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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Historicly distant cities supply unique goods, making them profitable. A single shipload of spice being worth many times the value of the ship, etc. Tea from India, tobacco from Virginia. At the time of the American revolution the sale of tobacco supplied 20% of the revenue of the English monarchy.
Long time member @ Apolyton
Civilization player since the dawn of time
Originally posted by H Tower
yeah, the romans split because Rome was sacked and the western empire taken over by barbarians.
The RE split because the Emperor thought ruling such a large Empire all by oneself was too hard.
Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10 I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
Sorry Lancer, I was oversimplifying with my last response.
As I understand things, the new system will work as follows:
The base maintainance cost of distant cities will be greater than for closer cities. However, as with any city, this cost can be reduced by building specific improvements (a much easier task than with the old corruption system), and possibly tech advancement as well. Also, as the population grows, and said population is able to work lucrative squares, then the money it makes will end up possibly more than making up for the costs of maintainance.
The way I see it, this new system kills two birds with one stone-both simulating the very historical system which you highlighted, whilst at the same time having the gameplay effect of slowing ICS (by forcing players to really think about where they place their cities).
Hope that made more sense Lancer.
Originally posted by The_Aussie_Lurker
Sorry Lancer, I was oversimplifying with my last response.
As I understand things, the new system will work as follows:
The base maintainance cost of distant cities will be greater than for closer cities. However, as with any city, this cost can be reduced by building specific improvements (a much easier task than with the old corruption system), and possibly tech advancement as well. Also, as the population grows, and said population is able to work lucrative squares, then the money it makes will end up possibly more than making up for the costs of maintainance.
The way I see it, this new system kills two birds with one stone-both simulating the very historical system which you highlighted, whilst at the same time having the gameplay effect of slowing ICS (by forcing players to really think about where they place their cities).
Hope that made more sense Lancer.
Yours,
Aussie_Lurker
Yes, that sounds great. The corruption never made much sense the way it was.
Long time member @ Apolyton
Civilization player since the dawn of time
Originally posted by MattPilot
I guess the term you all are refering to is a "puppet regime".
Nooooo, they are "faithful allies and friends"
Originally posted by MattPilot
I'm all for that.
I hate it when i'm the only superpower left and only one opponent left.
When creating a puppet regime, your relations with that new 'civ' would be very positive, and over time it would become 'normal'.
Well, it could be an effect of diplomacy (alliances, forced peace pact, etc.), or a side effect of years of trading (if you really depends from resource or luxuries from a country you have to be friend (e.g. Saudi Arabian) or attack them (I can't think of an example right now ).
Also the "cultural admirer" that in Civ III sometime force a city to divert to your Civ, should be lessened to a better relation of the whole Civ to your, escalating to the last step of a "full friendship" (puppet state).
The diplomatic/spy action to make a city revolting could be back as a propaganda to join the Great Union of country.
Thinking about history, there were Empire and Emperor, made of many kingdoms keeping a King (still a kind of puppet, or a relative of the emperor).
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing." - Admiral Naismith
Gifting a group of cities to another nation can add some great twists to a game.
Recently I gave a 5 cities to the an ai nation, giving them a new border with a common enemy. Was a shame they took a bit of time getting some troops up in their though. Although the distraction it provided the enemy allowed a good strike to take place elsewhere.
All a lot of fun also some sadness when considering the loss but definitly fun in action.
And yes a good way to help a player who has suffered at the hands of another
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