Here’s a suggestion
Tech tree concept (+tentative ideas on civics and new features)
General points
1. Based on ideas from this thread plus a few of my own suggestions.
2. 7 fields of research, equal number of techs (5) in each field, the fields are not connected (meaning a tech from one field requires only a previous tech in the same field). This is what Nightingale was talking about in the original post (among other great ideas), rather than having 1 tech tree like Civilization and M:C, we’ll have 7.
3. Distinction between new Innovation/Inventions/Scientific system (whatever it should be called) with existing Founding Fathers mechanic. I think that FF function like leaders of the colony, helping to develop it. This is represented by flat bonuses to production or new units.
While scientific research may lead to new things a player can build, or maybe new civics.
4. Something to keep in mind: Scientific method was introduced as a term in 19th century, but it can be said that its origins lie in 17th century. However the game starts in 16th century.
5. I barely understand how hard it may be to implement various features, trying to stick to what has been already proposed.
6. I would like to suggest to allow only such research fields which add something interesting/new, and drop those which only give (already present) modifier types. I think at least there shouldn’t be too many of such techs.
Shipbuilding and sea exploration
1. Establishing maritime pilots and charting our home waters +1 movement (really needed IMO, especially for big maps with lots of water)
Ships could really be a bit faster, especially for large maps with lots of water. This is a convenience.
2. Triangle trade (Africa enabled)
3. Far East markets (if it’s possible, they can be accessible only from Pacific, and possibly only by Galleons or higher). Variant: make it accessible only from Pacific and only with specific ships (Galleons, or even make a new, the gigantic Manila Galleon/China Ship/Galeon de Manila). M:C has similar mechanic, I think (I haven’t played it yet though)
Far East: Tea (was discussed), Cheaper Luxury Goods, Cheaper Colored cloth, Spices, More expensive silver
Historically, the Spanish hauled New World silver from Pacific South/Central American coast to China via Philippines. The Chinese sold a variety of great goods which Europeans really wanted, Chinaware, Silk, Tea and other things, while they wouldn’t buy almost anything Europeans offered them, except silver.
4. West Indies Treasure fleet (Flota de Indias) Admiral Pedro Menendez de Aviles was responsible for creating this convoy system, which worked great for several centuries. The King now requests only 30% of Treasure value for transportation. Historically this option should be earlier than no 3 (need to double-check). This could be moved to FF system though.
5. Ships-of-the-line
I’m pretty sure they should be researched, no ships of this class existed in 16th century, when game starts!
****
Idea: two branches of research, picking one disables another: the first is aimed at “tall” play, and one-city-challenges, the second helps “wide” colonies.
I am personally a bit of megalomaniac and actually resented nerf to % from expert workers, though I totally agree this was good balancing measure. I am sure there are many people “in my camp”, so here will be a hopefully reasonable way to facilitate tall building at the expense of wide expansion.
Tall vs Wide branches should be balanced and equally worth researching into, otherwise they both should be available for researching.
****
Tall play, Citybuilding, City on Shining Hill
It would be nice if picking this option would limit number of colonies you can have, if it is technically possible. Maybe set number of possible settler units which can be created or just disable settlers for this player when he has researched certain tech in this field. AIs don’t get their settlers disabled. Disabling settlers is the only thing that can really balance these fields, otherwise they both should be available for research.
1. +1 yield at colony plot
2. +25% storage space
3. Adequate city lighting, +3 to happiness (mostly a filler to delay the very powerful techs ahead, though I read here on forum that somebody had complained of low happiness. Also suitable fit for tall play, because tall cities will generate lots of unhappiness due population size)
4. Extra yield from plot if it produces 6 already
5. Urbanization - Extra jobs
Expansion, our Manifest Destiny. (Wide play)
This should be cheaper than previous field, I think.
1. Pioneer work speed
2. Immigration cross modifier
3. Buy in Europe price modifier
4. -20% points needed for FF
5. Our hardy American folk
Life on our vast and wild frontiers is not for the faint of heart. The weak and the timid have no place here. Our generation is as tough as nails.
+10% (or even +20%) to all military units.
It’d be better to create some unique promotion though. I’d always go for something unique and interesting over bland +% modifiers.
The advances in Manufacturing
-Is it possible to lock this field until turn 100?
-I don’t really like locking 2nd tier of improvements, it just feels wrong, could be annoying (for those who have already played with the mod a lot). However if you guys decide to lock it, the corresponding unlocking tech belongs to this field.
1. Innovativeness - less rp needed for research - this should be the first in this field if it can be disabled for the first 100 or so turns.
