Back to discussing about mercantilism.
Mercantilism right now is the worst civic in relation to beakers output.
So maybe connect mercantilism with TD and stability, something like this:
*No foreign trade routes
*TD company produces stability points.
(stability expansion should be nerfed in this case)
It will make the player to behave competively to other empires. They will attack other colonies (to gain more TD city-slots) and absorb more colonial resources.
So mercantilism will keep your colonial empire stable, but it will make your research slower. TD expires with assembly line, so mercantilism will expire inderectly.
And about guilds: bring the +1
per specialist back, the maintainance cost is high, and assinging specialists to cities is somewhat historical for guilds.
Mercantilism right now is the worst civic in relation to beakers output.
So maybe connect mercantilism with TD and stability, something like this:
*No foreign trade routes
*TD company produces stability points.
(stability expansion should be nerfed in this case)
It will make the player to behave competively to other empires. They will attack other colonies (to gain more TD city-slots) and absorb more colonial resources.
So mercantilism will keep your colonial empire stable, but it will make your research slower. TD expires with assembly line, so mercantilism will expire inderectly.
And about guilds: bring the +1
