1.23 Development and Discussion

A quick p.s.:

Since I think your tech tree is already so very good, rather than sound like I'm suggesting additional techs, I'm more wondering if it would be quite manageable to add new knowledge and buildable improvements to existing techs. Composting, biochar, tree planting, forest preserve, animal/hunting preserve, aquaculture (ponds/ducks/fish), terracing, qanats, these are all pretty low tech to begin with, they could probably be added to existing techs with appropriate costs. That way they are alternatives, along with mines, quarries, camps, pastures, chopping etc.

Crossing mountains and mountain improvements could also be added to existing techs, they certainly are as ancient as people having feet and hands lol.

I just didn't want you to think I'm suggesting a vastly expanded or complex tech tree addition after all your work. Just adding components and options to what is already there.

p.p.s.

I'm going to think this through and write up some of the improvements, their techs, costs and benefits, just as an exercise for fun, send it to you and see what you think. I have no idea how to go about creating the graphics and all that, but I'll just see if I can flesh out a bit of what I'm proposing.
 
gathino
Sory but i cant force to read all that you write. But i have felling like new core member was born.
Some of the questions have ben answered. perhaps. Or mentioned.

Quote:
But there is one think i will ask. Is okey to have "trait?" for 0 unit upgrade cost?
The Tactical trait does that.
I make wrong question.

What i want to ask is. The tactical trait can be in some situation a HUGE advance.
I want ask if is okay to have uprade discount : 100% cost of unit.
I have felings that 50% or 75% will be enough.

When we talking about tech trees. Maybe ist a dead way.
Is posible to make some tech....
Like.. probaly intelligent munition to give boost (+5) to atack howitzer?
or give it free promotion that give 10% power?
Maybe thiss solve a hole between certain units tipes.
 
This probably sounds like another dumb question, but is it possible to simply remove an improvement? Say I really need to get rid of a mine due to pollution/unhappiness/dissent, how do I do that if there are no other build options available (like 'building pasture will remove the camp')? I would love just a generic 'unbuild/destroy/remove' option on any tile for any improvement by any worker.

If I played more warlike games, I could also see the benefit of being able to destroy/remove roads or other improvements in order to prevent pillaging in certain circumstances. Or maybe just to reduce the risk of attack by removing desirability. Scorched earth policies by civ's towards their own resources in the face of invasion threat is definitely a historic and often successful tactic (think Russia/USSR).

You're able to pillage your own improvements, but not your own routes. This is how it is in BTS and I've not changed it as far as I'm aware. I assume they didn't allow pillaging of routes because it provides strategic options to human players that the AI isn't smart enough to use effectively.

I really hope you do find a way of including triads, crime, other nonstate actors. I just really don't enjoy playing warlike games, but 'war by other means' seems a lot more fun and still certainly realistic. Having options for conflict even in 'always peace' games would be fantastic.

Organised crime will be an extension of the current Corporation system. Still figuring out all the details, will provide info when I have it.

I've done well so far with cities built on camps and pastures late into the game lol, so I'm very happy that those are viable options in the way you've created the game so far; I'm still figuring out how to transition those improvements into later techs and eras with new improvements in a way that doesn't just create the inevitable pollution/unhealthiness/unhappiness that I've been avoiding. Maybe that's partly why I tend to stop playing as we get into the industrial era.

I'll comment on your sustainability ideas in the thread you've started. One thing I will mention here though, is that most of the options you describe concern the production of food, potentially commerce, but not production. Extracting ore and minerals, and burning the fuels needed to work them, are all essentially polluting activities. It's these production-providing improvements and buildings that generate pollution unhealthiness in HR. Food-providing improvements and buildings do not generate any unhealthiness (though it would probably make sense that some did, certainly in later eras). Sustainable food can't really substitute for production from mines/chopping/etc.

Jungle camp (part of some other mods): please add it!! I understand why you've decided jungle clearance needs to be where it is in the tech tree with bronze etc, but if I play a civ in an area of much jungle, like Khmer lol, I'm way way behind when in reality many ancient civ's grew incredibly well in jungle/tropical/wet environments.

Jungle Camps are realistic but they didn't fit with the way Terrain/Improvements/Resources are balanced in HR. Unfortunate, but unavoidable. Most terrain has at least couple of improvements you can build without an existing resource or the need to clear. For Jungle these are Orchards and Plantations.

And just to confirm: you did remove the jungle health penalty, right? I seem to remember seeing something about that. Definitely a dumb and euro-centric aspect of the game that should be dumped.

Yes. There is no health penalty from Jungles in HR.

One more thought on this issue: I think it is great and appropriate that civ's start experiencing so much more dissent and revolution as they get more developed in the 'normal' way in HR. I'm always behind the AI because I'm building camps and pastures, but I have a chance to catch up when the other civ's start breaking apart and fighting civil wars because of unhealth/unhappiness/dissent. Perfect! This works even in 'always peace' games. I do end up having to fight rebellious barbarian cities on my borders but that is something to be expected and I was really happy to see that still occurred in my 'peace only' games. I would hope you don't alter the way dissent and revolution take place now, even if the AI suffers a bit more than I do because I work to prevent both in a smarter way lol;)

There's currently a bug where difficulty level effects on dissent weren't being applied, causing the AI to struggle more than it should. Fixing this won't remove the effect you describe, but should make it occur less often than it does in 1.22, particularly on higher difficulty levels.

About modules: Platyping creates so much cool stuff. I'm just unclear on how exactly to add them to my game, meaning History Rewritten, as it is the only way I play now lol. For example, his Bad People mod, I'd love to just pop that into my HR games. Where would I put that folder so it loads into HR, or is that even possible? How about other modules?

Platyping's modules all require some dedicated merging, as they alter many of the same files as HR. I'm not particularly interested in adding Bad People to HR (maybe in some heavily modified form), but feel free to suggest other components of his you think are interesting.

Have you already posted here a sort of detailed look at what aspects of the HR mod can and can't be added, given the limitations of the coding (the dll stuff)? I would hate to post some suggestions without already having some idea of what is possible and what isn't. I already suspect that many of the screen/advisor/automation options may not be possible, bummer lol. But I'll risk the threat of sounding dumb by posting ideas that have come to mind over the last couple of weeks.

I haven't posted such a list as it's rarely an all or nothing situation. As I get more proficient at Python and more familiar with the workings of BTS I'm finding more and more ways to work around restrictions, or ignore them and build a new system on top. The single biggest obstacle is diplomacy; extremely little I can do with that sadly.

The Diplomacy stuff (embassies etc) sound great

I've not looked at how this all works, but it is most likely to be impossible for HR, as mentioned above.

useable mountains with appropriate techs sound excellent and certainly would be historic (Inca, Tibet etc developed in mountains and tundra), could those abilities be added to existing techs in your tree?

It's been a long time since I looked into this. I seem to recall that some things were possible, but making mountains passable to workers and such was a severe performance hit that it wasn't worth it. Anything that involves changing where units can or cannot move has this effect. Also, Mountains being impassable is important, they provide a certain amount of strategic consideration to expanding and defending an empire or moving one's troops. Units are still able to travel over mountain ranges diagonally, which to me represents mountain passes and the likes.

Open to ideas that don't involve units moving into their tiles though.

additional spy missions like assassination etc.

Most of the espionage/spy system is locked away in the DLL, I'm definitely unable to use the Super Spies component that mods like RoM:AND have incorporated. There's probably stuff I could do that bypasses the 'official' system though, and add my own layer alongside it. I haven't investigated what's possible yet though.

building a fort/unit on a resource tile outside city boundaries in order to claim and use it (wow would that be so fantastic on these worlds where so many resources are in areas that simply won't sustain a city, I sure get a lot of desert planets lol);

They can't be used to connect resources outside your borders, but they can be used to connect and protect resources inside your borders that aren't near suitable city locations. I think this is a good compromise.

additional trading options;

Sadly impossible.

lots and lots of the future tech tree stuff (I rarely play any game to that era but I would if it included some of that lol).