2. Whaling industry (unlocks whale blubber and oil, whale hunting ships, whale oil manufactory.
3. Improvement upgrade modifier 50->40 turns
4-5. Various techs for unlocking factory buildings.
Natives, our brothers
1. Gold from natives modifier
2. Modify natives land prices
3. Natives have more goods available for trade (possible?)
4. Learn time in native settlement modifier
5. Allied natives receive regular shipments of guns (probably too hard to implement)
Into the Great Unknown (Exploration)
People here agree that Exploration currently feels a bit boring and too easy. Someone commented that Scouts are too fast, so they probably shouldn’t be given further +movement modifiers.
Anyway this field of research/inventions should probably be connected with any improvements to be made to Exploration system.
1. Forts and Monasteries (this can be moved to Natives field)
2. Frontiersmen
“The men who built America”
Pioneers can start working after spending all movement points.
3. Helpful Medicines
IF exploration will be made more dangerous via events (like sudden death in the marsh or debilitating disease while passing the jungle) - make them occur less often.
OR if units will be damaged while ending their turn in Jungle/swamp/tundra, negate or reduce such damage if this tech is researched.
Maybe AI shouldn’t be affected by dangerous terrain anyway.
Also +2 health in colonies maybe?
4. Missing
5. Shrewd traders
We have traded with natives for so long that we know plenty of tricks to buy everything valuable they have for a handful of worthless glittering baubles. We had even set up a manufactory to mass-produce these trinkets.
+3 (or even +5) Trade Goods production in capital via event
Natives sell their goods for cheaper prices.
(This can help to create more native traders and trade with the tribes remains worthwhile longer)
Military
Need to research this more, I haven’t played for about 3 years)) Really I don’t have enough knowledge of possible promotions and their combos.
1. Expand Colonial Militia
Our colony grew large and needs proper protection from outside threats.
Allows all military units, at start only town guards, light artillery and colonial militia were available.
2. Regular military training
To be better prepared to fend off savages and bandits, we need to assemble colonists for military exercises more often
Gives 10xp to every new unit
3,4 - missing
5. Funding our Liberation Army!
We cannot tax our people, we don’t have an authority to do so, and we are not some evil Kings to unjustly extort money from the people.
But we need to pay the soldiers!
In these trying times, it’s best to turn to radical measures, to loan money from our friends abroad and print some more.
Unit upkeep lowered
The goods are sold with a %malus in Europe (representing hyperinflation, if it’s possible to implement).
Politics and Economics
This should probably activate various civics - i.e. sets of policies. A player can choose to run only one policy in each field.
A problem with civics as I see it - when you declare independence and write constitution, you basically choose civics too, so the system kind of doubles.
1. Development of foreign trade
Historically, Great Britain pursued mercantilistic policies. It forbade the colonies to trade with foreign powers, and trade regulations between colonies and mother country were unfair.
Possible civics, our stance on foreign trade:
a) Loyal and poor (comply with mercantilism)
We are loyal subject of the Crown and we should pay our dues.
-Trade as per standard rules
-Trade with other Europeans is impossible (if it can be implemented, otherwise it’s just default civic without bonuses or penalties)
b) Defy mercantilism - we strongly and openly oppose our Mother Country unfair trade regulations!
-Worsening relations with King, cumulative
-Goods are being sold at higher prices in Europe.
c) Smugglers’s heaven
-Can trade with Europeans
-You can sometimes get caught and the King fines you and gets a bit angry.
2. Colonial lobby
The King unfortunately thinks we’re just a bunch of dirty thugs. His corrupted officials who just want to exploit West Indies and fill their pockets make him think so, no doubt. We need to establish contact with more forward-thinking members of Parliament to counter the most outrageous tax initiatives.
Effect: Max tax decrease (maybe by 10%?)
3. Our Exemplary Society
I think switching between civics should be difficult, otherwise they would be exploited to get the best of “both worlds”.
Our society is young and our cultural memory is not yet burdened by tragic mistakes, like that of old European states. We have a unique opportunity to model our future, to avoid the fate of sufferers of the Old World.
Who shall we be?
a) Oppressive and Narrow-minded (or rather Steadfast & Disciplined. Bonus points if the displayed text can be changed depending on civic currently used lol)
Small boost to happiness
Spy unit (if possible. Reveals what’s going on in other player’s cities)
Maybe less equipment necessary for settlers, faster Pioneers.
Maybe more happiness from religion
b) Libertarian and Open (or rather Confused & Unfaithful)
Large hit to happiness
+to research points
4 missing
5. No taxation without representation!
(Don’t know yet, maybe -20% PP needed for FF, though it feels bland.)
Add later maybe: Religion&Political Philosophy