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Modest proposal: Serfdom allows drafting of longbows. Unless we fear Chm Native America that much it would effectively help the "what do I do with excess pop? how do I rush defense?" issue that currently locks non-Spi into slavery or workshop-heavy caste as the only options pre-US.
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(April 15th, 2013, 05:12)Commodore Wrote: Modest proposal: Serfdom allows drafting of longbows. Unless we fear Chm Native America that much it would effectively help the "what do I do with excess pop? how do I rush defense?" issue that currently locks non-Spi into slavery or workshop-heavy caste as the only options pre-US.
Is it possible to have two different drafts? Not sure if that's codeable.
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(April 15th, 2013, 09:55)Cyneheard Wrote: (April 15th, 2013, 05:12)Commodore Wrote: Modest proposal: Serfdom allows drafting of longbows. Unless we fear Chm Native America that much it would effectively help the "what do I do with excess pop? how do I rush defense?" issue that currently locks non-Spi into slavery or workshop-heavy caste as the only options pre-US.
Is it possible to have two different drafts? Not sure if that's codeable.
Just about everything people suggest is codeable in the DLL. Just about none of it is codeable in XML alone. This included.
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(April 15th, 2013, 10:47)SevenSpirits Wrote: (April 15th, 2013, 09:55)Cyneheard Wrote: (April 15th, 2013, 05:12)Commodore Wrote: Modest proposal: Serfdom allows drafting of longbows. Unless we fear Chm Native America that much it would effectively help the "what do I do with excess pop? how do I rush defense?" issue that currently locks non-Spi into slavery or workshop-heavy caste as the only options pre-US.
Is it possible to have two different drafts? Not sure if that's codeable.
Just about everything people suggest is codeable in the DLL. Just about none of it is codeable in XML alone. This included.
Hm. So your suggestion is:
Serfdom allows Longbows to be drafted, and only longbows - what happens when Longbows are obsolete?
Nationalism still does its usual things (and a lot of units are draftable, just that they're obsolete long before Nationalism comes into play. Drafted maces are about as early as you ever really see).
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I thought I recalled two different drafts possible in FFH.
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No, same draft. Multiple civics enable drafting, but they all draft the same units.
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(April 15th, 2013, 11:15)NobleHelium Wrote: No, same draft. Multiple civics enable drafting, but they all draft the same units.
Which would be a problem here. I don't think we want Serfdom to allow drafting as well, as that does all sorts of awful things to Nationhood.
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The K-mod thing reminded me...any chance of Islam spawning three missionaries instead of the usual one? It's the weakest religion by far...CoL at least is a good tech, and Philo/Theo are easy (and sexy!) bulbs. Maybe Christianity with two missionaries.
April 23rd, 2013, 20:08
(This post was last modified: April 23rd, 2013, 20:19 by Sisu.)
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Would cheaper monastery & missionaries/a higher cap as opposed to more initial freebies be reasonable? Obviously I have no MP experience, but from my SP experience with late religion the real pain in spreading it internally is because I have a bunch of cities, and if my high-production ones do the job exclusively I end up running into the missionary cap on the outskirts of my empire, and if I let "whoever is near the target area" build it often takes forever.
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(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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that doesnt seem like a needed change to me. of course islam is weakest: its the last available religion! thats the cost you pay for not grabbing a religion earlier in the game!
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