Further ideas:
1. Added costs to industrial/modern units. +1GPT for gunpowder, +2GPT for industrial, +3GPT for modern, +4GPT for the latest units. This makes the late game supermilitaries a bit costlier to maintain.
1B. Added costs just to the "offensive" arms. So, mobile and shock units cost +1GPT extra or are more expensive to make, while the defensive units are the same as vanilla. So, if a superpower wants to get aggressive, it costs them more to do so, while smaller civs can still build up good defensive armies with a smaller production base to keep themselves safer.
2. Rules on city gifting (no mature cities past a certain size in each era in the "heartland")
3. Publicly announced defensive pacts that must be adhered to. So if Germany and France declare they have a defensive pact in X circumstance, and Russia attacks France in that circumstance, Russia must also DoW on Germany before moving troops.
1. Added costs to industrial/modern units. +1GPT for gunpowder, +2GPT for industrial, +3GPT for modern, +4GPT for the latest units. This makes the late game supermilitaries a bit costlier to maintain.
1B. Added costs just to the "offensive" arms. So, mobile and shock units cost +1GPT extra or are more expensive to make, while the defensive units are the same as vanilla. So, if a superpower wants to get aggressive, it costs them more to do so, while smaller civs can still build up good defensive armies with a smaller production base to keep themselves safer.
2. Rules on city gifting (no mature cities past a certain size in each era in the "heartland")
3. Publicly announced defensive pacts that must be adhered to. So if Germany and France declare they have a defensive pact in X circumstance, and Russia attacks France in that circumstance, Russia must also DoW on Germany before moving troops.
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