I'm happy to have a few 'near-future' techs and such, but I don't wish to go beyond that. Busy enough keeping the existing eras balanced and comprehensive! HR's current Modern and Future eras are up for review in 1.23 though. They're not up to the standard of the earlier eras.

That mod's fixed border options sound interesting, however since building culture to expand borders is such a MAJOR way I play the game, I'm not sure how it would change if certain kinds of fixed borders and cultural diffusion were altered in a significant way. If you want to post in more detail your thoughts on how you see making changes in cultural/tech diffusion in future editions, it would be something I would love to read lol.

Cultural borders are actually much more historical and realistic than fixed borders, outside of Europe at least. I've seen mods that have cultural borders until a certain tech is learned or civic adopted, whereupon they become fixed. Something like that makes sense, but I'm not sure it's worth the effort to implement.

I'm working on some culture changes for 1.23, chief of which is allowing some culture to spread along trade routes, both domestic and foreign. Currently I've connected it to the culture slider - i.e. culture slider at 20% means 20% of your the culture a city generated also applies to cities it's trading with (with a population ratio cap to stop small cities getting swamped/boosted too easily).

I'm also looking into reducing the amount of 'free' culture your territory gets, so that culture generation from your cities matters more. My overall goal is make culture more important, not just something you worry about on your borders only. Dissent was the first step towards that, this the next.

PieAncientEurope also has a lot of things I find interesting, especially since it is mostly ancient to Renaissance games that I play. Unfortunately much of the text in the mod is very confusing so I have yet to figure out exactly how some of those interesting options work lol! I don't blame the modders, I'm sure it is all very clear in the original german, but perhaps translation doesn't seem to be something everyone is eager to rush in and help out with;) Have you had luck playing this mod on your mac using the mac civIV version? It always crashes for me.

I haven't played it for some time, but didn't have any issues with crashes when I did. PAE is a good source of ideas as it's a DLL-free mod like HR. I need to have a good look through the latest version and see what inspires. Feel free to post suggestions.

I can't remember exactly which mod (it could be several of them), but plagues and spreading diseases were a significant factor. I think that would be a great addition, especially along trading routes and affected by open/closed borders.

I agree, it's on my wishlist.

I also like that in PAE there are a LOT more animals and they stick around a lot longer. That would be especially nice if a civ followed a strategy of environmental preservation, as I discussed above. Why not have a way to play that takes viable animal populations very late into the game, for hunting and just for the pleasure of seeing them run around lol? You could create improvements like hunting preserves and animal preserves even into the future era.

I have mixed feelings about animals. In BTS they're there primarily to limit early exploring and create a sense of the untamed world being a dangerous place, but I'm not sure they achieve this all that well. Hunting them with warriors makes for a fun mini-game at the start of the game, but overall roving animal units feel a bit strange, at odds with the resource system, and not particularly historical. I don't have any thoughts on ways to improve this situation, but I would like to review it in the future. Barbarians too.

I think sending missionaries through closed borders should be an option. Some cultures hunted them to prevent religion spread, but perhaps most cultures have not had much luck in preventing surreptitious missionaries. Making these options more complex would be great and interesting, the interaction of missionaries and borders and diplomacy. Say for example, one option would be to have missionaries act like spies through closed borders, with calculated chances of success and failure and a variety of missions. Another option would be to have formal missionary missions, like trading missions, to civ's with open borders.

I'd have to think through the ramifications of that, for the AI in particular.

I like that in PAE's mod, you send trading missions through closed borders, so you have contact but not other civ's trampling all through your territory. Missionaries could do something similar, by initiative or even by invitation from the other civ.

That sounds interesting, I'll take a look at the mechanics of that some time.

I noticed in an older thread that you said you had upped the value/chances for finding resources on generic terrain plots as you build generic improvements. I would love to see that upped even just a bit more. I'm saying that because I've been playing games using the World option and finding that most of my continents are dry and forests/savannas are rare, along with resources needed to expand. Lots of deserts. Deserts with key resources but no way to support a city to get access to them lol;) Growth and development are very difficult if I'm not lucky enough to start on one of the green patches. More reason to add the environmental enhancing techs and improvements mentioned above lol;)

I can't adjust the chance of resource discovery for particular terrain types, so that wouldn't really help in this situation. Once resource depletion is in (no timeframe), I'd definitely up the chance of resource discovery. As for the Desert problem, I think a better solution would be adding some sort of qanat improvement, or similar. I'll have to see what art is available.

Okay, long enough for now. Apologies, but I hope you take it all as enthusiasm and respect for the huge amount of quality work you've put into this mod.

I do, and such feedback is always appreciated :)

I make wrong question.

What i want to ask is. The tactical trait can be in some situation a HUGE advance.
I want ask if is okay to have uprade discount : 100% cost of unit.
I have felings that 50% or 75% will be enough.

Ah I see. It used to be 50%, but I boosted it to 100% when I redesigned Tactical and took one of its other strong bonuses away. It's the major bonus of the trait, so I don't think it's too strong when compared to the major bonuses of other traits. I'll keep an eye on it though.

When we talking about tech trees. Maybe ist a dead way.
Is posible to make some tech....
Like.. probaly intelligent munition to give boost (+5) to atack howitzer?
or give it free promotion that give 10% power?
Maybe thiss solve a hole between certain units tipes.

Extra promotions is certainly a possibility. I'll look into it once we have a better idea of how the tech tree will change
 
Own pillaging: I simply had no idea I could do that lol, funny how there are still basic things in the game that I have yet to discover. And the way you describe it, it does make sense that there is no ability to remove/pillage a road or transportation improvement.

Polluting extraction: I agree with you, necessary for any civilization and not simply replaceable by more sustainable food production. However, sustainable food production and commerce production still can substitute to some degree for hammer production in terms of overall resources available, even if building structures themselves might be slower.

The way I play HR already I use far less mines and quarries than the AI does and I make sure that my use of pastures and camps still allows me to keep some parity in terms of buildings and research. I almost never chop unless I'm actually building an improvement that requires clearing the square.

I know that in vanilla BtS most strategy guides emphasize chopping significantly but I have always found ways to avoid that and still find success in cultural or diplomatic victories. HR has made that even more possible in the way you've made camps, pastures, orchards more attractive options. I have had a lot of success using basically just mines and quarries where I actually am lucky enough to have a valuable resource.

However, I'm still figuring out just how many mills and workshops I want build to keep up with other civ's while still keeping my populations high (in numbers) with good health and happiness.

I look forward to reading your responses to some of my ideas of resource depletion and land use degradation (even for food production) in the other thread.

Jungle improvements: your explanation makes sense, I will be satisfied with orchards and plantations. Since I don't play a lot of war, I guess I can live without using elephants until a lot later lol.

AI dissent: I usually play Noble because of the way I'm choosing to develop my civ. I'm not sure I could survive much longer on higher difficulties because I'm doing so much less chopping and mining, but I guess that would be worth exploring. The dissent of civ's around me as they race ahead in development is what keeps me viable so far.

Bad People: I think it is the addition of nonstate actors that interests me. Bandits, Robbers, Guerillas sound good. A specialist that reduces or destroys production would be good, although I wouldn't call it Mafia. A unit that reduces Faith or raises Dissent (through religion) would be good, but not called a witch. Certainly there have always been renegade preachers, mahdi's, prophets, and yes even witches/prophetesses, although for the game I'd prefer a name that recognizes that such figures were as revered as they were reviled, depending on who was in power lol.

Limitations of modding: It must be incredibly satisfying to realize that you, through hard work and experience, have found ways around the built-in limitations using a mac! Maybe you shouldn't advertise that they aren't as binding as people think lol, or you will be swamped with requests for things that turn out to be extremely tricky and time consuming;)

Mountains: I completely agree with you that having that impassable barrier is a very significant factor. I definitely use it in every single game, as one of my main strategies is to plant cities--no matter how far away--to block access to other civs. Then I keep closed borders for as long as possible to allow myself time to develop while the others rush ahead. Eventually I catch up.

