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Jon Miller
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but feudalism doesn't have to be war monger
it just enables you to do some better
and it saves a tech
and certain strategies should be weaker in different circumstances (like builder when there are no rivers or lakes)
Jon Miller
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Jon Miller
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yah
but I still don't think that you should have a 'most rewarding strategy' if you don't have access to fresh water
if you look at history resources (including water) dictated what the nations were like (what is the bst way for a civ to be)
and whlie you can be a builder with out water, you are not picking the best response (the best response would be to seize some water)
Jon Miller
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gunkulator
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My $0.02 on Republic: Leave WW and unit support the way it is now, however taking a page from the CivII book, charge 3gpt for each military unit not stationed in a city of fortress and 4gpt for each military unit outside your borders. That way, warmongers who hide in Republic are penalized for actively pursuing a war beyond their borders.
Leave Democracy as it is: no additional support penalties but bone crushing WW. The goal is to force warlike Republics to reduce science to pay for maintenace and likewise force warlike Democracies to reduce science to pay for luxuries.
As for Anarchy: Duration should be 1/3 as long when going "upwards" (despo->anything), 1/2 as long when going "sideways" (rep<->monarchy, comm<->democ). Full penalty for moving backwards.
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Jon Miller
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but if you are going war you should have more trouble with republic than feudalism
Jon Miller
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Kuratko
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Olomouc, Czech Republic
Feb 2002 time: 06:32
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I have tried more extensive changes in my personal mod. I do not see much sense in the Feudalism government and at the same time I miss an ancient government with communal corruption (City States). Also, from the historical point of view, Feudalism as an economic system was mostly used in Monarchies. So I did the following:
Monarchy technology renamed "City States". Monarchy government now moved to Feudalism. Feudalism government renamed "City States" and requires
City States technology.
City States stats: Communal corruption, Forced labor, low WW, units free 4/2/1, 3gold-unit, 1 Draft, 3MP, Worker 100%, Assimilation 3%
Republic: Nuisance corruption, paid labor, low WW,
units free 1/2/2, 2gold-unit, 1 Draft, 0MP, Worker 100%, Assimilation 2%
Monarchy: Problematic corruption, paid labor, no WW,
units free 2/4/8, 1gold-unit, 2 Draft, 3MP, Worker 100%, Assimilation 2%
Resistance modifiers changed generally to make resistance more of an issue.
It needs a lot of playtesting to balance properly but I personally like this better.
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Jon Miller
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I like feudalism
there was a big difference between strong centered monarchies and feudal societies
but feudalism was the best, particularly when nations were more spread out and population centers were smaller
Jon Miller
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donZappo
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I think it would be really cool if Feudalism had communal corruption instead of what it has now. This would add a very distinctive feel to this early government to set it apart from the other governments at the time, and allow the small cities that exist under it to still produce quite well as the empire spreads. Then, with changes to republic (I favor a flat unit support) you'd have a peaceful government, a large expanding goverment, and a small war-time government based on a core of cities. I don't know if this would be balanced without testing it, but it sounds like an interesting idea. Any thoughts on if this would make the government too powerful? I'm going to open up a debug game with this mod and see what happens with the AI.
EDIT: I do in fact like the new government of Feudalism and have used it a couple of times to good success. I was just thinking that this might make it even more fun and less of a highly specialized form of government.
Last edited by donZappo on 22-11-2003 at 22:44
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