adhiraj.bose
Deity
Is there a world map with this ?
Is there a world map with this ?
Question/Suggestion:
I teach history and one thing that continues to pop up as discrepancies between civ gameplay and real history, is the importance of non-state actors. When playing Civ I have godlike control over every aspect over every detail of my empire.
What about outsourcing to private enterprises/individuals things such as:
independent privateering,
troop raising,
tax collecting,
colonizing,
acquiring resources (trade)
Also, when it comes to military
-loyalty/morale for troops & generals?
-units routing instead of being destroyed?
Are these things that could be interesting/possible to add in?
Made a great general a field commander, but now he does not seem to be able to do anything; he can't join a city, can't give xp to units and can't attach to lead a unit. Anyone knows if this is a bug?
You don't seem to understand how Field Commanders work. Go read the civilopedia article on them .
Your right I didn't understand. I tried civilopedia before my post and didn't understand it (for some reason ). However I have just been playing for a few hours and I realize that it gains promotions for being in a stack with other units that fights and commanders promotions are passives applied to the units in stacks. I love that!
Correct. That is exactly how they work.
Also, can I just say thank you so much for this mod; it is an awesome experience. And the AI is a true opponent, you can't let your guard down. This is the real civ experience that I have always wanted
And this is only a beginning. This modpack is in constant development toward a final version. There's a forum solely for this mod if you are interested .
I am not a huge fan of loosing control over my game like that, being a bit of a control freak when it comes to Civ. But I do like some of your ideas, like units being able to rout instead of always being destroyed. Another idea related to this, could be battles ending with both units surviving(without anyone withdrawing), but only being wounded (loosing more or less hp, and perhaps even earning some experience in the process).
Loyalty and morale is also interesting. I think loyalty and morale could translate to combat bonuses, like high loyalty = +10% strength, low morale = -10% strength etc... I am not sure how I would like it if units could actually defect or desert due to this, that would sound like negative gameplay punishing the player.But perhaps high morale would also mean more hp regen, and low loaylty could mean loosing some hp (due to desertion?).
Concerning your suggestions on non-state actors concerning troop raising, tax collecting, colonizing, acquiring resources (trade), do you have a more concrete idea of how this would work?
Click here.
The problem with all of those suggestions is that they each vastly increase the amount of micromanagement required by users, while making the game harder. So most users will see them as negative features and dislike them. Further, making the AI aware and understand would be a massive undertaking.
Probably so. Maybe not the privateer thing, that would run itself, and the script for Privateers would be the same for the AI I would guess?