<Nexus>
Traveler of the Multiverse
Could Monument inherit Standing Stone's +1
with Divine Cult?

Could Monument inherit Standing Stone's +1with Divine Cult?
I don't think that the Monument needs an additional bonus, as there are lots of other happiness sources available. I also think by the Renaissance you should be out of Divine Cult and into another religious civic.
Yes, in theory...
But the unhappiness for pop overcrowding penalty from Monarchy can only be handled with Divine Cult.
Earlier DC had no use; now it's the only option for larger empires![]()
I'd like to see some earlier civics like Divine Cult still be viable in the latter stages of the game personally. Not necessarily competing with modern civics, but still being at least worth using if you'd so choose. Excluding the Default Civics, of course![]()
Feudalism was your 'default civic' in Master of Orion 2..... That's a long time to be running a Feudalistic empire, into the space faring age![]()
Ditto!Outside of 'roleplaying' a specific kind of empire/game, I generally end up running the same small selection of civics every game
Think I used Corporate welfare for the first time this current game, and actually spent pretty much the whole game in Guilds for the -33% maintenance on corporations, even if its Civic Building had obsoleted! That was certainly a first.
- "Feudalism" in Moo2 was not a "civic" but rather a "trait", something you cannot change.
- "Feudalism" in Moo2 represented not only Feudalism, but Vassalage, Bourgeoisie, Nobility and (I think most importantly) Monarchy.Some of these are still viable in latter eras
Ditto!
Government: Mostly Monarchy
Economy: After Slavery I use Coinage since I have a lot of Gold and Silver in my large empire.
Military: Pacifism half the game for the GPP bonus; other half (or rather 30~40%) civic with the highest +Xp bonus.
Religion: earlier it was Prophets than Free Church, never DC or Intolerant; now it's DC all the time.
Welfare: Church. Many religions -> many monasteries -> manybonus
Why no love for Public Works? Gives some decent health bonuses, and happiness in the 6 biggest cities!
Although the upkeep is high, I feel its worth it.
I notice that the Public Transportation REPLACES Paved Roads. Is this intentional? Seems a little odd. If it is intentional, then the massive drop in commerce should be addressed: the +X per connected foreign city is missing from Pub' Trans'.
Personally I'd rather just NOT have the replacement happen, let Paved Roads remain.
Cheers, A.
I think Salon is an Observatory replacement because there are very few other cultural/scientific Renaissance Era buildings that could be converted into the Salon. I think Art Gallery would be a better replacement with +1 free Scientist instead of the current +1 free Artist. Salons are, at least theoretically, both artistic and scientific so I think this is the best fit.
I just wonder if the it would help the AI too. I didn't see it building anytime a VH line building (maybe it's just me?)I think (...)adding small stability bonuses to the Village Hall line will bring things under control, or at least make revolutions not quite as vicious.
I just wonder if the it would help the AI too. I didn't see it building anytime a VH line building (maybe it's just me?)
Also the huge maintenance penalty growing along with the line makes those buildings rather counter-productive.
I'd suggest to change the VH line by:
- replacing the huge maintenance penalty with a small maintenance bonus (+5/+10/+15/+20/+25 or just a flat 10%)
- remove/decrease the free specialist to balance the above
- add the rev bonus you feel right
Same hereI actually build them almost everywhere. In the classical-medieval era, when usually I have not enough population to spare some for specialists, that free specialist is invariably an engineer. Extra production is always good.
Later buildings that give more specialists, one is a merchant or noble, and that usually covers the maintenance costs (or nearly so).
I actually build them almost everywhere. In the classical-medieval era, when usually I have not enough population to spare some for specialists, that free specialist is invariably an engineer. Extra production is always good.
Later buildings that give more specialists, one is a merchant or noble, and that usually covers the maintenance costs (or nearly so).