Uncle Paul
Bittereinder
Even if no one settles South Africa, they still should spawn. After all, France and Spain still spawn even if Rome is defeated in the BC era.Which is what would happen if no one settles South Africa?
Even if no one settles South Africa, they still should spawn. After all, France and Spain still spawn even if Rome is defeated in the BC era.Which is what would happen if no one settles South Africa?
Perhaps the aspect that adds to the fun for Australian civilization should be aggressive expansion as the only European colonial representative in the Pacific?To redirect the discussion from this thread, I thought I'd post here.
Australia's UHV seems to be a pretty problematic aspect. Australian history is short enough that there isn't a whole lot of time for big flashy historical achievements you could turn into UHV goals.
The first one proposed is usually one about covering Australia's territory, sometimes including other islands like New Zealand, presumably because the latter is more ambitious than just settling the desert. Personally I think a good compromise could be to formulate the first UHV as: "Control or vassalize X% of Oceania and have [list of buildings] in every city by [date]", with X% roughly corresponding to the proportional surface of Australia in-game (or maybe a bit less if that's more achievable). That way, the player would have a choice between settling poor desert cities with a lot of land, or settling/conquering island cities with good terrain but little land. The building condition would make this a true puzzle because it would require you to limit how many cities you get, while also demanding smart management of your workers and buildings to maximize production in every city. Puzzle UHVs are typically very tightly timed and do not involve a lot of foreign involvement, so that would be a good fit for Australia.
The second goal proposed is usually something to do with military involvement, sometimes represented by gifting units. While certainly original, I doubt that that would be very entertaining to play. But maybe gifting cities you'd have to conquer outside of your continent could be fun, since it would involve more proactive gameplay and represent (in an exaggerated way) actual military engagements rather than just military production. Gifting units could still be part of the goal but I don't think it should be reduced to just that.
Third goal should logically extend toward the end of the timeline, for the sake of a UHV that isn't dramatically short. Something like building the Harbour Opera sounds obvious, if a bit boring. Discovering techs like Refrigeration as has been proposed in modmods could work but wouldn't extend very far in time unless it involves very late techs. I think something that could be interesting would be to have scores of ///etc. in X cities. This would pull you in different infrastructure directions without letting you overspecialize your cities. would then replace a technology goal, while and would be helped by the Harbour Opera (along with, say, a couple of Nature Reserves).
I think immigration is unnecessary for an Australian civ. I'm currently in 1968 of a game, and Britain has 5 cities along the coastline each with a pop of around 10. Even today, Australia only has 25million people. It should be scarcely populated.I know there have been modmods and proposals emphasizing the Australian mining industry with increased and . That's a great UP, but as a followup to the idea of emphasizing Australia's exports, and to allow it to work even crappy desert tiles, I'd amend it to something like that:
The Power of Mineral Wealth: Mines have a minimum yield of 2 Food and grant double Production, Commerce and Resources.
Immigration is probably best represented by an UB.
To redirect the discussion from this thread, I thought I'd post here.
Australia's UHV seems to be a pretty problematic aspect. Australian history is short enough that there isn't a whole lot of time for big flashy historical achievements you could turn into UHV goals.
The first one proposed is usually one about covering Australia's territory, sometimes including other islands like New Zealand, presumably because the latter is more ambitious than just settling the desert. Personally I think a good compromise could be to formulate the first UHV as: "Control or vassalize X% of Oceania and have [list of buildings] in every city by [date]", with X% roughly corresponding to the proportional surface of Australia in-game (or maybe a bit less if that's more achievable). That way, the player would have a choice between settling poor desert cities with a lot of land, or settling/conquering island cities with good terrain but little land. The building condition would make this a true puzzle because it would require you to limit how many cities you get, while also demanding smart management of your workers and buildings to maximize production in every city. Puzzle UHVs are typically very tightly timed and do not involve a lot of foreign involvement, so that would be a good fit for Australia.
