Ogi123
The End is the Beginning is the End
Base free units are set to 5 + 15% population right? I would propose 15 - 20 base + 10% population, granted here you just need to find proper mix of both.
So is the not available through existing XML refencing both or only the GPP?Also not really available through existing XML.
Growth or GPP per specialist are impossible, and so are specialist specific effects. I could code something like that but at this point I don't really want to.
Then why not have it be +1 Happiness per specialist, +1 Free Specialist per city. It's essentially +1 Free Happiness per city as long as you can get a specialist building up and runnning, unless citizens count as specialist... I'm Always forgetting about them!I like specialist happiness for Republic in theory
They do ... but your suggestion doesn't really change the problem. If Republic has a free specialist and happiness and Monarchy has happiness then I'm going to choose Republic.
Fine by me, you're the dev.Good idea, but what if ... food instead of happiness
I like the idea of giving different building production modifiers to several civics in Legitimacy. This effect for Citizenship was initially motivated by the idea of how Roman citizens in various cities sponsored public works, so its buildings should reflect what is thematically appropriate there. So maybe:
- Citizenship: Aqueduct, Library, Market
- Vassalage: Jail, Forge, Castle
- Meritocracy: Pharmacy, Post Office, Civic Square (?)
I don't know if Centralism should be a part in this. What I would like is faster production of National Wonders here, it seems thematically fitting.
True. I wonder what the break even point for +1 trade route vs. +50% commerce in capital is. Or even, when +50% trade route commerce (Free Enterprise) outweighs it.
I mean, the AI is probably not perfect in evaluating these differences, although recently I tried to make its trade route value calculations a bit more accurate.
Yeah. That's the main problem of the civic: Government is deliberately the category where I dumped most strong effects, so you are forced to choose between whipping, a lot of happiness (in particular, you cannot combine whipping with lots of happiness), lots of specialists/food, a significant maintenance cost reduction, or free specialists. Elective being a filler civic came late to this set of civics, and I didn't really have a strong bonus for it in mind.
Maybe we should try to identify another strong bonus that is worth competing with these instead. The best thing I could think of is +2 unit experience here.
(see above)
The more I think about it, especially in light of 1SDAN's post above, the more I think that the largest city happiness bonus should not be available so early, and probably not in Legitimacy. Alternative fitting locations I could imagine are Democracy (that one specialist seems weakest in the list I made above) or Nationhood. In either case, it probably makes sense to reduce the number of eligible cities for this bonus a bit, to maybe four, which is a common upper limit of core cities for most civs. The current number still stems from BtS games on maps this size, where there are fewer civs that generally have more cities by default.
However, if this effect is moved Citizenship seems a bit bare with only a building production modifier. I could imagine adding a slight economic bonus like +1 gold per specialist instead.
So basically the proposal is:
Citizenship (Law)
- medium upkeep
- +1 gold per specialist
- double production for Library, Market, Aqueduct
I'm not married to the Fort bonuses, they can go if we want, and the AI is a good point here. Same with Castle happiness, it's mostly flavour. So let's keep things simple for now:
Vassalage (Nobility)
- low upkeep
- additional free units without upkeep
- units are produced using food
- double production for Jail, Forge, Castle
I didn't just remove +1 food for Watermill because I wanted to use Paddy Fields to focus the effect more on China. As I said in my previous post, it's important to not only make the civic good for the civ you want it to run, but also not too good for civs you do not want it to run. China has good watermill land, but so has e.g. all of Europe, and it has been demonstrated that you can create a powerful economy using all grassland Meritocracy watermills there. Which is undesirable both from a civic and an improvement point of view. It's become clear to me by now that food bonuses can only be given to improvements that cannot be freely built everywhere, but instead require a resource etc. I would like to keep the East Asia focused Paddy Field bonus though. So basically:
Meritocracy (Education):
- medium upkeep
- +2 food from Paddy Field
- +1 commerce from Windmill, Watermill (if too strong, maybe even only watermill)
- +50% experience within borders
Contrary to the above I don't even think building construction modifiers are needed here.
In addition to the current gold modifier? I think Centralism is already strong enough. Although the question where the capital research goes is justified, if anywhere.
I do not want Territory civics to become too strong economically, and I want their effects focused on the center in most cases. Maybe Tributaries should just be reduced to +1 commerce? It already has the advantage of low upkeep.
If I introduce colony maintenance in the future (like I described in my previous post) it would certainly make sense to have Colonialism reduce it though.