Suggestions and Requests

On another topic: Towns are too good too early. Cant we tie the town improvement to a late game tech?
I agree that Towns are too strong. A change that comes along with the new techs that I think I didn't mention is that I increased the time for villages and towns to grow.

But I also considered tying them to a tech, but that's not as easily possible. There are no techs for improvements, only for "builds", i.e. the ability for your workers to construct them. Since towns grow from villages, they are never directly built, and there is no XML concept for "tech required to grow to".
 
Sure, it's probably not hard to add, just saying that it's more than the quick decision to change an XML field.
 
A change that comes along with the new techs that I think I didn't mention is that I increased the time for villages and towns to grow.

And that's the other shoe. I think this is a terrible idea unless some tech (maybe in the early Renaissance?) changes the growth time back to its old value.
 
RoM AND also also has techs allow building villages/towns directly. That combined with slower base growth for the improvements could work pretty well at balancing them. They would have a smaller effect in the early game, but immediately give a larger effect if built later on.
 
RoM AND also also has techs allow building villages/towns directly. That combined with slower base growth for the improvements could work pretty well at balancing them. They would have a smaller effect in the early game, but immediately give a larger effect if built later on.

Or we could have the option to sacrifice a worker for an instant Hamlet, like in that one mod I heard about...
 
Or we could have the option to sacrifice a worker for an instant Hamlet, like in that one mod I heard about...
I don't think that's a good idea.
 
Or we could have the option to sacrifice a worker for an instant Hamlet, like in that one mod I heard about...

Just in case that you didn't know, I might be wrong but I think that (standard BTS and even K-Mod) AI calculates how many workers it needs with the assumption that workers are never consumed when building improvements and that workboats are always consumed when building improvements.
 
I don't think that's a good idea.

And why would that be? You like masses of unemployed welfare dependants sitting around?
 
And why would that be? You like masses of unemployed welfare dependants sitting around?
That perspective is really putting the cart before the horse.
 
That perspective is really putting the cart before the horse.

As long as the cart ends up at its destinations, what do I care about the horse?
 
Same. Workers ending up useless is a third tier concern at best.
 
Food is much more valuable than commerce. It would make mercantilism less attractive.

Well, but it could be an attractive civic to run while you have colonies in regions that will become independent countries. Then players would actually have more of an incentive to settle the Americas. I think that something that reduced both production and food output in the colonies and created additional wealth and boosted the effects of health and happiness resources (in whichever way that was implemented) would be perfect to induce colonial empires.
 
Maybe obsolete units shouldn't give military police happiness?
 
My problem is that, for all the changes DoC made to vanilla mechanics, colonial relationships are still not realistically portrayed. Your colonies start with lots and population and infrastructure, the Trading Company industry boosts their yields further, and slave plantations and specialists help them produce things even more quickly, but all of these mechanics only apply to your colonies, not your core cities. They help your colonial cities to become good cities in their own right, easily comparable in commerce or production to your core cities. That is not how it worked in history. In reality, the relationship between European masters and their colonies was a one way road of exploitation and resource extraction. Europeans siphoned wealth and resources and values from their colonies to make things better in Europe, while only constructing the bare minimum of infrastructure necessary to keep the extraction of resources as efficient as possible. They wouldn't care to build an Observatory or a Factory or an Aqueduct or a University on some Caribbean island city. Put in game terms, they only improved tiles with resources on them, constructed only the most basic of buildings, and then set these cities to build Wealth, interrupted by training the odd military unit now and then, until their colonies inevitably declared independence. Atlantic slavery and the Trading Company industry should be mechanics that help boost European core cities at the expanse of colonies, not help colonies become decent cities in their own right as is currently the case.

A brainstorm idea to encourage colonial cities without much infrastructure.

A new building is added (lets call it Colonial Administration for now), which provides +1 commerce (or +2) for all colonial resources and precious metals. This building is automatically placed in colonies. (Cities on a different continent) This building disables the production of more advanced infrastructure, such as Banks.

Only one of the following options to remove the building is available, but I don't know which is best for gameplay yet, so I put both in.
1. The building is automatically removed when the city reaches a population of Y. (5-7 ish)
2. The building is removed when the city completes a new project. (Called something like "Full city rights") I think the costs should be so that it can be completed in 3-5 turns in most colonies.

This leaves the player with 2 option. One is to keep the city a colony with this new building. The benefit is a big increase of commerce output, at the cost of limited infrastructure. The other option is a full city with full infrastructure capabilities, but less commerce output.

Some optional extras.
- The Colonial Administration could have a raw 10% commerce bonus to encourage colonies to remain small even more
- Having mercantilism adopted could add another bonus to the Colonial Administration.
- If the 2nd option for removal is picked, the Colonial Administration could put a limit to the population a colony can hold.
 
I don't like the idea of a mechanic (like the building you mention) that would automatically disable advanced buildings, I'd rather have something that discourages them. Banks and other advanced buildings were built in colonies (I just checked for the first bank in Mexico, for example) - but it just took longer as that was not a priority for the colonial masters.

A mechanism (through civics would be awesome, perhaps boosted by such a building as a colonial administration) that creates positive effects in the core and negative ones in the periphery, and has a positive net balance for the civ, would be ideal. Yielding more commerce for the civ and increasing the bonuses of resources have been suggested, but another possibility would be to increase stability and even to increase hammer output in core cities (representing the imported materials and wealth (that can be used to pay for labor, hence increasing hammers is justified)) - come to think of it, a direct hammer and food transfer, from periphery to core, could be the ideal effect.
 
The ability to transfer hammers and food from the periphery to the core will be fun to play with, but it will not discourage developing the periphery.
(which was the problem to begin with. In if fact it encourages developing the periphery as more hammers and food will be ferried over to the core)

summary:

Transferring resources from the periphery to the core is a nice mercantilism fitting idea, but it needs some additional tinkering to fit the the colonial exploitation period it is (originally) aimed to mimic.
 
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