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#1061 |
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Noble
Join Date: Jul 2006
Location: Austin, TX, USA
Posts: 864
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I think he meant sea routes to the ends of the Old World, not technical circumnavigation.
I think adding various localized pirates would be a nice addition, especially to prevent galleys from sailing down the coast of Africa without a hitch. Would the western tip of Africa be a good spawn location? |
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#1062 |
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Deity
Join Date: Sep 2007
Posts: 4,878
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well, there's always the historically early Suez Canal.
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Ferengi Rule of Acquisition no. 34: War is good for business... only from a distance, the closer to the front lines, the less profitable it gets. |
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#1063 |
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Warlord
Join Date: Oct 2004
Location: Canada
Posts: 168
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Yes, I meant circumnavigation of continents. The cape of good hope in Africa (and cape horn in South America) should be natural barriers that prevent the easy passage of early ships.
Civ III Rhye's had pirates pretty good, it was near impossible to get from Europe to Asia unless you built a small armada. Another thought I just had, if the early mediterranean pirates were changed to galleys, then what about taking away metal casting as a starting tech from Rome and Carthage? That way it'd be a race for triremes to dominate the seas. To my list I'll add: e. remove metal casting as a starting tech for ancient civs |
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#1064 |
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Utilitarian
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Galleys would be far too easy to beat in the Mediterranean. They would have essentially no aggressive capabilities.
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Play Rhye's and Fall of Civilization | RFC Wiki | RFC Reformation | Real Capitals for RFC | Religious Immigration for RFC | Dynamic Terrain for RFC |
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#1065 |
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(Financial, Philo)
Join Date: Jun 2008
Location: Canada (Greatest Country Ever!!!!!)
Posts: 3,881
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i would like to see a new promotion, called loyalty which is +10 attack and defense in home territory and cannot convert to uprising civs. i was playing as the spanish and one of my cavalry had 182 experiance (great general attached won alot of battles against the dutch, french and incans) then america trys to gain their Independence from me and Timur (my super unit) converted to america because of the new civ converts unit
![]() ![]() ![]() . i ended up enterting world builder deleting the unit from the enemy and rebuilding it after doing this 6 times the american threat was over and they had been destroyed, however if their was no unit flipping or a promotion to prevent this i would not have to enter world builder give a unit 20 or so promotions 6 times
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#1066 |
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Wolfie
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The New World nations are a bit too quick to respawn. They should have a lower chance to respawn, or the instability for owning Mexico and Peru should be lessened.
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My AARs, mostly of Civ4 RFC and FFH reports: Byzantium, Turkey, France, Mughals, Calabim, Doviello, Ljosalfar, Kuriorates, Svartalfar, Eu3 Marathas, Civ3 WH Indics. My FFH modmod |
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#1067 | |
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Warlord
Join Date: Sep 2008
Posts: 144
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Quote:
) I mean, if it's Europe that's most advanced when Optics is discovered, it should be overwhelmingly likely that Spain or Portugal are first to reach the New World assuming the human player isn't European, but they never do.
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#1068 | |
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Utilitarian
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Quote:
I don't know if it's possible to encourage a specific AI to pursue a specific tech path, but if it is, then Isabella should be pushed towards Optics and Astronomy.
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Play Rhye's and Fall of Civilization | RFC Wiki | RFC Reformation | Real Capitals for RFC | Religious Immigration for RFC | Dynamic Terrain for RFC |
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#1069 |
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Prince
Join Date: Nov 2008
Location: Ireland
Posts: 326
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Really? For me they are usally impossibly weak. Once, in a 3000BC game, they were below Inca in score.
