Ceithernach
Chieftain
- Joined
- Sep 3, 2023
- Messages
- 13
Hi all.
I was thinking of making a change and wanted the opinions of people with more XP.
Feudalism is a bit marginal in game, but may be useful at an earlier age.
I was thinking of changing the default gov to be like feudalism with the despotism penalty, communal corruption and maybe high war weariness. To represent tribal confederations and leagues of city states before they are centralised into Monarchies and Republics.
My gut says this might be useful for the expansion phase of the game, with high support for workers, exploring warriors and settlers as long as cities are small and when the borders are stabalised, the civs can switch to more centralised form of gov to grow into the Medieval period, when they start losing the unit support because of city growth
As a follow on I was thinking of
- making the palace cheaper, so it can be moved to a good spot based on the map and expansion phase
- adding a draftable feudal militia unit to the Feudalism tech, representing calling up feudal levies and deleting the Feudalism gov (or maybe keeping it since it be a non-disruptive gov change that might pair well with drafting levies, and removing the despotism penalty is still a bit of a step up)
Is this a relatively small change the AI can handle, or are there a bunch of side effects that I should be aware of?
Thanks
I was thinking of making a change and wanted the opinions of people with more XP.
Feudalism is a bit marginal in game, but may be useful at an earlier age.
I was thinking of changing the default gov to be like feudalism with the despotism penalty, communal corruption and maybe high war weariness. To represent tribal confederations and leagues of city states before they are centralised into Monarchies and Republics.
My gut says this might be useful for the expansion phase of the game, with high support for workers, exploring warriors and settlers as long as cities are small and when the borders are stabalised, the civs can switch to more centralised form of gov to grow into the Medieval period, when they start losing the unit support because of city growth
As a follow on I was thinking of
- making the palace cheaper, so it can be moved to a good spot based on the map and expansion phase
- adding a draftable feudal militia unit to the Feudalism tech, representing calling up feudal levies and deleting the Feudalism gov (or maybe keeping it since it be a non-disruptive gov change that might pair well with drafting levies, and removing the despotism penalty is still a bit of a step up)
Is this a relatively small change the AI can handle, or are there a bunch of side effects that I should be aware of?
Thanks