Ah, that explains things. I'll fix that.Except for the barbarians, if they capture it the city gets renamed to Budapest.
Yeah, the rules are the same. But what exactly did I fix?Sadly enough, I haven't yet been able to play the latest version yet because of some internet problems, but the civic rework seems great.
This might be odd coming from me, but I'm really glad you broke the city states exploit. I hope, however, that the absence of the 'seven land tile limit' in the history text file doesn't mean it has been removed, otherwise that'd could cause some trouble.
Central Planning still has the one corporation per city limit, and I plan to further rework corporations to restore some balance there.Some comments: (which might be completely wrong since I haven't played yet)
Environmentalism still seems very underpowered compared to Central Planning, especially now that corporations work with both. I'd suggest to introduce a food bonus for the fitting improvements, to match the food bonus of central planning to workshops and watermills. A bonus to scientists might also be fitting with the civic.
I think it's best not to think in Marxian terms here. Capitalism mainly refers to financial capitalism and in modern terms could be interpreted more as service-oriented economies. As said earlier, Industrialism would mean something more like a heavy-industry oriented economy. Of course the terms are not always 100% applicable but this is hard to avoid when the civics are meant to be as broad as possible.I might be wrong on this, but capitalism and industrialism are a bit awkwardly named, considering how closely the two are linked in the west.
Really? I thought one free specialist is rather strong, especially now that the effect comes without drawbacks and isn't in the strong economy column.Representation is a tad weak. I have no idea how to improve it, though. Maybe 1 free specialist per 10/12/14 population, rounding up?
Or I increase its value to the old +35%.Scholasticism doesn't really seem to be competitive with OR either. I think a bonus to monasteries might be fitting here. What about 2 science (the preservation of classical works by Islamic and Christian monasteries)?
Ah, that explains things. I'll fix that.
Yeah, the rules are the same. But what exactly did I fix?![]()
Central Planning still has the one corporation per city limit, and I plan to further rework corporations to restore some balance there.
I think it's best not to think in Marxian terms here. Capitalism mainly refers to financial capitalism and in modern terms could be interpreted more as service-oriented economies. As said earlier, Industrialism would mean something more like a heavy-industry oriented economy. Of course the terms are not always 100% applicable but this is hard to avoid when the civics are meant to be as broad as possible.
In the light of recent comments I'll probably move Industrialism to Steel, by the way.
Really? I thought one free specialist is rather strong, especially now that the effect comes without drawbacks and isn't in the strong economy column.
It is strong.Really? I thought one free specialist is rather strong, especially now that the effect comes without drawbacks and isn't in the strong economy column.
I would still strongly prefer OR in that case.Or I increase its value to the old +35%.
There was, but I believe it will be gone in 1.12.However, IIRC, there's a stability penalty for large empires running Representation.
Yes. Stability will be different... stay tuned.SO..we don't have more a civic to help with expansion?
For example: if i want a domination victory..its possible doing this without imperialism?
This would make it a terrible civic for Russia.- Totalitarianism: more penalties for cities in your historical area, less penalties for conquered cities
I hope you mean no foreign trade routes in colonies.Free Market seems pretty underpowered... could it get the +25% from trade back from Mercantilism, and have Mercantilism instead have no trade routes in colonies? This makes Mercantilism ideal for small but growing empires, while making it less effective later.
Free Market seems pretty underpowered... could it get the +25% from trade back from Mercantilism, and have Mercantilism instead have no trade routes in colonies? This makes Mercantilism ideal for small but growing empires, while making it less effective later.