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I believe in life BEFORE death Economic Left/Right: -7.12 Social Libertarian/Authoritarian: -2.36 |
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#1070 | |
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Wolfie
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Quote:
__________________
My AARs, mostly of Civ4 RFC and FFH reports: Byzantium, Turkey, France, Mughals, Calabim, Doviello, Ljosalfar, Kuriorates, Svartalfar, Eu3 Marathas, Civ3 WH Indics. My FFH modmod |
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#1071 |
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Utilitarian
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Well, they can't be impossibly weak, because that would be impossible. There is little we can learn from "once for me" stories, as opposed to the evidence we've all accumulated here together about our games. I'm running a series of American starts at the moment that should provide a more systematic view of what happens throughout the early and mid game.
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Play Rhye's and Fall of Civilization | RFC Wiki | RFC Reformation | Real Capitals for RFC | Religious Immigration for RFC | Dynamic Terrain for RFC |
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#1072 |
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Warlord
Join Date: Sep 2008
Posts: 144
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France is really hit or miss. If Spain doesn't attack early and take Bordeaux, and they get to Louisiana early, they do well. But if not, AI France tends to do very poorly.
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#1073 |
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The Third Superpower
Join Date: Aug 2007
Location: Missile Silo
Posts: 772
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Yeah I've seen France always be one of the top Europeans. However I have seen them fall behind when they fail to capture Milan or Spain/Germany/Netherlands decides to launch an offensive on the nearest French city.
I think there should probably be more Privateers in the Pacific, either from Arabia or just spawned, but England should get something to help counteract this to keep their UHV from being impossible (ie needing more than one escort per Galleon).
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ICNP = I See Nuked People Call your developer now, and ask for Nuclear Techs to power the Civ 5 Space ship. |
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#1074 |
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Noble
Join Date: Jul 2006
Location: Austin, TX, USA
Posts: 864
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What do Arabians have to do with Pacific piracy (which I've never even heard of before)? I think there needs to be a lot more piracy in the Mediterranean in the 2nd millennium AD, preferably starting around 1200 as triremes and moving up to privateers in the 17th century until the 19th.
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#1075 |
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Prince
Join Date: Nov 2005
Location: Montreal
Posts: 408
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Took this idea from Europa Universalis III.
Nations, States, and Kingdoms get bonus to their tech progress if their neighbours are ahead. What if we do away with trade tech and replace with this: Civs which are behind in tech get a minute amount of beakers if they have open borders with Civs that are technologically advanced. More open borders, more bonus, but the overall bonus beakers are still small. This work best over a long period of time.EDIT: Maybe you can still give tech away. Maybe this work best for RAND. |
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#1076 |
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King
Join Date: Jan 2005
Location: nomad, USA
Posts: 936
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There are mods that have that for more normal BTS games. I think HephMod had something like that, packaged from a different mod.
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renaissancegamer.blogspot.com - musings on games and (un)popular culture ![]() Check out my |
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#1077 |
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Emperor
Join Date: Sep 2007
Location: Nijmegen
Posts: 1,254
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The concept is in the game already, but in a slightly different form. Techs get cheaper when more civs know them, which has roughly the same effect as you described.
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RFCE has reached version 1.1! (BtS 3.19) Visit this forum to discover more... New: RFC Classical World! Find it here |
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#1078 |
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Noble
Join Date: Jul 2006
Location: Austin, TX, USA
Posts: 864
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Also, that really wouldn't be a minor change if it was implemented, now would it?
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#1079 |
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Deus Caritas Est
Join Date: Mar 2006
Posts: 15,972
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it should increase the more eras behind it is, If Inca is in Classical and France is in Renaissance,
that's two eras apart so it would multiply it by two and if it were 3 eras behind it would multiply it by for in a binary increase
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Ex umbris et imaginibus in veritatem Cor ad cor loquitur |
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#1080 | |
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Prince
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Quote:
I have done this and increased the rate of Spanish conquerers, though it still didn't happen in the majority of games...Perhaps it needs a higher value, don't really have time to test it myself at the moment though... You can change other things too there...Like I think someone wanted America to play more like Mansa (backfill techs), this is also possible with xml...
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Hwacha! Hwacha! Hwacha! Hwaching!
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