I think the mod that allows for mountain passage also gives an option that this should negatively impact the units as they cross. But if all of these options cause performance hits, they aren't worth it. Better maybe that mountains stay as they are.

In quite a few of my more recent worlds there have been big chunks of land space cut off by mountains with no passes available. I guess that is why crossing mountains seemed like an attractive option lol. It seemed silly that I would have to use boats to transport workers to develop squares within my city itself because there is no way to get to them, plus no way to build roads.

Spies: bummer about added missions, but it will be interesting to see what you can do if you decide to look into it further. I think however that using missionaries in spy-like ways is actually more interesting to me and perhaps easier, as their missions would be comparable to existing spy missions that affect culture, dissent and religion.

Forts: what you say makes sense. That is the only way I've used forts in any case. I just liked the idea that in the mod they act as mini-cities and can be contested in the same way. So, you plant a fort and place a warrior on a resource outside your culture zone. You don't have to build any infrastructure or anything else like an actual city, just a road access. It can be won away from you by another unit, and you can go back and forth. That way you get use of the resource but don't have to build a city to use it. At least that is how I understand it works, like I said the game crashes for me so I don't have a lot of experience playing it just yet (this is A New Dawn).

Cultural borders: I agree with you about the expanding cultural borders being more realistic. If you've ever looked at those ethnographic maps of europe, the Caucasus, or the eastern Med, you will see the rather spectacular patchwork quilt of cultures that exist even today, but certainly covered the vast majority of space until the great upheavals after the two world wars. Nationalism makes for fixed looking maps but cultural uniformity is still contested even today. Maybe just skip the idea of fixed borders in the game.

I didn't know about the 20%, I will definitely take note of that in my future games! Yes, I think expanding culture and religion along trading lines, even domestically, would be great.

I almost always build cultural buildings right from the start, so I don't even know what 'free' culture my cities are getting lol. Do cities actually still expand into territory quite a bit without them?

Do you have any idea if there are built in limits to the size of cultural borders? I almost always play for cultural victories and I haven't really noticed that my cities stop expanding their cultural borders, but I've never really paid attention. If there is a limit, no matter the population size, it would be kind of cool to know the max size in terms of territory that any city can get, even with legendary culture.

Diseases: Yes, please. I seem to remember reading someone proposing a Genocide option, which in no way would I want to have even in a game. But certainly even scouts and explorers spread diseases long before more direct cultural contact. It would be interesting if there was a way to have disease AND immunity spread along with contact and change over time depending on cultural strength, trade and diplomacy/borders. Especially if it just mimicked something already calculated in the game, with increases and decreases. PAE has plagues and leper colonies, stuff like that would be interesting in HR.

Future stuff: If you never take on that end of the tech chart, I'm okay with that lol. Like you said, better to keep the earlier parts of the mod as fantastic as they are. Perhaps if you find great stuff in other mods that have really focused on the later eras, it might be possible to just adapt and borrow and transfer over what you can. When you are in the mood;)

Animals: I think maybe we are revealing our western bias here lol, since animals are still actors in some parts of the world, and not just for zoos. I was in India a few years ago and even though there are only 2000 or so tigers left in the entire world (an absolutely devastating and depressing bit of info), there was a killing of a villager where I was staying. Some people were upset, but not in the way say americans might be, calling for a War on Tigers. (Although to be fair, things have changed. Cougars kill a few hikers every so often and yet many people nearby still want them protected and not just hunted and removed.)

Certainly the big game animals that manage to survive horrific poaching rates in Africa today still trample farms and cause problems. Even in these places, there is a respect for these animals among many (but not all), they aren't just nuisances to be destroyed, many people there still think they have as much right to exist as humans. Goes back to the religion and culture thing. Until the last century, when protecting animals so Big White Men could hunt them, the big animals ran all over the place and always had to be dealt with, culturally and economically.

Even in eastern Europe today there are areas where wolves are something people worry about. My brother lived in rural Bulgaria for a few years and said he had no idea until then that this could possibly be true. (What is very tragic though is that wolves native to the western hemisphere do not and never have hunted humans, unlike old world wolves, which definitely have a long history of hunting humans; this didn't stop them from nearly being exterminated and even now it is a huge struggle to get them reintroduced, as here in my state where I live.) However, the lone bear in Italy was killed recently. I think that sums up the european view, sigh. Perhaps only in Europe and parts of North America were animals so thoroughly wiped out that we think of them as relics of the past, or something only for Exotic Other places and zoos/preserves. Although the Maori did a good job of it too where you are lol. (You are a kiwi right?)

But I think in the game it would be great to have animals that roam around and occasionally wreak havoc. Animal damage would be a small cost to pay if a civ gets other benefits from having them around and the environments that spawn them, as suggested in my other post. If it doesn't cause performance issues of course, what really counts is that the game works!
 
Platyping's stuff: For the most part, I have yet to play with any of these that you haven't already incorporated into HR. That is because playing on a mac, I'm not sure how to add these components to the game and thus I've mostly looked at them and wondered how it would be to use them. If any of these are already included, at least here you can point that out and I will consciously be looking for ways to experiment with them.

http://forums.civfanatics.com/showpost.php?p=12529070&postcount=136 Useable Mountains, It is the version 2 that would be interesting, where you can earn hammers from mountains but still not cross them.

http://forums.civfanatics.com/showpost.php?p=12855667&postcount=886 Seasons, You already mentioned this one, seems in line with the whole trend of my ideas.

http://forums.civfanatics.com/showpost.php?p=12504498&postcount=136 Settler Promotions, Seems very useful!

http://forums.civfanatics.com/showthread.php?t=496047 Upgradeable Buildings, sounds great if they already exist, with art and the rest.

http://forums.civfanatics.com/showthread.php?t=493099 Civ Specific Great People Names, sounds like something you may have already included, I just hadn't quite noticed it yet, my bad;)

He has a thread about Cancelled Open Borders, but not a module, maybe something included in other components already? Would be very useful for the way I play the game, not to have to wait for so many turns to cancel Open Borders, rather to be able to do it any time, even with a penalty.

http://forums.civfanatics.com/showpost.php?p=12641569&postcount=507 Mercenaries, The PAE mod uses mercenary posts and mercenaries, sounds very intriguing, not sure if it is the same or related to this mod. I just couldn't quite figure it out when I've played PAE so far, but again I think that is a language and time issue (for me). But it does sound very well thought out and justified and makes a lot of sense.

http://forums.civfanatics.com/showpost.php?p=13367155&postcount=1551 Developing Traits, Seems like something you may have already included.

http://forums.civfanatics.com/showpost.php?p=12919169&postcount=1000 Barbarian Camps
http://forums.civfanatics.com/showpost.php?p=12841885&postcount=834 Partisans, Both of these sound very interesting, even though I often play without barbarians lol.

http://forums.civfanatics.com/showpost.php?p=13105114&postcount=1310 Swimmers, I usually play with a lot of water cities and even without war, pirates do me a lot of damage. I would love this option.

http://forums.civfanatics.com/showthread.php?t=496599 Happy Golden Age, Since building happy cities is such a big part of my overall strategy, I would love this to be included.

http://forums.civfanatics.com/showpost.php?p=12957582&postcount=1076 Avoid Growth 2, I am very much a person who likes to micromanage, but this automation would be useful later in the game where my micromanagement tasks get overwhelming.

http://forums.civfanatics.com/showpost.php?p=13050518&postcount=1249 Goodier Huts, Why not? I love goodies.

http://forums.civfanatics.com/showpost.php?p=12493701&postcount=8 Resource Relocation, This would really be excellent, especially if the fort idea (outside boundaries) is too much trouble to incorporate for performance or balance issues.

