AOS9001
Slightly over 9000.
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- Oct 1, 2009
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Troop movement is faster inside Chinese territory.
That is quite historical, the Great Wall was used to move troops even when Japan invaded in the 1930s.
Troop movement is faster inside Chinese territory.
And how did that go for them again? What's that? They lost? Oh...
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And I don't understand what the early Manchu dynasties would accomplish that a better barbarian stacks/ cities cannot do now.
Also, on the topic of the Great Wall, I recently played a game of Rome and realized just how tricky the whole thing was without it.
Perhaps you could add Hadrian's Wall in as a wonder with the same effect as the Great Wall?
Its pretty balanced and the second UHV can be changed to conquer or control Afghanistan, Pakistan, Eastern Anatolia, Iraq, Central Asia, Oman and Northern India by 1736; this represents Nader Shah's conquests. In your mod this was rather easy but will be challaning here considering the superpowered Mughals, Timurids and stronger Ottomans.Actually, I'm not sure if the Safvid UHV's are balanced. Never got feedback on that
Because that saved Rome?
Actually depriving Rome of an easy cop-out of the barbarian problem was part of the goal
Two recent observations:
1) Xinjiang, Mongolia, Tibet, Yunnan and Southern Manchuria are all historical for China, and I don't think they should be.
2) AI Mughals neither found Hyderabad nor Karachi or any other city in their areas by the American spawn, so I guess the preplaced cities there will return.
Well, if there's any Roman structure that carries the Great Wall effect, it's the Limes. But even that was rather an anti-immigration border and not a military defense line.Not because it saved Rome but out of a gameplay perspective.
It did for the most part keep the Picts out of Roman Britain with the exception of 190-197
apparently but that isn't relevant to the thought behind the concept.
What I'm proposing exactly is to broaden the conception and breadth of that structure and repurpose it as a Europeans' Great Wall essentially.
You would still have to go into Barbarian areas to exterminate barbarians because obviously one doesn't want them to flip to Spain, France & Germany.
It just keeps your cities from being as stressed out from Barbarian pressure as they are now.
Yellow only means that it's historical, but someone else has their core there, so nothing would change with the inherent tile stability of these areas. So it would be either light green or orange. And I agree that it should be mainly Xinjiang and Tibet that are made unstable. Then we can look how China's stability performs.About your observations:
1) Mongolia would be a definite no in my opinion because that would be quite unfair to Mongolia.
I proposed that Xinjiang and Tibet be yellow instead of light green but I don't see the reasoning in denying them Yunnan & Southern Manchuria. Is that to make more room for Khmer/Thai & Corea? Like Qiu said, people seem to have a problem with united/powerful/Liberalism-stealing China.
Well, what I'd like to see would be quite close to history: Mughals slowly taking over the subcontinent, until the 17th/18th century where European conquerors and an Indian respawn force them into collapse, with the end result being Mughals limited to (or respawned in) Pakistan.2) Will that make AI Mughals more stable? Because typically, without meddling, I often see Mughals & Indians in a bit of a stalemate and both of them end up kind of collapsing from doing so much damage to each other. An India/Mughals with some lasting power would be very interesting to see.
Agreed, will change that.1a) The City: As you know, with your recent adjustments the AI Arabia always founds Al-Kharijah. Which is fine except that the city is not called Al-Kharijah but rather Luxor (Al-Uqsur in arabic). Al kharijah is a meagre oasis 350 km west of the nile while it is Luxor that should occupie that tile not only it is more accurate but also because Luxor is the single most important ciy in Upper Egypt/ Nubia.
View attachment 303993
Just so u know what im talking about.
Looks good, only one thing, don't you think putting cotton next to a river is wasting that tile? We could put it on a desert tile just as well. Also, I think it's no problem to include these adjustments into 3000 BC as well via the Resources module.1b) In the game Upper Egypt/ The Sudan is an extremely food rich area which is simply not true. I have had plenty of games where Kharijah was a larger than Cairo. On the contrary, while the Sudan was rich in gold, incense and ivory in the middle ages it wasnt that rich (agriculture wise) nor is it now. So I have made a couple of terrain changes; I don't recommend that you use them on the 3000 bc map since it might make Egypt and Ethiopia unbalanced but they are definitely applicable for 600 ad map. Here they are:
View attachment 303995
As you can see the following changes were made:
-A couple of floodplains were removed from the Sudan.
-The cotton in Sub-Saharan Africa was tranferred to Egypt; this is because Cotton is the staple of Egypt, additionally Egypt was renowned in the middle ages as the cotton producing center of the Arab world.
