Saxo Grammaticus
Clerk
- Joined
- Jul 3, 2021
- Messages
- 921
Against the Grain has been on a list here or there, so glad to have your recommendation as well. The more the idea sits with me, the more overlap I see with ideological tenets. For instance, consider early economic advances:
-Bureaucracy: Temple Economy, Trade Outposts
-Politics: Raiders, Distribution of Spoils
-Sovereignty: Tribute, Public Works
They would not necessarily be exclusive, but rather suggest strategic flavor. It would nice if names made explicit reference to states prominently accessible by the above concepts. Dawn of Everything would suggest Mesopotamian bureaucracy, Anatolian politics, and Egyptian sovereignty with many more examples from other cultures.
I was not thinking of Civ IV's starting techs or leader traits, but I do like both. Of course, it is fun to start with bonuses, but they also add strategic asymmetries from the beginning. Sui Generis is a great mod that implements a similar mechanism in Civ VI. For the bureaucracy/politics/sovereignty structure, it would be less a fixed bonus and more an aspect of early-game strategy with potentially deeper consequences. For Civ VI, a mix-and-match strategy sounds a bit too powerful--you can sort of see that with leader mods on Steam. I see a lot of potential for making civilizations more immersive, but balancing for uniques all over the place sounds like a strategic headache! I am curious what you would consider optimal faction design.
-Bureaucracy: Temple Economy, Trade Outposts
-Politics: Raiders, Distribution of Spoils
-Sovereignty: Tribute, Public Works
They would not necessarily be exclusive, but rather suggest strategic flavor. It would nice if names made explicit reference to states prominently accessible by the above concepts. Dawn of Everything would suggest Mesopotamian bureaucracy, Anatolian politics, and Egyptian sovereignty with many more examples from other cultures.
I was not thinking of Civ IV's starting techs or leader traits, but I do like both. Of course, it is fun to start with bonuses, but they also add strategic asymmetries from the beginning. Sui Generis is a great mod that implements a similar mechanism in Civ VI. For the bureaucracy/politics/sovereignty structure, it would be less a fixed bonus and more an aspect of early-game strategy with potentially deeper consequences. For Civ VI, a mix-and-match strategy sounds a bit too powerful--you can sort of see that with leader mods on Steam. I see a lot of potential for making civilizations more immersive, but balancing for uniques all over the place sounds like a strategic headache! I am curious what you would consider optimal faction design.