![]() Giving the natives a disaster to survive before they can start Westernizing could be a more fun mechanic for the player than just "accumulate mana and find a Euro neighbor to reform off of." As it is now, it's far too easy and quick for a player to "westernize" as a native state. It'd be nice if the Europeans could also interact with rebellions in the Aztec and Incan nations more dynamically to represent the historic dynamics of how Cortez and Pizzaro were largely supported by native rebellions and used them to take over the empires. It should be easier for the natives to build themselves up pre-contact, but this disaster would be hard to survive and reduce development significantly, weakening the native states and giving the colonizers an opening to take over. On the native side, contact with Europeans should trigger a disaster representing the Eurasian disease package that historically did a ton of damage to them. It'd also prevent the prime mover factor, where the first to colonize the coastline cuts everyone off. and even as late as the 1700s the main focus was around controlling the sugar producing islands in the Caribbean. This would replicate the dynamic where the European explorers would claim vast swathes of land for their monarch, but actual mass settlement into areas not part of the highly developed Aztec or Incan lands didn't really kick off until the 1600's/1700's. Instead of colonists grabbing land turning it into defined chunks just like in Europe, I'd like to see some sort of more fluid system of European claims based around plantation type resource extraction settlements (sugar, tobacco, etc.) that only start to solidify into "settled" territory later in the game. This is a good improvement, but frankly I've felt that colonization in the Americas has needed a major overhaul for a long while since it's incredibly ahistoric and not terribly fun for the colonizers or the natives of the Americas. Though you don’t migrate anymore, this development still resides in your capital. You instead need to build irrigation in provinces held directly by you to grow your tribe. As settled you no longer get tribal development from being migratory, i.e you no longer cause devastation and passively gain tribal development. Now you’ve seen how you become a settled tribe, so let’s talk about what you do once you’ve become one. Three Sisters Field: 50% Trade Goods modifier.Irrigation: 0.05 Tribal Development Growth.Cermonial Pit: -50% Advisor Cost & +0.2 Reform Progress. ![]() Just as with reforms these values are very much work in progress. Mainly it’s the old buildings redone and rebalanced a bit but you’ll see some interesting effects to some of these, letting you build up your reform progress gain and tribal development gain as well. You can build these already as migratory and they’ll move with you as you migrate, but their main use will be by settled tribes that will have more buildings to build.
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