http://forums.civfanatics.com/showpost.php?p=12851573&postcount=874 Manufactured Resources
http://forums.civfanatics.com/showpost.php?p=12841673&postcount=833 Plentiful Resources
http://forums.civfanatics.com/showthread.php?t=494313 Repair Improvements
http://forums.civfanatics.com/showpost.php?p=12968725&postcount=1131 Equipments
http://forums.civfanatics.com/showpost.php?p=12839519&postcount=830 Palace Upgrade
http://forums.civfanatics.com/showthread.php?t=494561 Enhanced Great People
http://forums.civfanatics.com/showpost.php?p=12505586&postcount=58 Great Works
http://forums.civfanatics.com/showpost.php?p=12845769&postcount=840 Tech Events

All of these sound good.

http://forums.civfanatics.com/showpost.php?p=12968735&postcount=1133 Dark Ages
http://forums.civfanatics.com/showpost.php?p=12999261&postcount=1174 Unique Civics
http://forums.civfanatics.com/showpost.php?p=12845667&postcount=838 World Tech
http://forums.civfanatics.com/showpost.php?p=12581472&postcount=353 Starting Resource (maybe for only scenarios?)
http://forums.civfanatics.com/showpost.php?p=12052210&postcount=6 Artifacts
http://forums.civfanatics.com/showpost.php?p=12576498&postcount=323 Regicide, sounds very interesting

These all sound intriguing with pluses and minuses, maybe things you've already incorporated or have thought about to some degree.
 
We could break the eras into Industrial > Atomic 1940-1965 > Digital 1965-1990 > Information 1990-Now > Future

So far Industrial covers everything from the Napoleonic Wars to WW1 and the Modern era WW2 til the internet. This glosses over far to much.

Supermarkets before the automobile is pretty glaring. Also having Anti-tank infantry (explosives) before tanks (automobile)... :spear:

As for added techs you could put Microwaves after Radar. Add say Vaccination, Sustainability, Archaeology, Marketing/Consumerism/Advertizing, Logistics, Quantum Physics

---------

In many ways HR has already implemented improvements that don't hinder the terrain or environment, especially compared to BTS. In an elegantly balanced way I might add.

If you needed commerce in BTS you chopped and built endless sprawling cottages. There are viable alternatives in HR. Camps, orchards, pastures, plantations, farms; you can further enhance these options with civics. Production in Tribalism and Slavery, Commerce in Agrarianism and Redistribution.

Civics are the path where a civilization chooses to cultivate a culture around whether its in harmony or at odds with terrain and environment in HR. You also get diplomatic bonuses with other civs who choose to live the same way you have chosen, just like irl.

As for wells, mines, towns and villages these have been discouraged in HR with the addition of pollution.

If its felt that HR doesn't extend these ideals far enough, I think it would be best dealt with through the addition of another leader trait. Say cultural, scientific, happiness bonuses for jungle or something.
 
I really hope that none of my long posts are taken as a critique of HR as it is now. In fact, it is the form of CivIV that I have played from the beginning.

I came to the game years later than most people lol, I'm not actually a gaming person. But one day browsing an actual brick and mortar bookstore I came across a title that intrigued me, Reality Is Broken: Why Games Make Us Better and How They Can Change the World. I checked out the library copy and really enjoyed it. I decided that it was worth seeing what was out there beyond SimCity (the only game I ever played) and lots of shooting and killing.

CivIV got so many rave reviews I knew I had to give it a go, and it certainly fit in with many of my personal interests. And right away I saw History Rewritten, it worked on a mac, and I knew I wanted to play it. So, in a way, I never really had much experience with vanilla CivIV. I did read all the guides and strategy posts and I did try to play in ways described by many experienced players, but from the beginning I found HR to be so much more satisfying. It really made it possible to play in a much wider variety of ways.

I don't really even play to WIN, funny as that sounds lol. Partly because my computer starts to have a problem as I get to the industrial era, especially on a large world, which I like because they are so beautiful. But also simply because I love all the earlier parts of the game. I often play until I begin to see success, where I have managed to survive and begin to catch up and overtake other civ's, that is satisfying enough. I'm not sure that would be true in vanilla BtS, but in HR it definitely is. If I get to start sending out colonists first, then I feel like I've achieved a win. Then I want to start over on a new planet with a new leader and a new religion and see what happens.

I think my suggestions are more about the possibility of adding a boost to what is already there. HR already is a clever subversion of the game, a sort of countergame, and that is what makes it so special. If there was a mod out there that could successfully tackle the issue of limited resources and a finite planet, it would be HR.
 
There is a book I recently finished that I really enjoyed and is relevant to thinking about the later eras in the game. It is, After Tamerlane: The Rise and Fall of Global Empires, 1400 - 2000, by John Darwin. He also wrote a book about the British Empire that I have on my reading list.

http://www.amazon.com/After-Tamerlane-Global-Empires-1400-2000/dp/1596916028

The book really looks at the environmental, social, political, religious, technological, economic and of course military trajectories of the various actors during this time frame. What is clear is just how UN-inevitable the so called rise of the West actually was, or even industrialization or other things we think of as just being a 'natural' progression along a pathway to space. It definitely calls into question many of the more popular notions about history that most of us are familiar with.

On one hand, what Robert Putnam wrote about as the empirical reality of Path Dependence (you can't just go wherever you want, social/political change is very much a factor of where you've already been) is evident. But also, it is clear from the evidence that Darwin presents just how much chance, luck, and other non-state factors were in how things turned out. All sorts of unusual combinations could really have happened, and certainly all sorts of strategies were in play. Different forms of success are described, as well as utterly different agendas by major powerful actors.

I think it would be a really valuable reference point for anybody looking to put the same sort of quality effort into the later stages of the game as has been created already in HR. The sort of convergence built into the vanilla game could really be challenged by making the alternatives already present in HR carry through to the later eras.

Another great read, fascinating and sobering too, is McMafia: A Journey Through the Criminal Underworld, by Misha Glenny. It makes you realize just how absolutely vital the underbelly of things really is, in some cases far more vital than the legitimate economy. I think adding these elements to the game isn't just cosmetic, its true to life and would add yet more factors to keep the game unpredictable, interesting and challenging.

http://www.amazon.com/McMafia-Journey-Through-Criminal-Underworld/dp/1400095123
 
I look forward to reading your responses to some of my ideas of resource depletion and land use degradation (even for food production) in the other thread.

Still mulling it over, will respond when I've collated my thoughts into something more tangible.

Bad People: I think it is the addition of nonstate actors that interests me. Bandits, Robbers, Guerillas sound good. A specialist that reduces or destroys production would be good, although I wouldn't call it Mafia. A unit that reduces Faith or raises Dissent (through religion) would be good, but not called a witch. Certainly there have always been renegade preachers, mahdi's, prophets, and yes even witches/prophetesses, although for the game I'd prefer a name that recognizes that such figures were as revered as they were reviled, depending on who was in power lol.

I like the mechanics, just not the theme. Non-state entities are something I'm definitely interested in pursuing (Organized Crime will be a tentative first step) so I may make use of the mechanic eventually.

Limitations of modding: It must be incredibly satisfying to realize that you, through hard work and experience, have found ways around the built-in limitations using a mac! Maybe you shouldn't advertise that they aren't as binding as people think lol, or you will be swamped with requests for things that turn out to be extremely tricky and time consuming;)

Though some are frustrating, in many ways the limitations force me to be a better modder and avoid the 'kitchen sink' trap that many other mods have fallen into.

I didn't know about the 20%, I will definitely take note of that in my future games! Yes, I think expanding culture and religion along trading lines, even domestically, would be great.

Sorry, I wasn't clear. That 20% culture slider example isn't something that's currently possible in 1.22. It's something I'm developing for 1.23. I've been playing some test games to see how it feels.

I almost always build cultural buildings right from the start, so I don't even know what 'free' culture my cities are getting lol. Do cities actually still expand into territory quite a bit without them?

