INITIAL_BASE_FREE_UNITS set to 10
INITIAL_BASE_FREE_MILITARY_UNITS set to 10 - This needed for Anarchism's +1 gold cost per Military Unit.
Added building only active in Anarchism: 2x National (for AI with 2 starting Tribes) giving -75% Maintenance.
CIV4WorldInfo.xml is where the base costs for maintenances are set, by WorldSize. These I have increased manyfold:
Original My Changes
D # D #
Duel 50 45 250 600
Tiny 60 40 240 575
Small 70 35 230 550
Standard 80 30 220 525
Large 90 25 210 500
Huge 100 20 200 475
Giant 150 15 190 450
Gigantic 175 10 180 425
The original of larger map costing more per DCities I do not understand. With larger map the distances would be naturally greater and the cost should then be less. Same as the #, larger map naturally more cities in total, and less base cost for #Cities. This allows for more cities further apart from each other.
By difficulty in CIV4HandicapInfo.xml I have set:
D #
Settler 63 70
Chief 72 80
Warlord 81 90
Noble 90 100
Prince 95 105
Monarch 99 110
Emperor 104 115
Immortal 108 120
Deity 117 130
Civics changes are more difficult but I felt needed. Since the base is much higher every little bit in Civics makes a greater impact and the arbitrary inflated changes for early civics no longer needed.
Government Original My Changes
#Cities DCities #Cities DCities
Anarchism 200 150 -50 -50 No government, people rule themselves. Where is the cost?
Cheifdom 125 100 -25 0 Kin members govern other cities
Despotism 20 0 15 0 Pay others to govern other cities
Monarchy 5 5 0 10 In itself no difference, Society would determine. Some corruption.
Republic 25 0 25 25 Each city needs elections. High corruption from distance.
Theocracy 15 0 25 -10 Each city pays for its churches. Less corruption.
Democracy 20 0 0 25 Peoples elected, corruption high.
Totalitarianism 25 0 10 0 Costs leveled out among all cities. High Upkeep does that too.
Technocracy 15 0 10 0 Logic and facts rule? Elitism could increase # costs but High Upkeep will do most of the job.
Why the original? Basically all the later ones have the same effect here, just varied amounts. Anarchy and Chiefdom seem arbitrary, trying to impose less cities but in a very bad way as once past them city expansion will just explode completely due to doubled effect of tech giving higher income buildings as well as maintenance suddenly dropping off.
Besides I would think distance and difficulty in imposing governmental rule would be the one increasing costs more than #Cities.
Should increase detrimental effects in earlier governments though, unhappy and war, and Anarchism should have less military potential so extra cost per military units.
Technocracy should have +GP, not -, and also extra cost per military units.
Rule Original My Changes
#Cities DCities #Cities DCities
Obedience 100 50 0 0 Joining nation out of Free Will?
City States -50 15 -25 10 Cities decide some things themselves, following an overlaying plan.
Magistrates -15 0 5 0 Appointed officials, governors.
Meritocracy 0 0 5 0 Tests needed to check merit.
Bureaucracy 45 -15 20 10 Many employed. Corruption higher further out.
Vassalage -35 20 -25 10 Much cost moved to vassals.
Confederacy -35 25 -25 0 Advanced City States? Loose alliance.
Federal -30 -15 -20 -10 Shared political power, again like city states. Less corruption.
Martial Law 35 0 20 5
Grid 45 -20 20 -20 Cost in Upkeep
Mind Control 0 0 20 0 Cost in Upkeep
Lots of little changes. I do feel the %'ages are a bit steep with my other changes though, reducing them at the very least should be better.
Power??? Original My Changes
#Cities DCities #Cities DCities
Strongman 50 25 10 5
Matriarchy -10 0 0 0
Patriarchy 15 0 0 0
Junta/Oligarchy 25 15 5 0
Sovereignity 30 0 5 0
Legislature 10 -20 0 -5
Divine Right -10 20 0 5
Separation of P -20 -20 -5 -5
Single Party 30 -10 5 0
Most of these seem, ehm, arbitrary. Basically making Money being Power.
In which way the ruling people are decided does for me not change the # or D of cities very much, if at all.
Junta also seems weird. The Military rules? Would that not be in Rule anyway? Or better called Military? Should really be Oligarchy, who changed it to Junta?
Apart from reducing the effects I will not change these much but think other things should play a part in them, like Matriarchy's City Growth and the hammers/culture/gold/happy changes.
Society Original My Changes
#Cities DCities #Cities DCities
Primitive 75 125 0 0
Tribal 50 100 0 0
Caste System 0 0 0 0
Bourgeois 0 0 0 0
Proletariat 0 0 0 0
Feudal 25 25 0 0
Egalitarian 0 0 0 0
Nationalist 0 0 0 0
Marxist 0 0 0 0
Corpor-Nation 20 0 0 0
Again arbitrary in only a few. Upkeep Costs should govern these, not changes in city maintenances. Removing them all and increasing Feudal cost to Medium.
Currency??? Original My Changes
#Cities DCities Gold% Gold%
No Currency 25 30 -30 -40
Metals 15 15 -15 -25
Coinage 30 0 0 -10
Banknote -25 -25 0 12
Paper Money -15 -15 0 8
Gold Standard 40 0 0 -10
FIAT Currency 20 20 0 -10
Credit -15 0 12 16
Digital -30 -30 -10 10
Kidding, right? Changes in gold, commerce, trade routes, and corporation maintenances, should be all this does, not maintenance costs. I'm setting gold changes instead of maintenances.