-A floodplain was added under the marble in lower Egypt. I see no geographical or historical reason why it was removed. Cairo was on several occasions the largest cities in the world in the late middle ages. While I would not pursue representing this in the game, i think the floodplain will help Cairo grow just a little bit bigger, especially now as it is the capital of respawned Egypt.
Okay, but I'm not very happy with Tabriz being that close to the Caspian Sea. What about naming it Rayy/Tehran instead? Honestly I think that's the more important city anyway.2a) While I appreciate that you have included Tabriz in the game; I think the location of the city overlaps and messes up several cities namely Baghdad and Isfahan. The city would be better represented one tile northwards. While it would be a little bit messed up geographically but i would like to point out that the current location and all possible location with the current map are messed up.
I am of the opinion that the mountain should be reinstated, the deer moved to the Rash tile and a fish or crab added to the Caspian (alternatively you can add a food resource on land; doesn't matter as long as they have one food resource).
Heres what i did (black is the proposed location for Tabriz):
View attachment 303997
I don't see a point in delaying Esfahan for some 20 turns.2b) You can use this suggestion as an aid to my previous suggestion or as an alternative. Instead of having the Safavids spawn at Isfahan it would make sense if they started in Tabriz because afterall Tabriz was the first capital of the Safavid Empire and the Safavid did come from North Western Iran/Azerbaijan. You can encourage the Arabs to build Esfahan and then make it the Persian capital sometimes after the spawn (probably in 1600s). This will also ensure that Esfahan grows and that Tebriz does not mess with the early Baghdad.
Sounds good.The Seljuks:
Im guessing that you already know how Linkman implemented the Safavids; in any case there are several things that are unbalanced/ undesirable.
1) In his mod, the Seljuks go west and conquer Baghdad and Damascus and such but often forget to conquer Eastwards (Merv, Samarkand, Shiraz). My suggestion to you is to flip Merv and Samarkand to the Seljuks because when the Seljuks declared independence it was Neyshapur and Merv that were their capital and as far as Samarkand is concerned, in many of my games the Seljuks conquer most of the Arab territory and all Arabia have left is Arabian Peninsula and Samarkand way up in Central Asia. So it makes sense to flip it historically, gameplay wise and aesthetically.
Yep.2) If Shiraz is independent, then it should also flip to the Seljuks; if its not than it shouldnt. Im guessing you already see the rationale for this one (Conquerers often leave indie behind).
Aye.3) For a more historical, Contigous Seljuk Empire divide the stacks into 3 and spawn them randomly in a number of given tiles.
-Iran/Mesopotamia: Spawns in randomly in tile between Shiraz and Baghdad. Near Baghdad if Shiraz is independent in which case the will flip to the Seljuks anyways.
-The Levant/Hejaz: Spawns randomly in any tile in between Makkah and Damascus.
-Anatolia: Spawns randomly in Anatolia.
Huh? Who should represent Khwarezmia then? Independents or Seljuks?These are just approximate tiles you should make the areas larger or smaller as you see fit. Also ull have to come up with the borders which i can help if you want?
4) Random Chances that Anatolia declares independence after the rise of the Khwarezm (that how Khawarezm will be represented for now since we dont have better naming system).
Yeah, either that or an inherent ability for them to restore the buildings, as if they founded the city.5) You should make sure that the Seljuks do not destroy buildings or population because the Mongol invasion is also coming. The devestation of the two combined will greatly weaken the Ottomans and the Safavids.
Yes (I think they represent the Seljuks anyway).6) Also with the advent of the Seljuks it is no longer necessary to have barbs in Central Asia as often they are counter productive and raze Samarkand.
Making it territory based makes sense. I don't think I can stop them from going to inappropriate places, though. That's better solved by balancing their number of units so they run out of strength before they reach these places.The Mongols:
- Get a conquerors event for any civilizations (Seljuks) occupying Syria, Persia and Mesopotamia. They do not get a conquerers event for the Byzantines (unless they occupy the given territories and they dont get a conquerors event for the Arabs if the Seljuks have already taken the above territory from them since I dont want Mongols in the Arabian Peninsula or Egypt (most of the time).
-Your current conquerors event focuses on the civilization (not the territory) and depends on the Northern, Southern... cities. This is rather simplistic and should be changed. The Mongol Stack should be divided up according to territory and should not depend on how many civs there are; so heres what it will look like.
Persia: spawns on a random tile in Persia on City Lemming. Just make sure its not too close to Baghdad and is relatively East.
Mesopotamia/Syria: spawns on a random tile between Mesopotamia and Syria.
If it is possible, you should make sure they dont expand into North Africa or Arabia to random cities like Musqat or Benghazi.
