[.950][Feedback] Consulate improvements and occupied unrest make pioneer spam required

So as far as the first issue is concerned, any city without at least 3 outposts with consulates surrounding it will perform very poorly. I'm not sure if this is a complaint really, since it gives me something to do after conquering the world, but the micromanagment required is massive. Additionally prestige quickly takes a backseat into uselessness once this is researched.

Prestige (and town improvements)* should either provide more growth than they do currently, or consulate improvements should provide less (or be removed altogether).

As far as the occupied unrest penalty is concerned - I am aware it was meant to prevent steamrolling from conquest, and the initial unrest period makes sense! As does it's gradually decline, rather than providing an immediate bonus to the conquerer. However the unrest period should eventually go away, not stop at 25%. It makes little sense that I would want to raze every city I conquer just to prevent it from having 50% base unrest or so after taxes.

Currently the first person to pioneer spam a city gains an unequal benefit to those nations gearing up for war (or simply not spamming pioneers..)

 

*I'm actually interested in seeing town improvements providing something other than growth. Prestige or gildar would be much more appropriate and useful.

7,861 views 3 replies
Reply #1 Top

Maybe the consulate should be removed, nerfed, have a drawback, or move way high up in the tech tree.

 

As for occupation- I agree penalty should eventually go away completely, I think the mechanic needs to be changed slightly.


My suggestion:

Garrisoning a town reduces the unrest penalty. 

Normal troops count as 1 point per unit in terms of reducing unrest

Governors counts as their level points in terms of reducing unrest. 

Other heroes or summons count as 1 point only.

 

X number of points = 1% reduction in unrest  (points should probably scale with map size)


When unrest is down to 0%, the town is the same as if you built it, and militia will spawn.

Certain spells or faction traits could speed this up.

 

Unsure if this is too complicated, but I think it's the best compromise and one that would force a choice instead of having an easy answer like the current system, and accomplish the same goals.

Reply #2 Top

I would rather see Consulates go away entirely, and be replaced by something that allows farming around the outpost (+20 Food, fixed bonus).

 

That enables the outposts to help cities grow by allowing them to have a higher cap without the higher end Civ techs, or with a base food output below 4, but does not in any way overpower the higher end civ techs increasing food production or prestige.

 

Plus, the graphic could be three or four small farm spaces near the outpost.

+1 Loading…
Reply #3 Top

Quoting Malsqueek, reply 2
I would rather see Consulates go away entirely, and be replaced by something that allows farming around the outpost (+20 Food, fixed bonus).

 

That enables the outposts to help cities grow by allowing them to have a higher cap without the higher end Civ techs, or with a base food output below 4, but does not in any way overpower the higher end civ techs increasing food production or prestige.

 

Plus, the graphic could be three or four small farm spaces near the outpost.

I like this alternate way to consulates, honestly consulates seem waaay... wrong, especially placed on an outpost.

Honestly I don't think outposts should give any permanent boost to the city they are attached to, since that would just favour mindless outpost spamming for the +1 food's sake or whatever the bonus is.

Slightly offtopic:
Id love to see some graphics to show which city controls which outpost, now I have to click each and look at the name.

Sincerely
~ Kongdej