The second goal proposed is usually something to do with military involvement, sometimes represented by gifting units. While certainly original, I doubt that that would be very entertaining to play. But maybe gifting cities you'd have to conquer outside of your continent could be fun, since it would involve more proactive gameplay and represent (in an exaggerated way) actual military engagements rather than just military production. Gifting units could still be part of the goal but I don't think it should be reduced to just that.
Third goal should logically extend toward the end of the timeline, for the sake of a UHV that isn't dramatically short. Something like building the Harbour Opera sounds obvious, if a bit boring. Discovering techs like Refrigeration as has been proposed in modmods could work but wouldn't extend very far in time unless it involves very late techs. I think something that could be interesting would be to have scores of ///etc. in X cities. This would pull you in different infrastructure directions without letting you overspecialize your cities. would then replace a technology goal, while and would be helped by the Harbour Opera (along with, say, a couple of Nature Reserves).
I believe there is an Olympics wonder? However, I think it comes in the industrial age, so if its not practical for a 1901 start then it could just get nixed. I'm not sure exactly what it is supposed to represent historically.In that case I guess it could be average city scores, since one or two cities with lots of multipliers do the bulk of the work. I still think it could be something more diverse than just - excess is interesting because as you've said Australia doesn't have that much population, but it does have access to infrastructure that in DoC terms contributes to .
Something like "Have an average city score of X in , and excess by 2000 AD" is a bit generic since all civs strive to raise those anyway, but the point should be to focus on fast development (while being handicapped by the poor terrain cities you'd have settled for the first territorial UHV).
I'm not entirely dure what you envision by the Olympic Games reference. Should it be a new National Wonder or something? In which case it could be coupled with other ones like a National Park, etc.
Australia:
- UP: I don't think a UP that applies to every tile is very good. Australia will have a lot of desert tiles and those are uninteresting even with a bonus. If it's a terrain UP it should probably be restricted to improving a few high value tiles. I agree that fast development should be its focus though.
- UHV 1: As said above I like the option of phrasing it as "control X% of Oceania" just to give a bit more freedom as to how to achieve it: in-land expansion or conquest.
- UHV 2: I would add something about gifting one or two conquered cities as well, just because it's a more proactive role that would demand you to actually use your units.
- UHV 3: The Harbour Opera wonder should be either a requirement or have synergy with the goal, I agree. Your mention of income per citizen is interesting, a metric in that vein could make for a very unique game where you'd try to come up with the most efficient buildings for that. Minor nitpick would be that depending on phrasing this could encourage you to whip/draft/starve your population on the last turns, which isn't desirable.
- UU: Will Australia even have to defend itself?
South Africa:
- I think the spawn could be moved earlier for more turns.
- UP: I'm not sure that something Apartheid-related should be a UP, but if that's the case it could also be accomplished by boosting the existing Slave mechanism, or by boosting whipping. I agree though that Egalitarianism should effectively end it either way.
- UHV 1: A bit ahistorical territory-wise but it could work. Infrastructure goals make sense for a civ that young.
- UHV 2: World Cup could just be Wembley, maybe? In addition to happiness a high number of specialist slots could also be required, since this would effectively force you to adopt Egalitarianism while rushing toward the relevant buildings.
- UHV 3: I think this one makes sense as a science goal, though I'm not sure if something more notable could be implemented.
Manchuria:
- Would this civ also represent modern China or would China get a rebirth? If the former is the case this should be reflected in the UHV and civ attributes. Otherwise looks okay.
Songhai:
- Problem is that the Mandinka already have a gold UHV. Two UHV based around no foreign/European cities is also a bit much.
- UU: This would be the first Great Person UU. Could just be part of the UP.