It's not your cities that get the free culture, but the tiles around it. Each turn, every tile within a city's cultural influence receives culture equivalent to the amount the city generates. However, there's an additional amount of 'free' culture applied, a static amount modified by the distance the tile is from the city. It's there so that distance and time are factors in determining borders, but the knock-on from that is that city culture and the culture slider have much less influence over border expansion than you'd expect. The free culture piles up quicker than the culture you generate does, especially in the first half of the game.

Do you have any idea if there are built in limits to the size of cultural borders? I almost always play for cultural victories and I haven't really noticed that my cities stop expanding their cultural borders, but I've never really paid attention. If there is a limit, no matter the population size, it would be kind of cool to know the max size in terms of territory that any city can get, even with legendary culture.

Population has no effect on cultural borders. Legendary culture is as big as borders can get.

Diseases: Yes, please. I seem to remember reading someone proposing a Genocide option, which in no way would I want to have even in a game. But certainly even scouts and explorers spread diseases long before more direct cultural contact. It would be interesting if there was a way to have disease AND immunity spread along with contact and change over time depending on cultural strength, trade and diplomacy/borders. Especially if it just mimicked something already calculated in the game, with increases and decreases. PAE has plagues and leper colonies, stuff like that would be interesting in HR.

I can't find it at the moment but, somewhere in the HR forums, someone made some really interesting suggestions for a disease system related to contact with animal resources and the likes. A lot of potential for disease, maybe in 1.24.

Animals: I think maybe we are revealing our western bias here lol, since animals are still actors in some parts of the world, and not just for zoos.

<snip>

But I think in the game it would be great to have animals that roam around and occasionally wreak havoc. Animal damage would be a small cost to pay if a civ gets other benefits from having them around and the environments that spawn them, as suggested in my other post. If it doesn't cause performance issues of course, what really counts is that the game works!

It makes sense having Scouts attacked by panthers, or Settlers picked off and eaten by hungry wolves. As the game progresses though, it starts feeling more and more unrealistic. Animals rarely attack large groups of humans, certainly not ones clattering around in chainmail or such.

http://forums.civfanatics.com/showpost.php?p=12529070&postcount=136 Useable Mountains, It is the version 2 that would be interesting, where you can earn hammers from mountains but still not cross them.

That one would be worth adding I think.

http://forums.civfanatics.com/showpost.php?p=12855667&postcount=886 Seasons, You already mentioned this one, seems in line with the whole trend of my ideas.

Yeah I really like this one, I plan to eventually use it in conjunction with Local Warming to develop a more comprehensive climate system for HR.


Platy discovered some technical issues with that one, I've already made use of some of the ideas elsewhere, e.g. Expansive and Spiritual traits.

http://forums.civfanatics.com/showthread.php?t=496047 Upgradeable Buildings, sounds great if they already exist, with art and the rest.

Considered it, but decided it's more interesting and immersive to have a larger variety of buildings than multiple versions of the same one.

http://forums.civfanatics.com/showthread.php?t=493099 Civ Specific Great People Names, sounds like something you may have already included, I just hadn't quite noticed it yet, my bad;)

I actually removed Great People naming entirely a while back. BTS naming system irked me. I'll restore it with something better eventually, but low priority for now.

http://forums.civfanatics.com/showpost.php?p=12641569&postcount=507 Mercenaries, The PAE mod uses mercenary posts and mercenaries, sounds very intriguing, not sure if it is the same or related to this mod. I just couldn't quite figure it out when I've played PAE so far, but again I think that is a language and time issue (for me). But it does sound very well thought out and justified and makes a lot of sense.

Platy's mercenary system is cool but the AI doesn't know how to use it. PAE has a very impressive system, but relies on resource mechanics that don't suit HR. Probably something I could adapt, but too many other things I want to work on first.

http://forums.civfanatics.com/showpost.php?p=13367155&postcount=1551 Developing Traits, Seems like something you may have already included.

Not included. It's pretty cool, but would be quite a challenge to adapt and balance for HR's 20 traits.

http://forums.civfanatics.com/showpost.php?p=12919169&postcount=1000 Barbarian Camps
http://forums.civfanatics.com/showpost.php?p=12841885&postcount=834 Partisans, Both of these sound very interesting, even though I often play without barbarians lol.

Developing Barbarian mechanics is on my wishlist. Other focuses at the moment, but will be looking into these and more when the time comes.

http://forums.civfanatics.com/showthread.php?t=496599 Happy Golden Age, Since building happy cities is such a big part of my overall strategy, I would love this to be included.

Happiness and Golden Ages are prevalent enough in HR already.

http://forums.civfanatics.com/showpost.php?p=13105114&postcount=1310 Swimmers, I usually play with a lot of water cities and even without war, pirates do me a lot of damage. I would love this option.

http://forums.civfanatics.com/showpost.php?p=12957582&postcount=1076 Avoid Growth 2, I am very much a person who likes to micromanage, but this automation would be useful later in the game where my micromanagement tasks get overwhelming.



I'll have a look at these.

http://forums.civfanatics.com/showpost.php?p=12493701&postcount=8 Resource Relocation, This would really be excellent, especially if the fort idea (outside boundaries) is too much trouble to incorporate for performance or balance issues.

I'm not a fan of this concept, and the AI doesn't understand it anyway.


I'm a big fan of the original Colonization, with it's raw - > finished goods system. I planned to add something along these lines a while back, but sadly I had to scrap the idea. This was due to a diplomacy limitation I can't work around - the AI doesn't assign value to resources that don't directly grant happiness or health or enable a unit, and will trade them away pretty much for free. This puts a cap on the number of non-strategic resources I can add, lest happiness and health become too trivial to obtain. I may revisit the concept at some point, but it would require a massive overall of game mechanics and balance.


These are interesting, but I feel they'd need a bigger range of strategic resources to work well. Also wary of adding too many free 'make the strong stronger' military mechanics.


Not a fan of this one.


Started merging some bits of this in back in 1.21, never finished though. Will probably continue in 1.23. Great Doctors and Great Scientists currently have no special abilities, so they're a priority. After that I'll consider a second ability for each Great Person. 2 each is enough I think.


I like the concept but just don't feel there's room for it in HR.


Will add these if needed. Could be useful in the Modern/Future era reviews.


I'd like to add Dark Ages in some form, but they have potential to be frustrating. Might be a bit much alongside dissent.


Very cool, but would be a balancing nightmare in HR! If I were to add something like this I'd either add Civ5-style Unique Abilities or attach the bonuses to each civ's Unique Wonder. Much more flexibility that way.


Not appropriate for HR main game and can just add directly to the individual maps if needed.


Cool, but more suitable for fantasy mods.


Maybe as an option some day. Art could be a challenge.

We could break the eras into Industrial > Atomic 1940-1965 > Digital 1965-1990 > Information 1990-Now > Future

So far Industrial covers everything from the Napoleonic Wars to WW1 and the Modern era WW2 til the internet. This glosses over far to much.

I don't want to have more than 7 eras in total. I think it's safe to say that we currently live in the Digital era and will do for a long time yet. So I reckon we can scrap a dedicated Future Era and have the following: Industrial Era -> ??? Era -> Digital Era. There can be a few future techs off the end of the chart, just like the starting techs are at the other end, but they'd still be classified as the Digital era.

Still unsure what to call the era in between, 'Atomic Era' is too narrow. I include WW1 in the Industrial era because, a) I think it fits there historicall, and b) shifting it later compresses the rapid advancement of the 1900s even more than it already is. Not opposed to shifting it, just something to bear in mind. When designing tech trees, it's all too easy to have situations where the military techs stretch out further than the non-military techs, or vice-versa. There are 5 phases of military technology (Napoleonic, WW1, WW2, Cold War, Modern) that we need to fit into just 3 eras, so compression somewhere is unavoidable.

Supermarkets before the automobile is pretty glaring. Also having Anti-tank infantry (explosives) before tanks (automobile)... :spear:

Yep, these are some of the biggest flaws of the tech tree at the moment.

