Another would be to give them double production of national wonders like Hermitage/ Heroic Epic/National Epic. I think these changes fit in well with the idea of an 'Imperialistic' civilization, one that tries to expand and build an empire.![]()
That's cool
..........
I have also just made a 'No Revolt Imperialistic' mod. It has:
+100% GG Emergence (as is in Warlords)
+50% faster settler production (as is in Warlords)
no revolt period for captured cities.
I believe someone wanted something like this, so here it is:
No Revolt Imperialistic
That's outside my capability. I have no idea of how to integrate the WW bonus... but I guess your post wasn't aimed at me.scy12 said:Can you please upload a mod that is
+100% GG emergence (real 100%)
-25 WW
I don't agree with the no revolt period either, but I remember someone, somewhere in this thread (or maybe another thread, not sure) that liked the idea. I just found that the solution was a simple 'if' statement added in, so I made it
Finding a combination that both captures Imperialistic and allows for competitive gameplay with the other traits isn't proving to be that easy. It's fun though.
That's outside my capability. I have no idea of how to integrate the WW bonus... but I guess your post wasn't aimed at me.
EDIT: I just realised you wanted the real 100% GG bonus. I can do that part.
Here is a crazy one:
Half-cultural cost to get borders to pop.
Or (even better) double-radius borders.
wouldn't that more likely represent the creative trait then the Imperialist trait?
Thedrin said:An empire is a body that exploits the economy of others for its own benefits.
kniteowl said:I was thinking a better improved bonus to Imp would be:
+50% Commerce from Foreign trade routes
+100% Commerce from Vassal Trade routes
This better represents an exploit of other economies for their own benefit
I didn't include a bonus to domestic trade routes because it doesn't really represent Imp (I wouldn't know, maybe interpreted the definition wrong) and because it wouldn't make much of a difference to the game, most domestic trade routes I've seen are generally like +1 commerce, the most I've seen is +3 Commerce and those were on larger maps.
+1 gold per turn in the capital city (taxes) for every city captured/razed.
GG bonus of some sort (either +100% or -25% GG cost).
Taxes/tribute from rival cities (once captured/razed).I'm a little confused about this bonus
How does that represent Imp???Watiggi said:+1 gold per turn in the capital city (taxes) for every city captured/razed.
Agreed! I love this strategy too. It also benefits a military build up with this strategy. I tend to put quite a few Imp cities on plain hills - especially my first few - and then use them to quickly build up a military.BTW. One strategy I like with imperialistic leaders is to found my first city on a plains hill (preferably with marble/stone for an extra hammer) and build settler/settler as my first units in the capital. This is a great strategy with Catherine and really makes that +100 settler emergence shine..
I just had a BRILLIANT idea for Imperialistic trait... Well actually you decide.
What is Imp gave -25% to distance maintenance. Wouldn't be too game-breaking (you can nerf it down a bit if you think its too high) and it fits the theme of Imperialistic I think. I mean... it's supposed to encourage larger more sprawling empires right? What better way to accomplish this is there? The Settler bonus is a joke. I usually build about 3-4 Settlers a game, and almost none after 1AD.