HarvesterofSorr
Chieftain
Or one of my favorite things happening to me (more in vanilla civ but can apply) where I build WP and then capture an enemy city with 4 or more instructors. Would love to move them to WP city.
I suggested this long ago as it makes sense. When you capture a city, you should be able to remove those specialists and move them back to your military, production, science, whatever, center. Nazi Germany did it in WW2 taking scientists from captured countries back to work on their V1 and V2 projects. However they should be a special kind of GP, not able to bulb any techs but only settle as a bonus specialist in a city.
The Allies did the same thing.
I'll add it to the list of ideas for replacing slaves with captives. Military Instructors would be less likely to survive the take over don't you think?
I always wondered why the city limit is not scaled to map size. Seems logical that a huge map is allowed to build more cities than on a small map doesn't it?
If we want to split players up more, there is still the possibility of the supply mechanic we discussed some time ago.From another thread:-
Personally I think map size should scale with era. One of the problems we have in C2C is keeping the exploration and "threat" (need better word having senior moment) going through out the ages. What if your map was limited in size which increased in each era but the total map was humungous. In the prehistoric there would be a large number of small tiny maps each with 2-4 players on it. When you get to Ancient the neighbouring 8 maps become available to you. You may have conquered and explored all your map but now you have a whole bunch more to explore and interact with. The AIs on each map would progress as normal without them worrying about other nations too far away. It would also stop the early hate because you refuse to fight in a war you can't get to.
Just a wild idea.
If we want to split players up more, there is still the possibility of the supply mechanic we discussed some time ago.
The Allies did the same thing.
I'll add it to the list of ideas for replacing slaves with captives. Military Instructors would be less likely to survive the take over don't you think?
It doesn't happen all the time but we do have a mod in place that randomly grants promotions to units made considering exactly those details. If a unit is built in a city with desert tiles, its more likely to get a desert combat style free promotion etc. It's just somewhat random and infrequent. What I get a kick out of is that this is why sometimes settlers and such can end up with a terrain based promotion, leaving you to wonder why they would need such combat bonuses when they can't fight anyhow.Regarding promotions: is it possible to reflect a units origin? A unit built in a city on a hill should know how to move and fight in a hilly environment. And a unit coming from a desert city probably have less problems to survive in the sand. Can it get an initial promotion depending on the nature of its natural environment?
I think once multi-maps are implemented, there could be a dungeon feature that a unit or units could enter and start a "mini-game" with monsters to fight and treasure to find.
I think once multi-maps are implemented, there could be a dungeon feature that a unit or units could enter and start a "mini-game" with monsters to fight and treasure to find.
Shouldn't Divine Cult require the civ to have a religion in the first place (or is it not possible to have an active religion as a prerequisite for a civic)? In my game, Gandhi has no religion whatsoever, yet he's blocking my missionary because of the no non-state spread that Divine Cult has.
Edit: Hah, I gifted him the missionary and he did the spreading himself.