Chris41336
Chieftain
- Joined
- Oct 19, 2008
- Messages
- 84
A few thoughts I had, as this is a mode I have been dying for:
1) Way too many city states if you, like me, play with a high number already. Moving forward I will have the game start with only 1 or 2 city states and have the rest fill in from barb camps.
2) I think the camps are becoming CS too quickly. In my game I am not even at the medieval era yet and started exploring with my galleys, and have found CS who may or may not have interacted with major civs as barbs cropping up all over, arctic, etc. The passive rate to change should be reduced to the point of near zero. Player interaction should be the main driver of evolution. I want to reach the new world with some camps still in tact that perhaps I can use to attack fellow colonial powers.
3) I absolutely think that there should be some form of memory when the camp turns to a CS of who helped get it there. If one civ does all the effort to a barb camp to evolve, they should at least get an extra envoy or perhaps a one-time bonuses of the camps unit.
4) Maybe others disagree with this, but I think that a clan should have a random chance of becoming a full-fledged civ instead of just a city state. There could also be an interesting mechanic where if a barb clan takes a city from a civ, they keep the city and immediately upgrade to a civ, in addition to random chance. Perhaps there could be a modifier to increase the chance for a more well funded barb camp.
5) alternative of point 4, I think this mode should allow barbs to "raid" cities and reduce loyalty each time. This will add to the hiring dynamic, you can lower loyalty of neighbors cities by hiring barbs.
Lastly - has anyone narrowed down why sometimes camps stop forming after the first CS conversion? I'm so curious what the specific setting is that causes this so I can avoid it.
1) Way too many city states if you, like me, play with a high number already. Moving forward I will have the game start with only 1 or 2 city states and have the rest fill in from barb camps.
2) I think the camps are becoming CS too quickly. In my game I am not even at the medieval era yet and started exploring with my galleys, and have found CS who may or may not have interacted with major civs as barbs cropping up all over, arctic, etc. The passive rate to change should be reduced to the point of near zero. Player interaction should be the main driver of evolution. I want to reach the new world with some camps still in tact that perhaps I can use to attack fellow colonial powers.
3) I absolutely think that there should be some form of memory when the camp turns to a CS of who helped get it there. If one civ does all the effort to a barb camp to evolve, they should at least get an extra envoy or perhaps a one-time bonuses of the camps unit.
4) Maybe others disagree with this, but I think that a clan should have a random chance of becoming a full-fledged civ instead of just a city state. There could also be an interesting mechanic where if a barb clan takes a city from a civ, they keep the city and immediately upgrade to a civ, in addition to random chance. Perhaps there could be a modifier to increase the chance for a more well funded barb camp.
5) alternative of point 4, I think this mode should allow barbs to "raid" cities and reduce loyalty each time. This will add to the hiring dynamic, you can lower loyalty of neighbors cities by hiring barbs.
Lastly - has anyone narrowed down why sometimes camps stop forming after the first CS conversion? I'm so curious what the specific setting is that causes this so I can avoid it.