Ogi123
The End is the Beginning is the End
So some various thoughts about what could be changed, I don't know if this is proper thread but whatever.
Terrain & improvements:
-Ocean could lose yield completely t it wouldn't make difference, nobody works
title anyway, this could be recompensed with greater yield from ocean fishing boats.
-Rainforest should work as normal forest, if you want limit European/other civs spread in those regions some titles could have property of being malarial/tropical diseased preventing building cities here without microbiology.
-Flood plains can be farmed from start, not much power up for ancient civs and give player some options besides cottaging.
-Lumber mill on river should lose
and instead forest on rivers don't lose
, this would make decision between riverside hill mine or lumber mill interesting. Currently due to unhealthy from mine and reduced chop yield I always build lumber mill on such titles.
-Cottages could be changed to no growth improvement. What I mean that it starts as town with +1
yield, gains +1
at currency(?), printing, electricity(?) to final yield of +4
. This combined with proposition below could return CE as viable, oh and plague doesn't destroy town in such change.
-Improvements shouldn't give
or
this benefit some improvements to much and makes CE almost impossible.
Infrastructure or buildings:
-No base
or
from resources, you want benefit from them build infrastructure. Granary for example gives
from wheat/rice/corn and stores 20% food.
-More buildings giving flat
or
bonus, this would make tall play more viable. Well with masonry +2
, aqueduct +2
, bath +1
/+1
/+2
etc.
-Some buildings should be cheaper, pharmacist for example.
-Resources obsoletes in much greater quantities, sugar with biology for example, dyes, spices, incense etc. This coupled with previous point will encourage more developed cities less ahistorical expansion and perhaps even decolonisation. Because currently even when you want be peaceful you still need conquer for resources, +1
or
for all cities is that powerful.
Stability & civics:
-Expansion column should be able to be positive if you stay in you core/historical area.
-Republic is still to powerful, I suggest +1
from specialist, no -1
from cottage line.
-Elective can be no distance maintenance, no bonus form pasture/camp. If you are worried about administrative centre remember that this would force player to stay in elective to the end of game.
-Vassalage,
from fort is ribbon, could be eliminated without any impact, making this civic less cluttered.
-Meritocracy, currently this is mishmash of effects that doesn't make sense. SoI method I think is better, so +50% GGE and +50% GPP for med upkeep is more fitting IMHO.
-Centralism: why people always fell need to add number maintenance penalty? It's not needed, there is opportunity cost already. With larger amount of cities, and it's high upkeep, other civics are more attractive because centralism boosts only capital. Remove maintenance penalty.
-Ideology loses GGE, its low upkeep and other bonuses make it strong enough.
-Redistribution is still bad, for it's high upkeep gains are simply not worth it. Perhaps no foreign trade routes and +50%
in capital, you should be incentivised to switch from it after ancient/early classical era.
-Regulated trade is weak, why I would run it instead of merchant trade? Remove - trade routes per city and add high upkeep, should balance it properly.
-Territory category is mess of civics that I don't want to use but must or I get hit with outdated civic penalty.
-Conquest penalty could be okay, if not for plagues that destroy cottages growth. My suggestion here is simple: +2XP for units and high upkeep. This way if you stop conquering after taking larger amount of cities you will be encouraged to switch away from civic for upkeep reasons.
-Isolationism is rare civic when player is worse after adopting it. Only Russia has core large enough to potentially benefit from it, and I'm not sure about this. Make it as vanilla mercantilism +1 free specialist in all cities and no foreign trade routes.
-Nationhood fort +2
is ribbon could be removed without problem. Here I would propose either 3 draft limit or low upkeep.
-Multilateralism is trap because AI is treacherous and defensive pacts are worthless. Combine that with enormous penalty of additional military upkeep and you have suicide civic. Better idea could be +25%
/
/
from foreign trade routes and +100% war weariness.
And no I haven't forgotten about units, being unredeemable warmonger that I'm. I will post my ideas about that later.
Terrain & improvements:
-Ocean could lose yield completely t it wouldn't make difference, nobody works


-Rainforest should work as normal forest, if you want limit European/other civs spread in those regions some titles could have property of being malarial/tropical diseased preventing building cities here without microbiology.
-Flood plains can be farmed from start, not much power up for ancient civs and give player some options besides cottaging.
-Lumber mill on river should lose


-Cottages could be changed to no growth improvement. What I mean that it starts as town with +1



-Improvements shouldn't give


Infrastructure or buildings:
-No base



-More buildings giving flat







-Some buildings should be cheaper, pharmacist for example.
-Resources obsoletes in much greater quantities, sugar with biology for example, dyes, spices, incense etc. This coupled with previous point will encourage more developed cities less ahistorical expansion and perhaps even decolonisation. Because currently even when you want be peaceful you still need conquer for resources, +1


Stability & civics:
-Expansion column should be able to be positive if you stay in you core/historical area.
-Republic is still to powerful, I suggest +1


-Elective can be no distance maintenance, no bonus form pasture/camp. If you are worried about administrative centre remember that this would force player to stay in elective to the end of game.
-Vassalage,


-Meritocracy, currently this is mishmash of effects that doesn't make sense. SoI method I think is better, so +50% GGE and +50% GPP for med upkeep is more fitting IMHO.
-Centralism: why people always fell need to add number maintenance penalty? It's not needed, there is opportunity cost already. With larger amount of cities, and it's high upkeep, other civics are more attractive because centralism boosts only capital. Remove maintenance penalty.
-Ideology loses GGE, its low upkeep and other bonuses make it strong enough.
-Redistribution is still bad, for it's high upkeep gains are simply not worth it. Perhaps no foreign trade routes and +50%

-Regulated trade is weak, why I would run it instead of merchant trade? Remove - trade routes per city and add high upkeep, should balance it properly.
-Territory category is mess of civics that I don't want to use but must or I get hit with outdated civic penalty.
-Conquest penalty could be okay, if not for plagues that destroy cottages growth. My suggestion here is simple: +2XP for units and high upkeep. This way if you stop conquering after taking larger amount of cities you will be encouraged to switch away from civic for upkeep reasons.
-Isolationism is rare civic when player is worse after adopting it. Only Russia has core large enough to potentially benefit from it, and I'm not sure about this. Make it as vanilla mercantilism +1 free specialist in all cities and no foreign trade routes.
-Nationhood fort +2

-Multilateralism is trap because AI is treacherous and defensive pacts are worthless. Combine that with enormous penalty of additional military upkeep and you have suicide civic. Better idea could be +25%



And no I haven't forgotten about units, being unredeemable warmonger that I'm. I will post my ideas about that later.