As for added techs you could put Microwaves after Radar. Add say Vaccination, Sustainability, Archaeology, Marketing/Consumerism/Advertizing, Logistics, Quantum Physics

No shortage of techs to add from the 20th century. The challenge is to ensure they have a purpose in terms of game mechanics. Pure science techs like Quantum Physics are particularly challenging in this regard. Health techs too. Marketing really needs to be included, major omission. Logistics is already a Medieval tech.

If its felt that HR doesn't extend these ideals far enough, I think it would be best dealt with through the addition of another leader trait. Say cultural, scientific, happiness bonuses for jungle or something.

I won't be adding any more traits. 20 is plenty.
 
About that Tactical trait.
Can uprgade cost at last "1 :gold:"? To be not free. (Upgrading 200 units in sigle turn for free.)
I still have this feeling.

Oh somthing diferent i want ask. How others "PLAYERS" thing about Great Temple?
Or other buldings that look... (how to say: "USLESS?" {PS: In current strategy. "Baths"})

Xyth, sory if i mist it, but.
How far are you in solving that AI dealing whit distant?

((I have some Naive idea.))

Spoiler :

PS: After i write this i think is completly wrong. :dunno: Maybe it will be bether to ignore it.

(
Basic value {10%?}
-
(Basic Value {1%} * Percentage of completed Tech progress {From 1% to 100%}) {But never higer that 9%}
)
* Dificulty Level * Map Size
+- character of AI Leader
= % Discount per city for AI?

{OR: (Basic value{101?} / Research progres in %) *Dificulty *Map size +- Leader =; {IF <0 set to 1?}}
 
Some thoughts on recent posts:

I like the idea of forts beyond cultural boundaries to claim a resource, but if it's too hard to implement, so be it. I'm not sure why Gatinho65 is getting so many "dry" continents. I also only play on World and most continents do have desert interiors-- as is true on this planet. But the amazingness of the world builder cannot be overstated, and all kinds of worlds emerge.

Here's an idea for the modern era: what about late-game resources? Such as: Pharmaceuticals, which would appear only in non-degraded swamp or forest. Would have a high health benefit, and cause you to think twice about Amazonian-style jungle clearance. Possibly some rare earth mineral needed for 21st century batteries, like lithium or whatever the hell it is?

In general, I agree with all of Xyth's thinking about how to redefine the modern era; a few more units would be fine, but Xyth's historical argument is sensible.

Burma sounds great, but I am even more excited about the Mississippians, and eager to found a Civ with Cahokia as its capital.

However, I still think there is a compelling argument to be made for Pacific NW Native American cultures-- taken collectively-- to be on a par with the Sioux/Polynesians etc. Capt. Cook encountered fortified Haida towns in the (former) Queen Charlotte Islands as large as any indigenous settlement in the Pacific; they were still there when Russian and American fleets arrived. And are still there-- somewhat reduced, needless to say. The Potlatch is an anthropologically famous cultural tradition, and their artistic style is globally recognized as unique and remarkable (check out their totem poles, masks, and/or the Seattle Seahawks uniforms). They had distinct military traditions, featuring war canoe raiding tactics, war clubs and-- in some cases-- crude iron armor derived independently of Euro tradition. Chinook/Salish/Haida/Klingit-- could choose one or consider them a "cultural basin"-- probably no more diverse than what we lump together as "Mayan" or "Anasazi." It would be cool.

Taken one step further, following the model of Brazil, which combines indigenous with post-colonial, you could roll the Haida into a modern Canadian nation-state. Ancient UU the war canoe, modern UU the Mountie.
 
I don't want to have more than 7 eras in total. I think it's safe to say that we currently live in the Digital era and will do for a long time yet. So I reckon we can scrap a dedicated Future Era and have the following: Industrial Era -> ??? Era -> Digital Era. There can be a few future techs off the end of the chart, just like the starting techs are at the other end, but they'd still be classified as the Digital era.

Still unsure what to call the era in between, 'Atomic Era' is too narrow. I include WW1 in the Industrial era because, a) I think it fits there historicall, and b) shifting it later compresses the rapid advancement of the 1900s even more than it already is. Not opposed to shifting it, just something to bear in mind. When designing tech trees, it's all too easy to have situations where the military techs stretch out further than the non-military techs, or vice-versa. There are 5 phases of military technology (Napoleonic, WW1, WW2, Cold War, Modern) that we need to fit into just 3 eras, so compression somewhere is unavoidable.

Civ V does it this way:
Industrial (-1880) -> Modern (1880-1940) -> Atomic (1940-1990) -> Information (1990-)

I generally agree with this concept, Atomic and Cold War era are more or less the same (at least can be easily handled together)
But I guess you can also go with Industrial -> Modern -> Information/Digital, if you want to have 7 eras.
I prefer the 8 era solution though, as you said there are easily enough unit (and technology) progression post 1750, to stretch it to 4 eras.
 
Xyth, sory if i mist it, but.
How far are you in solving that AI dealing whit distant?

There is a technology 'catchup' mechanic in HR called Tech Diffusion. Roughly, the more civilizations that know a technology in a game, the bigger a bonus civilizations that don't know it yet get towards researching it. This effect is modified by Open/Closed borders, leader attitudes, and other such things. This is probably what you're seeing here.

I like the idea of forts beyond cultural boundaries to claim a resource, but if it's too hard to implement, so be it.

Too many challenges getting the AI to understand it.

Here's an idea for the modern era: what about late-game resources? Such as: Pharmaceuticals, which would appear only in non-degraded swamp or forest. Would have a high health benefit, and cause you to think twice about Amazonian-style jungle clearance. Possibly some rare earth mineral needed for 21st century batteries, like lithium or whatever the hell it is?

It's something I'm considering.

However, I still think there is a compelling argument to be made for Pacific NW Native American cultures-- taken collectively-- to be on a par with the Sioux/Polynesians etc. Capt. Cook encountered fortified Haida towns in the (former) Queen Charlotte Islands as large as any indigenous settlement in the Pacific; they were still there when Russian and American fleets arrived. And are still there-- somewhat reduced, needless to say. The Potlatch is an anthropologically famous cultural tradition, and their artistic style is globally recognized as unique and remarkable (check out their totem poles, masks, and/or the Seattle Seahawks uniforms). They had distinct military traditions, featuring war canoe raiding tactics, war clubs and-- in some cases-- crude iron armor derived independently of Euro tradition. Chinook/Salish/Haida/Klingit-- could choose one or consider them a "cultural basin"-- probably no more diverse than what we lump together as "Mayan" or "Anasazi." It would be cool.

Yeah, I agree the people of that region would make for a pretty cool civilization. Someone recently made an armoured Haida warrior unit too: http://forums.civfanatics.com/showthread.php?t=541976. Consider them on the wishlist.

Taken one step further, following the model of Brazil, which combines indigenous with post-colonial, you could roll the Haida into a modern Canadian nation-state. Ancient UU the war canoe, modern UU the Mountie.

Brazil has a pretty unique history in comparison to other colonial nations. It's not a model I wish to replicate in HR unless there's a convincing historical case for it. That's definitely not so with Canada.

Civ V does it this way:
Industrial (-1880) -> Modern (1880-1940) -> Atomic (1940-1990) -> Information (1990-)

I generally agree with this concept, Atomic and Cold War era are more or less the same (at least can be easily handled together)
But I guess you can also go with Industrial -> Modern -> Information/Digital, if you want to have 7 eras.
I prefer the 8 era solution though, as you said there are easily enough unit (and technology) progression post 1750, to stretch it to 4 eras.

Eight eras would require quite a few changes but I think it's not impossible to find enough techs for them.

Adding another era requires a ton of rebalancing and reworking. Calendar needs to be remade, tech tree costs redone, unit and city art era definitions reassigned, difficulty levels rethought, and much more. I really don't want to go there. Besides, I don't feel the 20th century is so important as to deserve 3 eras all to itself.

