Whilst the basis for upkeep in CtP2 is pretty flexible, there are still a couple of areas where it seems to be lacking.
The first is in upkeep costs for Tile Improvements. There are none. A massive rail network only needs the initial production from PW. It costs nothing to maintain.
It would be nice if there were options to have upkeep costs (food, production or income) for TI's. This would allow for costs not only in the absence of (for instance Mines meaning there is less growth, because its not a farm instead,) but actually less growth because of a food upkeep.
The CtP2 system, with its empire level production and upkeep is ideal for this.
The second thought I had was about Unit upkeep, and the associated GDP. In CTP2 if you have 25% of your upkeep going to military upkeep, its a slight drag on your production, but nothing significant. You produce 25% slower. Since warmongering usually gains production, its usually moot anyway.
In the real world, a 25% military GDP is significant... or massive even. Thats the kind of military GDP which tore the USSR apart (around 120-170 billion roubles or about 13-19%)
There is a definite disparity, here. You can't solve it by just increasing production costs. The societial effects of high military GDP's go beyond that.
A solution, I thought, would be to have comparitive food and income upkeep costs for units... 50%, say, of the production cost. Thus a nation spending 100 production on units would also have 50 less food and gold.
Having both growth and science penalties, as well as production, might serve to both more accurately describe military expenditure, and be a game balance also.
The first is in upkeep costs for Tile Improvements. There are none. A massive rail network only needs the initial production from PW. It costs nothing to maintain.
It would be nice if there were options to have upkeep costs (food, production or income) for TI's. This would allow for costs not only in the absence of (for instance Mines meaning there is less growth, because its not a farm instead,) but actually less growth because of a food upkeep.
The CtP2 system, with its empire level production and upkeep is ideal for this.
The second thought I had was about Unit upkeep, and the associated GDP. In CTP2 if you have 25% of your upkeep going to military upkeep, its a slight drag on your production, but nothing significant. You produce 25% slower. Since warmongering usually gains production, its usually moot anyway.
In the real world, a 25% military GDP is significant... or massive even. Thats the kind of military GDP which tore the USSR apart (around 120-170 billion roubles or about 13-19%)
There is a definite disparity, here. You can't solve it by just increasing production costs. The societial effects of high military GDP's go beyond that.
A solution, I thought, would be to have comparitive food and income upkeep costs for units... 50%, say, of the production cost. Thus a nation spending 100 production on units would also have 50 less food and gold.
Having both growth and science penalties, as well as production, might serve to both more accurately describe military expenditure, and be a game balance also.
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