Okay, so how about this:
1) Build an Islamic Great Mosque, a Catholic Cathedral and a Protestant Cathedral by 1600 AD
2) Have X slaves / more slaves than all other civilisations combined in 1850 AD
3) Have 3 Oil Corporations in your cities by 1950 AD
Sounds cool, but these African civs should have heavily conditional spawns, like if Mali or Carthage survives past a certain date or attains a particular tech early.
I think far more people are interested in a playable Celtic or Israeli civ than another relatively irrelevant primitive civ, considering the former have been suggested since Rhye released the mod.
It's always a bit of a mild letdown if (for example) you destroy Greece before Rome even spawns as Persia yet all the European Civilisation and Christianity spawns in the exact same manner as if nothing happened.
Sometimes UHV goals represent events or developments that are detrimental to the state. A civilisation is not only the state after all. In my opinion goals that run counter to the most effective state policy (e.g. gold or culture stacking) lead to the more interesting games even.Having the state advance religion doesn't seem like a good fit for Nigeria with the exception of Sokoto, and they would focus on islam. When I think about Nigeria I think about hundreds of different cultures but that's more a hindrance than a boon to efficiently ruling a young state. It's a hindrance that would be nice to be reflected somehow in modern times with stability, unhappiness and/or native uprisings. Overcoming this without civil war could be the unachieved part of the UHV.
Yes, although there needs to be some benefit to keeping slaves in that case. Just having a bunch of useless units around wouldn't be fun. But by the time I will implement something like Nigeria I will have probably revised the slave trade system anyway.At first I was against this one because it's about the means of achieving wealth, not about wealth itself. Now I think it's a cool idea to give incentives to use the slaves locally, "go Benin" and to try to remain relevant while ignoring trade with the Europeans. It also somehow reflects the fragmented nature of the area if the native slaves come 'from within' instead of from Aksum.
So? This is an open brainstorming thread, and nobody here is asking for any sort of prioritisation.I think far more people are interested in a playable Celtic or Israeli civ than another relatively irrelevant primitive civ, considering the former have been suggested since Rhye released the mod.
"Civ A is a respawn of civ B" is an outmoded way of thinking, by the time I start adding civs this construct will not exist anymore. If you want to say the Nigerian spawn should be conditional on Mali not existing, that doesn't make any sense because it is clearly not historically accurate.Nigeria would probably be best as a Malinese respawn, considering Mali today comes dead last on nearly development indicators in most years.
What does that have to do with the topic at hand?Making more core-civilisations conditional, allowing for new civs in alternate-history scenarios would be the way to go, considering the original intention of the mod.
If the Byzantine Empire had survived we would not call it Byzantine. This mod is using modern, not contemporary historiographical terminology, and we conceptualise the region as Nigeria now.Also, if the region known today as 'Nigeria' ever managed to fight off the Europeans and develop native literacy, it would almost certainly have became an 'Igbo Empire', with the other peoples being assimilated under them.
Calling it Nigeria wouldn't make any sense at all.
I have considered something like that, similar to the "Earth likeness" that exists in RFC RAND. But it's a lot of work and not very important.You could even have a 'historicity option' allowing for more or less scripted spawns like in Geomodder's Feudal Japan scenario.
Considering that the alternative would be an empty Europe, that's the best we can do. Maybe in addition to the inertia rule we need something like the "convergence rule" to refer to this design paradigm. In short, since only real life history exists to provide us with plausible entities to exist in the game, certain events will always happen with the consequence that in game history converges towards real life history.It's always a bit of a mild letdown if (for example) you destroy Greece before Rome even spawns as Persia yet all the European Civilisation and Christianity spawns in the exact same manner as if nothing happened.
What if we replaced Chop forest with a different action? Just spitballing.So their cities need to be disbanded and their improvements removed. There should also be something that prevents them from chopping forests.
Or just make it require copper/iron so that regardless of tech requirements, they would lack the resources. Have any copper/iron in their area only spawn later as well.What if we replaced Chop forest with a different action? Just spitballing.
Or just make it require copper/iron so that regardless of tech requirements, they would lack the resources. Have any copper/iron in their area only spawn later as well.