Ok. Don't agree at all and don't appreciate the insults or snotty attitude. There is no use talking to you, anymore. I will now avail myself of a certain forum option. Goodbye.
Uh...what? Not once did I insult you in any way. If facts come across as "insults" and "snotty attitude," then I quite agree that there's nothing to discuss.Don't agree at all and don't appreciate the insults or snotty attitude.
One important caveat for anyone looking up anything about ancient peoples, cultures, documents, etc.. There is a great deal of 'revised' information coming out all the time from new scientific studies and technologies being applied to archeology: DNA studies, ground-penetrating devices and airborne infrared, radar, etc, and new documents being discovered under other documents. It is an exiting time to be studying this stuffFor those who would like some less biased reading on Urartu, there are some articles on one of my favorite sources for all things related to the Greater Persian area, Encyclopaedia Iranica. Encyclopaedia Iranica is a database maintained by the Dutch Brill Academic Publishers (and if you have any experience in academic research, you probably know and love Brill well) dedicated to gathering and publishing knowledge about the Persian peoples, their neighbors, and their influences. A good summary of Urartu and the Urartian language can be found there. This article is a good summary of how little we know about Achaemenid Armenia, including its precise location and who lived there. As this article points out, the Persians understood the difference between Urartians and Armenians, but they were also beginning to conflate the two as the Urartians faded in significance and the Armenians rose up to replace them.
Well, I am sorry to return to such discord, but I have to say thank you to @Thormodr for sharing inspiration, as well as to @Zaarin and @Boris Gudenuf for their historical perspectives. Once again, I have learned more than I would have asked for, and if that isn't the spirit of Civilization, I don't know what is!
I’d expect Ireland to show up first (or Scotland again)What about Cumbria? I would love to see King Dunmail to be in Civilization 7. If Poundmaker can appear in Civ 6: Rise and Fall, why not the Cumbrians?
Outright theft from archeologists is relatively rare - more often, it was either theft by bandits who had already looted the site before the archeologists got there, or theft by the government that sent out the archeologists or from which the archeologists originated, much of which is still not resolved between countries of Origin (including the equivalent of Civ VI's City States) and the country In Possession (Looking at You, Elgin Marbles!)Even artifacts in museums could be done this way. There's already some "on the map" artifacts. But the discovery and fight over a number of ancient egyptian artifacts, including the rosetta stone, happened right during the Napoleonic wars. Being able to raid an archaeologist unit carrying an artifact back would be interesting, as just one example.
Outright theft from archeologists is relatively rare - more often, it was either theft by bandits who had already looted the site before the archeologists got there, or theft by the government that sent out the archeologists or from which the archeologists originated, much of which is still not resolved between countries of Origin (including the equivalent of Civ VI's City States) and the country In Possession (Looking at You, Elgin Marbles!)
Actually, and reinforcing this, some time ago I proposed a class of Great People called Great Felons - historical characters like Jesse James, Ned Kelley, Guy Fawkes, Stenka Razin, Rob Roy, Adam Worth, Charles Ponzi, etc. One or more of these could have an 'Art/Artifact Theft' ability attached to pilfer Great Works or Archeological Artifacts right out of Museums and other 'galleries'.I mean, sure, but the point is it's a fun mechanic that's also perfectly historical. Just expand it, maybe barbarian units could loot artifacts. Maybe they can loot museums, after all they already do so. It'd almost be interesting to see a new class of barbarian units called "criminals" somehow, treasure hunters and otherwise. Maybe instead of "unhappiness" directly sapping your resource production, unhappiness could produce criminal units that wander around like barbarians and block resources. You need either police units to get rid of them or to raise happiness (whatever) to stop producing more criminal units.
Just an idea, or series of ideas.
I like what you're saying, but it's the case in many games.A foreign city should not be considered as captured if it is going to turn independent in a few turns or has loyalty below a certain threshold (both or either). This would require players to take greater care during the end stages of a domination victory. It would prevent people from only capturing a few cities of their last opponent, and allow opponents whose capitals have been captured to sabotage loyalty with spies. It doesn't make much sense for a player to win if they are guaranteed to lose their win condition if the game continued for a few turns.
I don't think my suggestion is simply extending the game but making it harder. If loyalty matters in a domination game, people would play it differently. Additionally, this opens up room for some new maluses for poor loyalty, bonuses for high and maybe more ways to raise/lower it. Razing cities should tank loyalty of neighbouring cities of the same civilization, rather than easing the pressure. You could have strikes neutering districts of the same type within a certain number of tiles, the lower the loyalty, the more likely it is to happen, the larger the more cities it effects, and the longer lasts etc.. Perhaps, in newly conquered cities, it might be better to call loyalty something else, like unrest, for a certain number of turns. The city can either revolt early, and the end of the term if loyalty isn't high enough, else it's considered integrated and heldI like what you're saying, but it's the case in many games.
In chess you can win and yet the other may have stronger force for the next turns.
In Starcraft 2 sometimes you trade base and the first who raze the other one wins, even with a smaller army (e.g. nukes).
So a win condition has to be on an exact turn situation and not the next.
I do agree the win condition for domination could be rewritten though. But if it is not thought carefully, it might just make an already won game last 10 turns more, and that would be worse than today.
Last game I had loyalty was a big factor in taking cities, I had to shift governors a few times. grante dthis was on another continent. I even lost a city.I don't think my suggestion is simply extending the game but making it harder. If loyalty matters in a domination game, people would play it differently. Additionally, this opens up room for some new maluses for poor loyalty, bonuses for high and maybe more ways to raise/lower it. Razing cities should tank loyalty of neighbouring cities of the same civilization, rather than easing the pressure. You could have strikes neutering districts of the same type within a certain number of tiles, the lower the loyalty, the more likely it is to happen, the larger the more cities it effects, and the longer lasts etc.. Perhaps, in newly conquered cities, it might be better to call loyalty something else, like unrest, for a certain number of turns. The city can either revolt early, and the end of the term if loyalty isn't high enough, else it's considered integrated and held