3Miro
Deity
@sedna17: when you coded the settler's map you posted excel screenshots with tiles marked 6, 7, 8, 9. What do those correspond to in the actual map array, i.e. what values?
Are you sure it is negative and not just a penalty like 50 means 50% less, and 200% means twice as fast?
I am currently more worried for the upside of serfdom. +1 food seems somewhat OP for me, it was actually causing a lot of problems for the stability since stability, the way Rhye had it, depended heavily on food production.
. Anyone have a better suggestion for what serfdom does? I always found just increasing worker speed a bit blah -- historically serfdom should be a pretty common civic type early in our mod, so it should be worthwhile to encourage that.
Increase in military production, decrease in food production? Historically I think it would lead to bigger armies, smaller cities, and fewer specialists. The bump in food production for cities from such a system troubles me.
Initially I thought your proposal was crazy, but upon reflection you may be right. That is, you're probably correct that our current food bonus for serfdom would just lead to (historically inappropriate) specialists, and furthermore that under a system of serfdom we shouldn't have huge cities growing up.
I'm less certain about increasing military production. What did you have in mind as the rational behind this?
The military production thing seems like it would be tied to the massive peasant armies fielded in serfdoms such as Poland, although that's a little later than the early serfdom that we've got available.
I'm not crazy about the whip feature with the slavery civic in ordinary RFC, as powerful as it can be - but if any civic we've got simulates it, it would be serfdom. Do we want to consider making whipping possible under serfdom, with some severe happiness penalties involved?
Merchant Republic has penalties, but +25% Gold and Science is a huge bonus, well worth the penalty. In either case, specifics should probably wait a little, until we have tested the thing a little more.
I managed to do the first Cordoban UHV, just beeline to Feudalism (serfdom) and Divine Right (Divine Monarchy) from the very beginning and with enough workers I got Cordoba to size 16 (I think Byzantines had a city of size 14 so I won by a good margin). I even did that with a test version of a new stability model (especially Economically), More work is needed, but so far nations are not collapsing left and right.
On starting assets (techs, units, buildings) for new civs spawning:
I think before starting we should group civs in different "eras", and define general rules for each era, then proceed to examine each case in detail. I'm gonna edit this post with a proposed grouping for review by everyone.
starting civs (500-600):
Burgundy, Byzantium, France
first group (600-700):
Arabia, Bulgaria
second group (700-800):
Cordoba, Spain, Norse, Papacy, Venice
third group (800-900):
Kiev, Hungary, Germany, Poland
fourth group (900-1100):
Moscow, Genoa, England
fifth group (1100-1300):
Portugal, Austria
sixth group (1300-1500):
Ottomans
seventh group (1500):
Sweden, Netherlands