Contributions from community - Feedbacks, ideas, bugs

In brainstorming ideas, I see two major concepts which could bring a lot to the game. I don't know however if the benefits they would bring deserve the huge work necessary to implement them. You probably know better than me the answer to that question.
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1. IMPLEMENTING CIVICS

That was RayStuttgart's idea and I believe it should be thought further. Here are just some ideas I've thought about.

  • Economy civics: as I see it, it could be interesting to use them regarding trade and domestic market. Maybe custom houses could need a specific civic (for instance "free market") in order to become available for building.

  • Religion civics: this could be interesting regarding immigration and relationship with the natives. According to the civic, it could be easier/harder to get missionaries, preachers, or simply to boost the overall level of cross production.

  • Labor civics: as we've already talked about that one in another thread, I have a more precise idea about what could be done here.
    - 1. serfdom: possibility to attack native villages and abduct native slaves, bad for the relationship wth the natives.
    - 2. triangular trade: enabling Africa and the possibility to buy African slaves, but requiring military to keep them from fleeing.
    - 3. manumission: making it possible for African slaves to become freedmen (a unit similar to the indentured servant) using the learning by doing process. Reduce fleeing from slaves.
    - 4. abolition: change all slaves unit into freedmen, ban slaves purchase.

I'm sticking at that as I have less ideas about other civics. Just as a general idea, in RAR, we produce wealth, liberty bells, crosses, health and culture. Maybe it would be interesting if the civics could help develop them all. That's all open to debate.
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2. IMPROVING AZTEC, INCA AND MAYA CIVILIZATION

In Civ4Col (and this hasn't changed with RAR), Natives are mostly an annoyance preventing colonial growth. Looking at History, Aztec and Inca civilizations actually accelerated the Spanish expansion in the Americas and not the opposite.

I know it's hard to do that from a developper's point of view, but an idea could be that they would have a special status allowing two things:
- the ability to build a bit more buildings (such as spice trader's house, weaver's house, tobbaconist's house), maybe the ability to grow specialists (not sure of that one).
- the ability for their cities to be conqueered, and not simply destroyed.

I know, I know. That's difficult to implement. But if it would be the case, we could develop in the Americas just like Spain did, in conqueering Mexico and Peru. I personally think that would bring more diversity to the game. :)

But I would also understand if you wouldn't share my enthusiasm and drop the idea out. I'm unfortunately in no way able to implement that all by myself.
 
@Marla_Singer: This should actually be posted in the general idea's thread...But anyway, I think the civics are a good idea. Implementation however might be time-consuming even though you could reuse bits from the existing civic system you get post-independence. (i haven't looked into the code, but i assume there are some hooks into the system) We will also have to consider AI, etc of course.

2nd idea...I'm against directly capturing their cities, since it involves a lot of work for very little gameplay benefits imo. Maybe you could create a few more "converted natives" from razing inca\aztec cities. Those could be used to expand further. :think:
 
I've made the new mapsizes. If Schmiddie wants me to, I can also add them to the main mod.:thumbsup:

One strange thing though.
The graphical bug that makes the northern part of the map black if you zoom out too far, which only happened on gigantic maps, also occurs my two new mapsizes. However, the black part is just as big as it is on a gigantic map, and it is the visible southern part that becomes very small. This screenshot is from a "massive" map, and only a small strip near the south pole is visible:

This could also be due to the ratio of the map width to height
i am not sure what scale the maps work at but if you are up to it start with the first largest map that works correctly and then scale it up a little at a time until it shows the issue.

Otoh it could be that the line that the bar starts at is a boundary, iirc there is something with big maps like this where it can be sectioned, kind of like the seam that finishes the circle of the map, but horizontal. I have noticed that if you are near a seam and want the AI to do something like auto explore or auto navigate it can have a hard time calculating past or around the line, and may decide to go all the way around. similar to meshing for NPCs in games like skyrim.
 
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