Prior to C3C, after the Ancient Age, the Republic was the best all-round government in Civ3. There was no real reason to go through Anarchy to switch to Democracy, and only extreme cases of war weariness forced a switch to Monarchy. Communism was no match for Monarchy as a warmongering government.
C3C tried to weaken the Republic as a wartime government by requiring 2-gold maintenance per unit (but allowing 1/3/4 free unit maintenance per town/city/metro), and introduced the Secret Police HQ in an attempt to reduce corruption in Communism.
C3C also introduced two new governments (Fascism and Feudalism).
Unfortunately, the governments in Civ3 remain unbalanced.
The Problem
The luxury scarcity in C3C, along with the extra maintenance cost, has weakened the Republic in the Ancient Age, where it was previously in good balance with Monarchy. On the other hand, the extra free unit support is enough to actually make the Republic better than it was in PTW after the Middle Ages (when an empire has numerous cities to support a large army). A human Republic can wage war in the Industrial Age better than ever, and AI Republics (at lower difficulty levels) suffer due to an excessive number of units in the Ancient Age.
Feudalism provides 5/2/1 free unit maintenance per town/city/metro, but it requires a 3-gold maintenance per unit over that. This makes for a great government for Medieval REX, but many feel that the situations where such a government can be useful are extremely limited. Monarchy is almost always a better alternative than Feudalism, both in war and at peacetime.
Possible Solutions
It’s possible that Communism and Fascism also have balance issues, but it’s difficult to evaluate them with the current bugs that exist in C3C.
So what do you think? What is the best way to balance the governments within the philosophy of the AU mod?
C3C tried to weaken the Republic as a wartime government by requiring 2-gold maintenance per unit (but allowing 1/3/4 free unit maintenance per town/city/metro), and introduced the Secret Police HQ in an attempt to reduce corruption in Communism.
C3C also introduced two new governments (Fascism and Feudalism).
Unfortunately, the governments in Civ3 remain unbalanced.
The Problem
The luxury scarcity in C3C, along with the extra maintenance cost, has weakened the Republic in the Ancient Age, where it was previously in good balance with Monarchy. On the other hand, the extra free unit support is enough to actually make the Republic better than it was in PTW after the Middle Ages (when an empire has numerous cities to support a large army). A human Republic can wage war in the Industrial Age better than ever, and AI Republics (at lower difficulty levels) suffer due to an excessive number of units in the Ancient Age.
Feudalism provides 5/2/1 free unit maintenance per town/city/metro, but it requires a 3-gold maintenance per unit over that. This makes for a great government for Medieval REX, but many feel that the situations where such a government can be useful are extremely limited. Monarchy is almost always a better alternative than Feudalism, both in war and at peacetime.
Possible Solutions
- Republic: Provide a fixed number of free units (say 20) so that the size of the supported army doesn’t increase with the size of the empire. This addresses both the early and late game concerns with the Republic, but then the strength of the government (mainly in the late game) becomes map size dependent. This is not the only government (or aspect of Civ3, for that matter) who's strength would be map-dependent, however.
- Republic: Decrease the free unit support to 1/2/2 per town/city/metro. This is a conservative change, and somewhat reduces the power of the Republic in the late-game, but a sizeable army will still be feasible for large empires, and it does nothing to address the early-game weakness of the Republic.
- Republic: Increase the corruption to Problematic (same as Monarchy), reduce unit support cost to 1gpt, and remove all free unit support. This is the way Republic was implemented in the PTW version of the AU mod.
- Feudalism: Reduce unit support cost to 1gpt, as for Monarchy. Empires with many small towns rather than cities in the Middle Ages will then be tempted to choose Feudalism over Monarchy, if they don’t plan on waging bloody wars.
It’s possible that Communism and Fascism also have balance issues, but it’s difficult to evaluate them with the current bugs that exist in C3C.
So what do you think? What is the best way to balance the governments within the philosophy of the AU mod?
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