4 year old post but I don't think I've seen anything about this yet - perhaps there could be an animal resource that is only visible to nomadic civs, which either moves or completely shuffles to a new location within the allowed area every x (or between x and y) turns. If it's important for gameplay or historical reasons to have continuous cities that improve over time, then maybe you could build a unit which works like a settler but "carries" the city, so that when it settles again all or some of the progress in that city is retained in the new location. Additionally allowing them to let their culture persist in areas they move out of could be an idea, most likely with some level of degradation over time so that if they don't return, control is lost.2) find a way to represent nomadic 'tent cities' -- not just their mobility, but the fact that they benefited mostly from flat grasslands since that's where their horses and other livestock could thrive. Disincentive nomadic cities from settling near hills or forests that ordinarily have better production. One possibility: nomadic cities are only able to work grassland or plains tiles. Alternately, nomadic cities might be limited to only working tiles with pasture-resources (horses, cows, sheep, etc.) but receive must better bonuses from those resources. Find a way to tie total units produced to number of horses/animal resources? (With the bigger map, we should consider adding a lot of horses and similar resources to the steppes in that case). Also, make it possible for 'tent cities' to become real settlements. Karakorum becoming an actual city during the Mongol conquests (specifically as a result of loot and captives being brought back to show off) is a good example, though there have been many others before and after them.
I thought this one out today and have some proposals for 2 new West African civs and just a general overhaul of the region in the far-flung future when time allows.Songhai:
- Problem is that the Mandinka already have a gold UHV. Two UHV based around no foreign/European cities is also a bit much.
- UU: This would be the first Great Person UU. Could just be part of the UP.
This one needs work. I will brainstorm more. The problem is one of the few civs I rarely play is Mali. But I standby the idea that Songhai was large enough and distinct enough to get its own civ, and that West Africa as a whole (not Africa, West Africa) needs some flavor now that the Swahili have been introduced to really give some personality to East Africa.
Not a fan.Yes, I know the were defeated four years after they were born, but it could be interesting to have them in the game. Obviously, the resistance of the United States should be strong and CSA stability should be very weak.
Ok, I understand your explanation. It seems logical. CSA wouldn't be a good candidate.Not a fan.
Spoiler If I may: :
- The United States are still a young civ in 1860, but if the CSA spawns, it's only the CSA that gains baby-protections. The protections for new Civs last for 10 turns, and are significant.
- Meta-knowledge: If the player knows that the CSA will spawn, they will hesitate to plop any city or development in that area. Well, I certainly would.
- If you make the spawn dependent on the stability of the US, then the player will just avoid the instability threshold (Well, I certainly would). Meanwhile, the AI is either always stable enough to avoid the CSA... or sometimes the AI is instable enough to cause the CSA appearing, which then means that the AI-US cannot reign it in, in turn.
- Leoreth has repeatedly said his mod is not about alternate realities: If the CSA spawns, the AI-US will probably regularly fail hard to reign in the CSA, so the CSA can then establish their alternate-reality Golden Circle territory.
- Unless you make the CSA disappear after a few turns if the USA are run by the AI... So if you're doing that, what's the point?
- So far, all I considered before are AI-run CSA. But last point, what are the suggestion for player-takeovers? What are their suggested Unique Historical Victory conditions?
Another thing is that the only other civilization that has a "rebel" moving against the parent, is the Roman Empire. Just take China for example, there are several dozen "civil wars" that DoC doesn't adress.
UHV 3: High-Income -- Build the Sydney Opera House, have an average of 2,000 culture per city, and have the highest per citizen income (per turn spending on science + espionage + culture + treasury / city pops) in the world in 2000.
Logic: The Logies are Australian Television Awards, and the Golden Logie is given to the most popular television personality in Australia. Since this would be the cultural hub, it's a clever play on an Australian cultural object. The objective is based on Australian TV culture's worldwide acclaim, the Sydney Opera House's iconic status, and Sydney's place as host of the 2000 Olympic Games. This objective will make objectives 1 and 2 more difficult by forcing Australia's capital to focus on culture.