No conqueror events for other civs.The Timurid Respawn:
If the Seljuks die and the Mongols own Persia and Central Asia then the Seljuks should resapawn in the form of the Timurids in 1400-1450 ad and after Safavids declare independence they can act as the Uzbek Khanates of Central Asia. Maybe a Russian conquerers event would be good in the late 1700s.
The Berbers only start attacking at around this date.Egyptians:
-You should modifiy the barbarians in North Africa and get rid of all the ahistoric ones and make the historic ones spawn later (near 1000 ad) so that the Arabs and Egyptians can effectively consolidate the area.
Mind that all that I change to them also affects ancient Egypt so no.-The Egyptians can use the Arab city name maps but they need a new war map which includes Egypt, Palestine, Hejaz, Syria, Libya, Maghrib, Sicily and Yeman.
Yes.-The Egyptians need to be modified so that they do not found useless oasis cities in the Sahara and more importantly they do not found cities in Sub Saharan africa. It would help if they were extremely reluctant to settle in the first place.
The area will be dealt with in the next version.-Add Tunis as a preplaced city in 600 ad in the form of Carthage.
They don't necessarily represent the Fatimids so that's not necessary.-Make sure that the Egyptians flip all Arab cities in North Africa and all independents from Tunis eastwards. Remember that the Fatimid dynasty started in Tunisia and moved eastwards.
Unfortunately there is no decent Harun al-Rashid LH.-Saladin should become the Egyptian leaderhead and Harun Al Rashid the Arab one.
Nope, then I'd rather increase their war map value there.-Give the Ai Ottomans a conquerors event for egypt in 1515 ad. This will be temporary but i would like that it be in place until you officially move on to the region and fix the war maps and everything. That could take a while since you will be taking a break after the Asia release.
Is not possible for technical reasons.-Finally if you have time, give the Egyptians UB, UU and UP along with one or two new wonders like the Al Azhar Uni.
Not entirely possible, we have no Shia Islam here and the color doesn't fit in with the Mughals next to them either.Safavids:
-The Safavids are done excellently in Synthesis; I recommenced that you just import it from there; Linkman has everything well thought out and balanced.
Makes sense.-Take Tebriz out of the Ottoman spawn.
1) I don't think we need an Istanbul goal at all, you have enough interest to conquer and turn it into a decent city anyway.The Ottomans:
New UHV-
1. Make Istanbul your capital and build the Topkapi Palace and Blue Mosque in the city; in addition build an Islamic mosque by 1550 ad (i wanted to propose 1500 ad but im not sure if thats possible; for the Blue Mosque see the wonders section below)
2. Conquer Austria, Balkans, Crimea, Levant, Mesopotamia, Hejaz, Egypt and North Africa (up until Tunis) by 1620 ad (should be very challanging but not impossible; i propose even making it a bit earlier if possible.
3. Have the highest score and the largest military (larger than the next two powers) in the world in 1750 ad (to represent the Ottomans ambition but failure to remain the most powerful nation in the world).
No, but reducing its impact to 75% or so could make sense.UP- I like the current UP but it is a bit too overpowering for my taste; a little bit reduction would be nice. Or do u have a new UP in mind?
Yeah, that trade off is fine.-Since you replaced Antakya with Damascus, u should make Damascus flip to the Ottomans. Its pretty historical since both cities were conquered in the same year.
-Take Tebriz out of Ottoman spawn.
I don't like wonders whose name follow the schema of [person][building]. I think one Ottoman and one Mughal wonder might make it into the game, and these should be the Blue Mosque and the Red Fort.Wonders:
-Add some more middle Eastern wonders including:
1) Safavid: Iman Reza Shrine, Iman Ali Mosque, Shah Mosque
2) Ottoman Wonders: Blue Mosque, cant think of others that have graphics but if u can and their important add them.
3) Mughal Wonders: Badshahi Mosque, Lahore Fort, Qutb Minar, Jamai Mosque etc (doesnt have to be all just 3; these wonders will also be useful for the Mughal UHV)
4) Rename the La Meszique into Ummayad Mosque. The later is much more important, holier, relevant, historical (in gameplay) and grander.
The area will be dealt with in the next version.
4) The Mezquita is much more important than the Ummayad Mosque, except from the religious perspective. It's simply much more impressive from an architectonical point of view. It's only problem is that it lacks a civ to realistically build it, but that will be remedied in 1.9.
Looks good, only one thing, don't you think putting cotton next to a river is wasting that tile? We could put it on a desert tile just as well. Also, I think it's no problem to include these adjustments into 3000 BC as well via the Resources module.
3) Largest military strength should suffice.