Originally Posted by Lib.Spi't View Post
The one thing I do want to see gone is the 'scaled money requests' it kind of makes sense in the vanilla setting as you are under the thumb of an oppressive king who takes the mickey constantly and forces you to go to war, but in an 'empire management' context it forces you to spend to avoid the rainy day, rather than save for it...I much prefer the idea of fixed amount events, so then if you have saved plenty of money you can cope with these events and make a decision as to whether or not you care, rather than being a turn away from saving for an important strategic step, and then having all of your money taken away in a scaled demand... where as if the request came 2 turns later he would asked for 60 gold instead of 6000. Just annoying....
I fully agree on this one. I once in RaR bought a ship of the line (or something else really expensive) and had virtually no money left. The next turn the king asked for 3 gold
Yeah I agree too. The worst part of random vanilla kings is agreeing to their random requests doesn't really benefit you much. I think their DLL-based demands should be instead replaced with moddable Events that can be modded with EventTriggerInfos and EventInfos.xml. In RaR I implemented a few Quest events where they could demand yields like Wood or Furs to be paid in tribute; these were slow to make using python callbacks but with a few more xml tags would be very easy to mod quite flexibly. The King/Pope system would be way more interesting if they could intermittently issue difference requests or Crusades you need to fulfill which would change your relationship depending on success; then they could issue a Boon or other benefit when you get your relationship really high or a Censure if it gets too low.
I just had another idea. We could make routes, improvements and whatever cost yields. They can then gather in plotgroups and be paid for when the plotgroup handles domestic sales. This mean a stone covered road could require 0.4 stone/turn for maintenance and together with all the other stone covered roads in the plotgroup, it could become quite a number each turn, which the cities have to deliver. Remember that gold is also a yield in this context.
We could then impose that demands for yield, which is paid for could be covered by auto buying the yield in Europe at an extra price. Either that or the improvement/route type will have a risk of switching to downgrade type, like a stone road becomes a path or whatever.
Hmm, I'm hesitant for too much micromanagement but I do like that idea of having some local maintenance yields drawn from Plotgroups. The Civ4 civics system also has plenty of upkeep features, which I think can include:
* advanced civics choices having a high base upkeep per turn for maintaining that civic (ie some can only be supported by a large advanced empire)
* charges for upkeep per city (to offset immediate early-game land grabs using big grids of crappy cities, and offset runaway acceleration of income from things that give income-per-city) and/or upkeep per citizen (to offset the easy money generated by many big cities)
* upkeep that increases for distance from the Capitol (in Civ4 there was also Forbidden Palace that could act as a second capitol for nearby upkeep reduction)
* civics can give a discount to cost for certain upkeep types like military upkeep, or let you maintain x number of units free from upkeep (appropriate for Feudal or Peasant Levy allowing to field an army for free, or Corvee Labor allowing you a discount on Improvement/Route upkeep)
Be very wary of making a too complicated system for upkeeps and supply needs for units/professions etc, this is something that could really cripple the AI as it will totally not know how to cope with this. To some extent this could be compensated if you add settings in Civ4HandicapInfos.xml allowing AI discounts or exemptions on upkeeps at certain difficulty levels, then this could be adjusted as desired for difficulty. But at some level no one wants too complex rules needing constant monitoring which make you have to play on a totally different playing field from your opponent.
While removing the random King payment demands, it is still good to have a rising Tax/Tithe rate in place which rises during the game; this makes you want to become less dependent on foreign trade and grow your own economy through domestically fulfilled Demands and consumption.
Regardless of upkeeps, it's going to stay very necessary for balancing in Col to have rising taxes and have overall declining market prices as you increase sales of your goods; since it's already easy to make money and new buildings/specialists/techs/improvements add rapidly to production. Even if these new things cost upkeep, they must always produce more than their upkeep to be worth having, so your income will grow uncontrollably up and up if not counterbalanced by lower prices and higher taxes pushing you to produce more to compensate.