Most canals are currently activated by placing forts + having cultural borders at that point. AI naturally tries to keep 'improving' the tile.
I might suggest that placing a fort on canal tiles gives a big boost to the tile's productivity, and perhaps add some AI weight to putting the fort...
I second MCCP's suggestion, late game is far too stable with gigantic empires. A solution may be adding new events that impact stability based on civics, which becomes more frequent with certain technologies.
For example, the nationalism tech adds more minority events. The instability coming...
Another suggestion (that is much lighter) is: Minor Settlement Landmarks.
So basically cottages sort of represent minor settlements, but they can't be named right? What if there is a tile marker that pops up when cottage is built and is removed when it is destroyed (drawing dynamically from the...
Late game has some weird borders and expansions, as well as dead civs that have no hope of returning. In a post nationalism world, it is strange to continue to see large sprawling empires. At end-game, however, stability isn't hard to attain.
With that said, I think a U.N. Decolonization...
I suggest making Nejd (2W, 1N. from the camels in eastern Arabia) a hill terrain to represent the plateau (since mountains are too much at this scale), and add 1 oasis north of it Nejd hill to represent the large oases in Qasim, as well as turning the terrain under al-Hasa (oasis with dates) to...
One nice idea I loved from Fall from Heaven is tougher barbarians and wandering monsters, as well as lairs and improved village results.
How valid is it to have barbarian lairs (separatists, terrorists, pre-spawn indy soldiers) appear in areas of low stability or in independent areas to add a...
Building on the idea of holy sites, what if each religion has 5 holy sites. These are pre-placed (or spawn once the city on that tile or one within 2 tiles is built).
This Holy Site building cannot be constructed, but if you spend a Great Person, it upgrades it into a Pilgrimage site.
Pilgrimage...
I think trade has some issues. Trade routes appear to be chosen at random, and they don’t have direct social or political consequences they should, such as making trade networks or silk roads or allowing units to travel on them.
Total War Atilla has a nice proto-idea, where roads are made not...
Piggybacking off the previous mechanic, I think the lack of internal diplomacy is a lingering issue. This is the reason I think DoC and Rhye had to include a stability system, which tries to replicate that.
A fully fledged internal diplomacy system could allow for various city loyalties, ethnic...
A pilgrimage building built by great prophets sounds like a good way to bring parity between great prophets and other great people.
Religion has a mechanical niche in Civ. Where production (engineers) gives hammers and trade bonus (manufactury), science gives beakers and sometimes health...
Especially since vassalized AI does not even try to escape vassalization. Every vassal AI I ever saw barely expands or grows. I didn’t test it, but I think they even suffer penalties to production or research.
A better base vassal system is a good point. The base mechanic only has entry points (diplomacy or conquest), and an automatic exit (being a % of master), but the conditions are rare in DoC.
If you can vassalize (conquest or diplomacy) civs or assimilate them (by conquest), you might also...
Not really a map suggestion, but I noticed that the Armenia/Azerbaijan/Georgia area of the new map is much better than it used to be, and might even serve as a core for a civ.
I think city AI and delegating units to AI could’ve been a good base system for DoC. After a certain number of cities, organizing production becomes a terrible chore, but this system can interact in a great way with elective/vassal civics.
Basically, you can micromanage a city but it has less...
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