I find some of you ideas for Spain very very interestng. The changes for the missions are perfect!
IMPROVEMENTS:
In my opinion they could choose one path out of 2 to improve Spain:
1) Make them have an easier acces to their bonus on other continents and in general, or just give them bonuses from the start to religion and other stuff.
I find this one a little boring, but just because it would make them very similar to other Civs in the game and I really love civs with different playstyles.
2) Let them as they are but with more rewards for the accomplishement on going to new continents.
Number 2 is my personal favorite! You let them struggle at the start, and make going to a new continent a difficult task, but if they succeed you give them a good compensation!
Pretty much as I see the history of colonial Spain in real life. Hard and costly endeavour (as they were the first and basicly they did it as a medieval civ) but the rewards were insane. High risk/High profit.
For this to happend I think the principal change would need to be on "Treasure Fleet (TF)" bonus.
Actual problem with TF
Right now I think it is just too weak. As I post in another thread, at the end Germany has a better "Treasure fleet" than Spain herself...
Germany (ALL cities): Adjacency bonus CH/IZ more yields from trade > More traders > 1 more district > More yields when trading AND better original cities during the process.
Spain (ONLY other continents): If you manage to go very early to new continents = +1 food/prod. > faster growth and construction > become less and lesss noticeable as everything become more expensive > more difficult to get new cities as game advance (something already difficult at the start for the lack of bonuses)
I do not know the numbers exactly, but what is better?
50% on a district all the time
1+ food/production all the time? (imagning you have it from the start)
I imagine that the 50%, at the start of the game may be not as good, as 50% of 10 production is 5. But when you have to pay 1000, 50% = 500 production
The +1 production at the start may be better, beacuse you will fullfil the production before, but as the game progres the bonus gets weaker and weaker as a +1 to reach 1000 is not so much.
Like with policy cards, the first that gives you +1 production in all cities IS HUGE, but after sometime you need the +X% policies to win, as the other turn obsolete pretty early.
Possible improvements.
I think, again, 2 ways are possible.
1) To give "TF" something like the colonial policy cards so, when trading with an intercontinental city the bonus are % based.
Something like X% on building disctricts and Wonders if you are trading with a different continent.
OR a X% on production, science, faith, gold and growth. A 5% or something to not to make it OP.
And no giving them extra things for international trade or just a 15% gold in this city, but you lose all the others.
It would also represent the fact that they used forced labor (production %), Build a lot of Universities on their colonies (science %), churches (faith %), extracted gold and silver (gold%), and assimilated the indigenous population (Growth%).
OR
2) Make "TF" bonuses like the "alliances" cards policies, but for internal trade.
To mantain the +1 food/production but make it stronger, so it takes more time getting weak.
Something like: +1 food/production for BOTH cities if they are trading through diferent continents.
And, maybe, add more yields if these trade routes goes through more continents.
Like you have City A, B and C, all of them on different continents.
trade routes:
A > B = +1 yields
B > C = +1 yields
A > B > C = +2 Yields
A > B > C > D (in a fourth continent) = +3 yields for A
Make sacking spanish traders 50% rewarding for other civs or so, so the enemies would prioritize them and if succed they will cripled Spain (then, early armadas bonus would be very appealing)
That would help making TF not lose efficiency as the game progresses, becasue as the game advance the reach of your trades routes would get better and you will unlock this "intercontinental trade" later in the game and also with careful positioning of the cities (not and easy thing anyways).
That would also replicate something historical like the "manila Galleon"; trading from Asia > America > Europe > Africa AND viceversa = super Hight profits
but also the problem with piracy preventing them to become too powerfull.
So like in real life = Spanish getting too strong? > attack trade lines > you weaken them + you become rich > you get stronger and stronger at spanish expenses!
Conclusion:
The idea behind the changes would be, "okay, you are getting a hard time reaching other continents,but if you manage to do so, you will have a very good compensation. The more you invest in these cities, the more profit you get, so take care of them and the traders that allow it."
Apart of that, your idea about missions and theocracy is imperative.
And I really like the faith project too! quite unique and fitting Spain (of course the changes should have a malus, to avoid them being super strong).
What do you think about these changes for Treasure fleet? I really think that any of them could give Spain a very unique way to play. Very rewarding if you manage to survive and success against the odds.
In addition, I think they are easy changes to apply, not changing at all the spirit of the civ nor the original concept/idea behind Spain's bonuses.