Re: What kind of changes does LT40 have
Posted: Fri Nov 10, 2017 10:59 am
Well, citymindist needs to be, at most, minimum city range +1. I think it's obvious why, I can explain if it isn't.
Governments... Technically, all post-MiddleAges governments have a history of relative stability on larger scales. NOT Despotism. No, I don't think the governments are the issue. It's the internal organisation, the executive decisions, the policy. Wonders are unique and can't be removed and are thus irreversible, so maybe...
Would it be possible to have a city improvement (let's call it X) have a global effect, with more Xs in more cities not meaning anything, so they do NOT accumulate/add? So, basically, same as wonders, only they CAN be sold?
Actually, if accumulation from multiple improvements can't be solved, then make Palace a prerequisute for such improvements so they can only be built in one citsy - capital. Yes, very much an attack bait, but still.
Then those improvements can be used as "sub-government", giving both social bonuses and penalties, allowing multiple combinations of political and economic systems.
Yes, maybe the upcoming games are coming too soon to test all this, but maybe dedicate one game to testing something like this?
As for making global conquest less likely, whenever there is a problem like that, I say: look at reality. And the reality is, permanent wars are costly, they simply require too much logistics to be possible. So, basically, make the MAINTENANCE cost of units larger, especially the late ones. What we have, in effect, is that a local gang of rabble (Warriors) has the same maintenance cost as a Howitzer. Not realistic at all. VERY unrealistic.
What conquers continents here are Armour floods and Howitzer floods and they happen because, with a city size 20, factory and a plant, the city has production 50 and can maintain 20 Armour and Howitzer units without a hiccup, can still build any improvement in less than 5 turns and a Freight every 2nd turn. Well, there's your problem.
Governments... Technically, all post-MiddleAges governments have a history of relative stability on larger scales. NOT Despotism. No, I don't think the governments are the issue. It's the internal organisation, the executive decisions, the policy. Wonders are unique and can't be removed and are thus irreversible, so maybe...
Would it be possible to have a city improvement (let's call it X) have a global effect, with more Xs in more cities not meaning anything, so they do NOT accumulate/add? So, basically, same as wonders, only they CAN be sold?
Actually, if accumulation from multiple improvements can't be solved, then make Palace a prerequisute for such improvements so they can only be built in one citsy - capital. Yes, very much an attack bait, but still.
Then those improvements can be used as "sub-government", giving both social bonuses and penalties, allowing multiple combinations of political and economic systems.
Yes, maybe the upcoming games are coming too soon to test all this, but maybe dedicate one game to testing something like this?
As for making global conquest less likely, whenever there is a problem like that, I say: look at reality. And the reality is, permanent wars are costly, they simply require too much logistics to be possible. So, basically, make the MAINTENANCE cost of units larger, especially the late ones. What we have, in effect, is that a local gang of rabble (Warriors) has the same maintenance cost as a Howitzer. Not realistic at all. VERY unrealistic.
What conquers continents here are Armour floods and Howitzer floods and they happen because, with a city size 20, factory and a plant, the city has production 50 and can maintain 20 Armour and Howitzer units without a hiccup, can still build any improvement in less than 5 turns and a Freight every 2nd turn. Well, there's your problem.