Dawn of Civilization - an RFC modmod by Leoreth

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Lost isn't exactly the right word.

Considering the RoC still had armies around engaging Japanese troops in 1945 (after seven years)
and a wide swathe of territory still remained unoccupied by the exhausted IJA, it would be a bit improper to call it that.

"Lost" is what happened to France, Belgium & Poland.

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?
 
And how did that go for them again? What's that? They lost? Oh...

:p

They lost Manchuria, and some of the coast. But I'm just illustrating the point that it was used as a road, of sorts, along the frontier.
 
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.
 
And I don't understand what the early Manchu dynasties would accomplish that a better barbarian stacks/ cities cannot do now.

A tremendous peasant revolt broke out, including nearly all of north China. Before Beijing was occupied by the rebels, the last emperor of Ming had no choice but suicide. Also attacked by the rebels, a general named Wu Sangui who was in charge of the Shanhai Pass of the Great Wall, opened the gate and let Manchu soldiers into China proper, thinking they can revenge the Emperor.

In fact, nearly all the local officers in China chose supporting the Qing, to crush down the rebels and restore the order (as said, the Ming emperor were dead). Even the Manchus couldn't believe they could conquer such vast land such easily. So in the game, a whole north China flip would help the Manchus to defeat Ming China or Mongolians, but not applicable to its respawns.

For Jin, after the collapse of the Tang dynasty, China divided into many small states. The head of a state, Shi jingtang, in order to gain support of the north Khitan Empire (also known as Liao dynasty) , he generously gifted Beijing and Shanxi to Khitans. So that the Great Wall couldn't be of use anymore. Later the Jin spawned in Manchu and took over the Liao Dynasty (Khitans were normadic people, so they didn't pay much attention in maintaining the Great Wall).

As showed, the northern nomadic nations, like the Turks, the Khitans, and the Manchus, played an important role in Chinese history. Their constant challenge deeply affected the fate of the east Asia and successfully prevented the emerge of a powerful united China for long time. Many guys complained a overpower China, and I think it just because we have constantly ignored that factor. So at least I think the Manchu Jin and Qing dynaty could solve, too some degree.
 
So finally Here are my suggestions for the Middle East; although I will try to limit them to the Seljuks, Turks and the Egyptians there will also be some parts on the Arabs, Safavids and the Mongols as everything is intertwined:

Ill start out with the Terrain, Barbarians and the Arabs (because what they do affects later civilizations:

-Lets start with the Arab settlers and some map changes; over here I dont have a lot of complaints except with Tebriz and Al-Kharijah:

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.
Civ4ScreenShot0034.JPG
Just so u know what im talking about.

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:
Civ4ScreenShot0036.JPG
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.

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):
Civ4ScreenShot0039.JPG

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.

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.

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).

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.

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).

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.

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.

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.

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.

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.

-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.

-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.

-Add Tunis as a preplaced city in 600 ad in the form of Carthage.

-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.

-Saladin should become the Egyptian leaderhead and Harun Al Rashid the Arab one.

-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.

-Finally if you have time, give the Egyptians UB, UU and UP along with one or two new wonders like the Al Azhar Uni.

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.

-Take Tebriz out of the Ottoman spawn.

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).

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?

-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.

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.
 
Actually, I'm not sure if the Safvid UHV's are balanced. Never got feedback on that :dunno:

Not to mention that they require Shia Islam, something not planned for DoC
 
Actually, I'm not sure if the Safvid UHV's are balanced. Never got feedback on that
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.
 
Because that saved Rome?

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.

EDIT:

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.

I somehow glazed over this post.

I didn't know that was the intent with Rome.
I'll withdraw my statement if that really is part of the design principle.

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.
But if they only get China proper considering how the map is, don't you think that they'll end up a little too small?
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.
 
@J. pride: Thanks for all the suggestions, I don't have time to reply to that post in the detail it deserves so I'll come back to it later.

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.
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.


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.
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.

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.
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.
 
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.
Agreed, will change that.

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.
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.

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
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.

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.
I don't see a point in delaying Esfahan for some 20 turns.

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.
Sounds good.

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).
Yep.

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.
Aye.

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).
Huh? Who should represent Khwarezmia then? Independents or Seljuks?

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.
Yeah, either that or an inherent ability for them to restore the buildings, as if they founded the city.

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.
Yes (I think they represent the Seljuks anyway).

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.
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 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.
No conqueror events for other civs.

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.
The Berbers only start attacking at around this date.

-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.
Mind that all that I change to them also affects ancient Egypt so no.

-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.
Yes.

-Add Tunis as a preplaced city in 600 ad in the form of Carthage.
The area will be dealt with in the next version.

-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.
They don't necessarily represent the Fatimids so that's not necessary.

-Saladin should become the Egyptian leaderhead and Harun Al Rashid the Arab one.
Unfortunately there is no decent Harun al-Rashid LH.

-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.
Nope, then I'd rather increase their war map value there.

-Finally if you have time, give the Egyptians UB, UU and UP along with one or two new wonders like the Al Azhar Uni.
Is not possible for technical reasons.

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.
Not entirely possible, we have no Shia Islam here and the color doesn't fit in with the Mughals next to them either.

-Take Tebriz out of the Ottoman spawn.
Makes sense.

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).
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.
2) I don't like this kind of overly precise goals, they look so overwrought. Why not simply "control x% of the world's land", with x being appropriate for the largest extent of the Ottoman Empire?
3) Largest military strength should suffice.

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?
No, but reducing its impact to 75% or so could make sense.

-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.
Yeah, that trade off is fine.

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.
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.

4) The Mezquita is much more important than the Ummayad Mosque, except from the religious perspective. It's simply much more impressive from an architectural point of view. Its only problem is that it lacks a civ to realistically build it, but that will be remedied in 1.9.
 
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.

My goodness... respawned Carthage as the Moors?! :D
 
Why bother with Carthage? ;)
 
....Isn't the Taj Mahal basically [person][building] schema itself? Albeit in reverse order (I think).
 
Tell that Firaxis ;)
 
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.

About Sudan, with J.Pride's map it would be almost unsettleable. The Sudans inhabit more than 40 million people, to accomplish this everything below the ivory should be fertile, which means no swamps. Check this map for instance.

3) Largest military strength should suffice.

These kind of UHV goals are the worst kind. You easily exploit them by disconnecting resources and spamming cheapest units. Also they are irritating for the player. The vassal condition is much better.
 
I was thinking about the power rating for that goal (what's shown in the statistics advisor). I doubt spamming obsolete units would help in that case.
 
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