It's feels strange to me that Civ5 has retained the 'Modern Era' label for that period of history. In historiography the modern era is everything from the Renaissance onwards, but even if you consider the more familiar use of the term, the 'modern era' feels like something that is still happening, not something in the past. It's a tough period to name. At the moment my favourite idea is 'the Global Era', but that has some problems too.

I definitely prefer 'Digital Era' over 'Information Era'. The latter is more usually described as the 'Information Age', and I think it misses the point a bit. Sure, we all have astonishing access to information like never before, but it was digital technology that made that possible. And 'information' is just one aspect of what digital technology has made accessible - there's also communication, art, automation, etc.
 
Adding another era requires a ton of rebalancing and reworking. Calendar needs to be remade, tech tree costs redone, unit and city art era definitions reassigned, difficulty levels rethought, and much more. I really don't want to go there. Besides, I don't feel the 20th century is so important as to deserve 3 eras all to itself.

Alright, I can understand all your points.
Just thought to drop in the idea of following the Civ V route.
Not that I'm a Civ V fanboy, it's actually the other way around (most of the base mechanics of Civ IV are far more superior IMO), but this is one of the few things I think Civ V got right
Anyway it can be done perfectly well with 7 eras too, so Industrial - Global - Digital it is ;)
 
One thing that has bugged me is that Democracy comes with low dissent. You could make the case that Democracy is a method of dealing with dissent, rather than a predictor of it. Not only that, but democracies during the last century have faced considerable dissent, so much so that changes of power structure to things like fascism and various forms of authoritarianism have actually decreased dissent. That's pretty much the state of things now too lol. I'm not sure how things were decided in terms of balance in the game, but I think it would make it a bit more fair to at least bump up dissent to Medium for Democracy.

If you are changing up the categories, what about having Bureaucracy come back as an option? Perhaps in Government again? There just seems to be something missing that isn't captured yet by the other options. If you look at government structures even within various empires over the ages, as well as the various authoritarianisms (some fascist and some marxist) and limited forms of democracy of more recent times, it is the bureaucratic nature of those states that really stands out, no matter who claims to be the Head of state. Is Jurisdiction standing in for that now?

I really like the idea of the Society category. Would you be looking at things like Hierarchy, Clientelism, Citizenship, Consumerism, Egalitarianism? All seem to imply an ideology about how society is to be conceived, describing the nature of the members and the roles they play (and who counts), that is in addition to the formal legal, economic or government structures of the society.

The Chachapoyas in South America look like they were fairly egalitarian, even with a high population and a large trading network. I just wanted to bring that up in case there is still this misconception that larger societies necessarily mean hierarchies and inequalities. It would be nice to have that as an option, given that the idea of Egalitarianism has influenced societies of various political and economic types since our early hunter-gatherer days and well into contemporary times. Its not quite the same thing as Equal Rights or Social Welfare.

I like the idea of finding a way to include Nationalism and Multiculturalism. Or at least words that describe the effects of those concepts. What struck me when reading the book I mentioned previously, as well as recent reading about the end of the Ottoman and Austro-Hungarian Empires was just how NEW and contested the idea of Nationalism was, particularly given the mosaic of cultures on the ground. Even many leaders and influential thinkers of minority groups (and in many cases most people were minorities of some kind) were quite opposed to the idea of Nationalism and nationalist uni-cultural states. They predicted quite well what would turn out to mark the Age of Extremes as Hobsbawm calls it, the wars and chaos and ethnic cleansings of the last century.

Nothing was inevitable about it though, no matter what they say on the news. So having something like a Multiculturalism option would be true to life, describing a Social paradigm (with of course political/economic/legal ramifications) that existed for a very long time in huge parts of the world as a successful means of promoting stability and preventing conflict.

Not sure how that Era name, Era of Extremes, would fit into the overtly positivist character of the game lol, but I certainly think it would be a fitting name for a time when extreme and fundamentalist approaches to everything from technology to religion to politics to economics have become a force with global impact. That is new and different compared to past ages, where such phenomena were more localized and temporary. (Transhumanism, Neo-liberalism and Salafism for example seem to me to have more in common with this recent historic pattern than most thinking from the past.) Is the word Modern now both loved and hated enough that it describes something less mistakenly neutral or positive lol? Then it might just be the right word. For Future Era, why not just The Uncertain Era lol? Again, maybe a bit too real world for a game that is supposed to be a fabulous distraction, at least in part.

Renaissance Era seems so overtly eurocentric, but I can't think of a word that encompasses a lot of what seems to have happened during that time. Curiosity, investigation, doubt, translations and exposures to old/new/different and even dangerous ideas, increased travel trade and foreign contact, all those are less ethnically specific activities, but is there one more universal word that could be used? Renaissance is a great word, maybe the best one still.

I think Mercantilism is missing from the Economy column. It certainly describes a very important theory that played a large role in world events, and there are definitely those who would consider it a significant influence in the global economy today. It seems to me that there is a need for something between Centralization and Free Market. Is it worth bring back? I'll see if you've already posted about this previously in another thread.

Environmentalism also seems to me more like a secondary orientation with costs and benefits that could act as a 'flavoring agent' added to any of the other categories in the Economy column, rather than its own primary Economic category. Is there a way to shuffle things with the addition of the new column so that this could happen, be an option but in another category? Maybe Legal, since its a lot about giving new status to things that are otherwise invisible and/or unconsidered?

As a resident of the american PNW, I also would love to see a Haida culture addition in the future, if the right art can be found or created. I think they are fascinating for having been so complex and populous while still being primarily based on a hunter gatherer way of living. Really beautiful art too.
 
Xyth, I have to admit that your mod becomes more and more splendid!:) You have done a great work! And I have a few suggestions for the further development.

Will you add Lenin as a new leader for Russia? Pol/Pro, Industrialism FC, Apostasy FT, aggressive foreign policy for AI Lenin (Concept of World Revolution).

Will you add some projects for early eras? For example, Silk Road (req: Currency tech, 6 weavers), that would give +50 land trade route yield in all cities or make land trade routes as valuable as maritime ones, Porcelain (req: Artisanry tech, at least 1 pottery hut), building a new pottery hut provides 25% chance of artist (merchant?) specialist addition (or chance of +1 trade route addition).

It would be great if you add statesman specialist as Leoreth did in DoC. For example, -15 dissent points and +1 culture for statesman, -30 dissent points and +2 culture and +1 happiness for great statesman. Though.. I doubt whether it would be as necessary as in Leoreth's mod.

But it would be really great if you make doctors produce health points. Instead of food or beaker points, I don't know what would be smarter, but it seems obvious to me that doctors should produce health points in the first place.

PS. I'm sorry if I suggest ideas that were discussed before.
 
Anyway it can be done perfectly well with 7 eras too, so Industrial - Global - Digital it is ;)

The more I think about it, the more I like 'Global Era'. Globalism is really the defining aspect element of the 20th century. Global wars (WW1, WW1, Cold War, etc), Global politics (League of Nations, UN, etc), global communications (telephones, etc), fast global transport (airplanes), and of course - our first endeavours beyond the globe itself!

The only drawback is that a Digital era feels a little like a sub-era of the Global Era, rather than a new era in it's own right.

One thing that has bugged me is that Democracy comes with low dissent. You could make the case that Democracy is a method of dealing with dissent, rather than a predictor of it. Not only that, but democracies during the last century have faced considerable dissent, so much so that changes of power structure to things like fascism and various forms of authoritarianism have actually decreased dissent. That's pretty much the state of things now too lol. I'm not sure how things were decided in terms of balance in the game, but I think it would make it a bit more fair to at least bump up dissent to Medium for Democracy.

I agree for the most part. I'll be reviewing dissent ratings as part of 1.23's civic changes.

If you are changing up the categories, what about having Bureaucracy come back as an option? Perhaps in Government again? There just seems to be something missing that isn't captured yet by the other options. If you look at government structures even within various empires over the ages, as well as the various authoritarianisms (some fascist and some marxist) and limited forms of democracy of more recent times, it is the bureaucratic nature of those states that really stands out, no matter who claims to be the Head of state. Is Jurisdiction standing in for that now?

