Could this be simplified by having drafting contribute to war weariness, while giving drafted units a XP penalty?
Drafting producing two units instead of one sounds good though. Though rushing and the modern era in general could benefit from the "if there's enough excess
, a city can complete several items in its queue in a single turn" rule you find in certain modmods. But then I don't know how complicated such a thing would be to implement, or if it would be desirable (it might make Despotism even stronger for one).
On another note: I suggested that the current Pyramids effect (cities continue to grow when using
for
) could synergize well with the Tributaries civic (for a Templo Mayor wonder maybe?). It got me thinking that this effect isn't terribly relevant for Egypt or other ancient civs. They don't have that many things to build so finding the time for workers and settlers isn't a problem, they're in floodplains so they'll grow big anyway, and their AI build too many settlers as it is. The Pyramids have a cool synergy with the Sphinx effect (
for wonder
), but I'm not sure Egypt is in position to do much with it. Other effects could be:
-Something to link
and
(+1
per
level?), Egypt is always lacking in
(though maybe this isn't a problem because its cities' growth is already guaranteed),
-Engineer and/or Statesman slots in every city - those are rare and valuable in the ancient era, and Egypt needs
for both its UHV and URV, OTOH there's a bit of overlap with Ishtar Gate (whose effect isn't that much help to Babylonia, so maybe the Pyramids could steal it),
-
or
from excess
-
is boosted, but the
UHV can afford to be made more difficult anyway.