on my changes, is the AI is able to account for increased cost/unit or decreased free units and build fewer units accordingly, or will it go broke trying to build the same number as it normally would?
With that out of the way, here they go:
Despotism
Still the worst. No changes required.
Monarchy
War weariness is increased to Low, and free units per city is now 3/4/5. It's still (intended to be) a viable 1st choice if you intend to go down a more militaristic path (see Republic).
Republic
Corruption increased to Problematic (same as Monarchy) but the Trade Bonus is retained. War weariness is High. I have confirmed that this really hurts in the early era. Later on you have mitigation options (surplus population as entertainers, luxury slider, luxury trades, police stations, etc.).
Feudalism
Redesigned as a "better" Monarchy, forcing the player to choose between an early Monarchy switch or wait around a little longer for something with more future potential. Corruption is Nuisance, cost/unit is 1, and free units per city is 1/6/6, giving Monarchy a slight edge in small undeveloped empires, where Feudalism's decentralisation via vassals allows larger empires. I accentuated support costs to achieve this. Hurry method is also Paid, as with Monarchy.
Democracy
Democracy is unchanged, except it is no longer immune to propaganda.
Communism
Worker rate increased to 3, War Wariness is now Low (making Despotism & Fascism the only weariness-free governments), and the free units per city slightly modified to 5/6/7 (as much as I enjoy the thematic uniformity of 6/6/6).
This is positioned as slightly more of an all-rounder between peacetime and war, so I am still on the fence about the Hurry Method. The question is whether this Communism is more of the Soviet flavor of forced labor camps or a more modern hybridised Chinese version. (My limited understanding on this subject is that China is more a combination of free market and planned economics, and might in a very abstract sense be seen as "softer" than the post-WW2 Soviet model.)
Fascism
Draft limit increased to 3, and free units per city changed slightly to 5/7/9. A minor tweak, but changed to gear it towards getting more out of conquered cities (likely to have been battered down to size <7).
- Nerf Republic slightly, so that, as an ancient-era government, there is at least some incentive to brave some more anarchy to go for Democracy when it becomes available.
- Redesign Feudalism so that it isn't completely useless outside of a single niche scenario.
- Early governments are tuned for less developed empires: fewer cities, smaller populations (higher % of 1–6 pop towns), so on, while late-game governments scale better.
One specific question I do have, based on my changes, is the AI is able to account for increased cost/unit or decreased free units and build fewer units accordingly, or will it go broke trying to build the same number as it normally would?
With that out of the way, here they go:
Despotism
Still the worst. No changes required.
Monarchy
War weariness is increased to Low, and free units per city is now 3/4/5. It's still (intended to be) a viable 1st choice if you intend to go down a more militaristic path (see Republic).
Republic
Corruption increased to Problematic (same as Monarchy) but the Trade Bonus is retained. War weariness is High. I have confirmed that this really hurts in the early era. Later on you have mitigation options (surplus population as entertainers, luxury slider, luxury trades, police stations, etc.).
Feudalism
Redesigned as a "better" Monarchy, forcing the player to choose between an early Monarchy switch or wait around a little longer for something with more future potential. Corruption is Nuisance, cost/unit is 1, and free units per city is 1/6/6, giving Monarchy a slight edge in small undeveloped empires, where Feudalism's decentralisation via vassals allows larger empires. I accentuated support costs to achieve this. Hurry method is also Paid, as with Monarchy.
Democracy
Democracy is unchanged, except it is no longer immune to propaganda.
Communism
Worker rate increased to 3, War Wariness is now Low (making Despotism & Fascism the only weariness-free governments), and the free units per city slightly modified to 5/6/7 (as much as I enjoy the thematic uniformity of 6/6/6).
This is positioned as slightly more of an all-rounder between peacetime and war, so I am still on the fence about the Hurry Method. The question is whether this Communism is more of the Soviet flavor of forced labor camps or a more modern hybridised Chinese version. (My limited understanding on this subject is that China is more a combination of free market and planned economics, and might in a very abstract sense be seen as "softer" than the post-WW2 Soviet model.)
Fascism
Draft limit increased to 3, and free units per city changed slightly to 5/7/9. A minor tweak, but changed to gear it towards getting more out of conquered cities (likely to have been battered down to size <7).
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