It's not right for a Government civic, but could possibly make a return as a Law civic. The current Law category is a bit inconsistent in its definitions, I'd like to rework it a bit, but waiting to see how the Society category ends up first.

I really like the idea of the Society category. Would you be looking at things like Hierarchy, Clientelism, Citizenship, Consumerism, Egalitarianism? All seem to imply an ideology about how society is to be conceived, describing the nature of the members and the roles they play (and who counts), that is in addition to the formal legal, economic or government structures of the society.

It will be about social structure, stratification, and identity. Currently civic lineup is Tribalism, Caste System, ???, Citizenship, Nationalism, Multiculturalism. All subject to change of course, no bonuses assigned yet. The missing civic should probably be something that represents feudal societies and similar.

The Chachapoyas in South America look like they were fairly egalitarian, even with a high population and a large trading network. I just wanted to bring that up in case there is still this misconception that larger societies necessarily mean hierarchies and inequalities. It would be nice to have that as an option, given that the idea of Egalitarianism has influenced societies of various political and economic types since our early hunter-gatherer days and well into contemporary times. Its not quite the same thing as Equal Rights or Social Welfare.

Egalitarianism might replace Equal Rights. Not sure yet. One thing to note with civics, is that there's an example of pretty much every civic somewhere in early history. But in terms of game balance and pacing, it just doesn't work to have them all available early. What works best is to have them unlock at times when they were becoming widespread, and those civs that were ahead of the curve can access them via a leader trait (e.g. Political).

I like the idea of finding a way to include Nationalism and Multiculturalism. Or at least words that describe the effects of those concepts. What struck me when reading the book I mentioned previously, as well as recent reading about the end of the Ottoman and Austro-Hungarian Empires was just how NEW and contested the idea of Nationalism was, particularly given the mosaic of cultures on the ground. Even many leaders and influential thinkers of minority groups (and in many cases most people were minorities of some kind) were quite opposed to the idea of Nationalism and nationalist uni-cultural states. They predicted quite well what would turn out to mark the Age of Extremes as Hobsbawm calls it, the wars and chaos and ethnic cleansings of the last century.

Nothing was inevitable about it though, no matter what they say on the news. So having something like a Multiculturalism option would be true to life, describing a Social paradigm (with of course political/economic/legal ramifications) that existed for a very long time in huge parts of the world as a successful means of promoting stability and preventing conflict.

Yeah, the concept of the nation-state is so ingrained in today's world that it's all too easy for it to distort our perception of historical states. Nationalism and Multiculturalism will work really well with the forthcoming culture over trade routes mechanics.

Renaissance Era seems so overtly eurocentric, but I can't think of a word that encompasses a lot of what seems to have happened during that time. Curiosity, investigation, doubt, translations and exposures to old/new/different and even dangerous ideas, increased travel trade and foreign contact, all those are less ethnically specific activities, but is there one more universal word that could be used? Renaissance is a great word, maybe the best one still.

Yeah this bugs me too, but I can't think of a better term.

I think Mercantilism is missing from the Economy column. It certainly describes a very important theory that played a large role in world events, and there are definitely those who would consider it a significant influence in the global economy today. It seems to me that there is a need for something between Centralization and Free Market. Is it worth bring back? I'll see if you've already posted about this previously in another thread.

Professionalism is shifting to the Labour category, so there'll be a space in the Economy category. Mercantilism is the obvious candidate. I know some people have requested State Property returns, but I think that's covered by Redistribution and/or Central Planning (Centralization renamed slightly).

Environmentalism also seems to me more like a secondary orientation with costs and benefits that could act as a 'flavoring agent' added to any of the other categories in the Economy column, rather than its own primary Economic category. Is there a way to shuffle things with the addition of the new column so that this could happen, be an option but in another category? Maybe Legal, since its a lot about giving new status to things that are otherwise invisible and/or unconsidered?

I think it needs to remain in the Economic category, but I'm considering renaming it 'Sustainability' to put more emphasis on the economic practice, and less on the wider ideology.

As a resident of the american PNW, I also would love to see a Haida culture addition in the future, if the right art can be found or created. I think they are fascinating for having been so complex and populous while still being primarily based on a hunter gatherer way of living. Really beautiful art too.

I have a lot of family and connections in British Columbia. Lived in Vancouver for a year. Beautiful part of the world.

Will you add Lenin as a new leader for Russia? Pol/Pro, Industrialism FC, Apostasy FT, aggressive foreign policy for AI Lenin (Concept of World Revolution).

Unlikely. There's room for another Russian leader, but I think it's more important to have medieval Russia represented than a second 20th century leader. Nevsky, Ivan III, or Ivan IV.

Will you add some projects for early eras? For example, Silk Road (req: Currency tech, 6 weavers), that would give +50 land trade route yield in all cities or make land trade routes as valuable as maritime ones, Porcelain (req: Artisanry tech, at least 1 pottery hut), building a new pottery hut provides 25% chance of artist (merchant?) specialist addition (or chance of +1 trade route addition).

A Silk Road project is a cool idea. I'll add it to the wishlist.

It would be great if you add statesman specialist as Leoreth did in DoC. For example, -15 dissent points and +1 culture for statesman, -30 dissent points and +2 culture and +1 happiness for great statesman. Though.. I doubt whether it would be as necessary as in Leoreth's mod.

But it would be really great if you make doctors produce health points. Instead of food or beaker points, I don't know what would be smarter, but it seems obvious to me that doctors should produce health points in the first place.

I'd love to do these, but sadly they're impossible due to technical limitations.
 
It will be about social structure, stratification, and identity. Currently civic lineup is Tribalism, Caste System, ???, Citizenship, Nationalism, Multiculturalism. All subject to change of course, no bonuses assigned yet. The missing civic should probably be something that represents feudal societies and similar.

Sounds good. Yeah, I thought about Feudalism but that is a very problematic word, at least it was when I was in school. Some quick internet browsing suggests it still is lol, especially for a concept that might apply to other cultures outside of Europe. But Clientelism, Tributary, Manorialism, Patronage, Elitism, these and other options are also fairly specific and perhaps don't really cover in a broad sense the kind of complexity actually found in the various societies. Maybe Feudalism is the best word among unsatisfying choices?

Egalitarianism might replace Equal Rights. Not sure yet. One thing to note with civics, is that there's an example of pretty much every civic somewhere in early history. But in terms of game balance and pacing, it just doesn't work to have them all available early. What works best is to have them unlock at times when they were becoming widespread, and those civs that were ahead of the curve can access them via a leader trait (e.g. Political).

Good point about unlocking civics and the nature of the game.

When I think about Equal Rights, it seems more related to Citizenship, the idea that all members of a society, no matter how stratified or culturally diverse, would have recognition as 'equal' before the law. I don't have a problem with it in the Legal category, it makes a lot of sense. However, Egalitarianism seems more like a general and broader social paradigm that could--and has--influenced authoritarian, theocratic, democratic, and various other forms of government and differing economic systems. I guess that is why it seemed like a good one for Society.

Maybe Tribalism as you are conceiving it could have a bit of the flavor and effect of Egalitarianism? Sort of fits in with the old idea that society got more stratified as it got bigger and more complex, and it took some of the Romantics and Marx to bring it back as a real motivating force in later times (and of course various prophets all throughout history). In game terms, I suppose there is no reason NOT to have Tribalism/Egalitarianism as your civic much later or at any point in the game, as long as the benefits and costs aren't too tied to the Ancient era.

Professionalism is shifting to the Labour category, so there'll be a space in the Economy category. Mercantilism is the obvious candidate. I know some people have requested State Property returns, but I think that's covered by Redistribution and/or Central Planning (Centralization renamed slightly).

Yeah, I wanted State Property back too lol, but Central Planning sounds good.
 
Back
Top Bottom