If I were King these are some changes I would like to see going forward from 1.17f:
1) Fix pop rushing again, closing the loophole of joining workers to an entertainer city. A simple fix is a one turn delay after joining before pop rushing is allowed. Another simple fix is forbidding the joining of workers to negative happiness cities.
2) Give players more options to deal with corruption. Add a third type of specialist, a shield specialist that generates one shield. Like other specialists these are immune from corruption. Limit shield specialists to three per city. If this turns out to be too powerful, limit it to one or two per city. This gives a builder player a way to actually produce something in distant cities. With the 1.17f pop rushing rules, there is no way to produce anything in a distant city that is not a garbage city. This makes the game tedious and a lot less fun. Four shields is not really enough to produce military units after the Ancient Age, but enough to build some smaller buildings in a reasonable amount of time. Supporting three specialists usually takes several improved tiles and a non-Despotism government. This gives a player a reason to work on these cities.
2a) More corruption options: Add a minimum effectiveness for courthouses and police stations, so that a courthouse almost always gets a second shield in a 5+ shield city. Do this by rounding up, not by setting a floor of 20% corruption with a courthouse. Do similar for a police station, a minimum of three shields in a 10+ shield city. Players absolutely hate it when they take the 80 or 160 turns to build these things and still see one shield output in a big city.
3) Make navies more useful. Add a pirate button for ships, similar to pillage for ground units. This command allows ships to pirate gold when next to an enemy city. Privateers can do this under hidden flag. Coastal fortresses get a free shot at pirates, and a hit by the fortress means no piracy that turn. Successful pirating yields maybe 1 to 10 gold depending on unit type and experience and the size of the city being pirated. Maybe 0 to 1 gold for a regular galley or other transports. Maybe 5 to 10 gold for an elite combat ship. Damaged units with one hit point get zero gold (coastal fortress can not hit them). Subs can pirate gold without fear of the coastal fortresses, but it is an act of war. These changes give a reason to build subs and privateers and a reason to have a standing navy and to build coastal fortresses (now useless).
3a) increase movement for modern navies (destroyers, battleships, nuclear subs, cruisers) by one.
3b) Add a fishery building, maybe with navigation/magnetism tech, or electricity (abilty to freeze fish) that increases food to three for coastal tiles. It is one of many absurdities in the game that fishing has no upgrade from the Ancient age (mapmaking and harbors).
4) Ostracize civs that break treaties or that wage wars of aggression, by severely limiting trading with these civs. A simple way to implement this is by having the AI players treat another AI player like the human if they break a treaty
5) Minor stuff: increase movement of radar artillery to two. Increase the range of stealth bombers by two. Put back the bananas resource
1) Fix pop rushing again, closing the loophole of joining workers to an entertainer city. A simple fix is a one turn delay after joining before pop rushing is allowed. Another simple fix is forbidding the joining of workers to negative happiness cities.
2) Give players more options to deal with corruption. Add a third type of specialist, a shield specialist that generates one shield. Like other specialists these are immune from corruption. Limit shield specialists to three per city. If this turns out to be too powerful, limit it to one or two per city. This gives a builder player a way to actually produce something in distant cities. With the 1.17f pop rushing rules, there is no way to produce anything in a distant city that is not a garbage city. This makes the game tedious and a lot less fun. Four shields is not really enough to produce military units after the Ancient Age, but enough to build some smaller buildings in a reasonable amount of time. Supporting three specialists usually takes several improved tiles and a non-Despotism government. This gives a player a reason to work on these cities.
2a) More corruption options: Add a minimum effectiveness for courthouses and police stations, so that a courthouse almost always gets a second shield in a 5+ shield city. Do this by rounding up, not by setting a floor of 20% corruption with a courthouse. Do similar for a police station, a minimum of three shields in a 10+ shield city. Players absolutely hate it when they take the 80 or 160 turns to build these things and still see one shield output in a big city.
3) Make navies more useful. Add a pirate button for ships, similar to pillage for ground units. This command allows ships to pirate gold when next to an enemy city. Privateers can do this under hidden flag. Coastal fortresses get a free shot at pirates, and a hit by the fortress means no piracy that turn. Successful pirating yields maybe 1 to 10 gold depending on unit type and experience and the size of the city being pirated. Maybe 0 to 1 gold for a regular galley or other transports. Maybe 5 to 10 gold for an elite combat ship. Damaged units with one hit point get zero gold (coastal fortress can not hit them). Subs can pirate gold without fear of the coastal fortresses, but it is an act of war. These changes give a reason to build subs and privateers and a reason to have a standing navy and to build coastal fortresses (now useless).
3a) increase movement for modern navies (destroyers, battleships, nuclear subs, cruisers) by one.
3b) Add a fishery building, maybe with navigation/magnetism tech, or electricity (abilty to freeze fish) that increases food to three for coastal tiles. It is one of many absurdities in the game that fishing has no upgrade from the Ancient age (mapmaking and harbors).
4) Ostracize civs that break treaties or that wage wars of aggression, by severely limiting trading with these civs. A simple way to implement this is by having the AI players treat another AI player like the human if they break a treaty
5) Minor stuff: increase movement of radar artillery to two. Increase the range of stealth bombers by two. Put back the bananas resource
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