Completely Dumb Ideas

Religions in cities should prevent cities from using certain resources. Cities with Judaism can't use pigs or clams, cities with islam can't use wine or pigs, hindu cities can't use cows, etc.
 
Religions in cities should prevent cities from using certain resources. Cities with Judaism can't use pigs or clams, cities with islam can't use wine or pigs, hindu cities can't use cows, etc.
The Sword of Islam (Medieval Middle East RFC modmod) already has this.
 
Chimera mod :
Each civ has a UC, a Unique Chimera, that is made with animal resources. Maybe unlocked with biology.
Exemple : with cows, Russia's UC would be the Mouse-cow...

...really sorry.
 
To represent cities that declined in importance in favor of a neighboring city (like York/Manchester), add a "move city" option for Settlers. You can only use it one tile away from a city you own, and it destroys the old city and creates a new one with part of the old's buildings and population.
Unironically I think this is a brilliant idea. Combines real-world historical connection, with clear gameplay use (allow players to deal with inconveniently placed AI cities without WorldBuilder), without being OP (due to the significant opportunity cost of having to spend a settler on moving a city). Very definite thumbs-up from me.
 
Agreed, but 'with part of the old's buildings and population' makes it an idea barely anyone will ever use. Just migrate the city in full, and prevent a migrated city from migrating again (or confine it to a 3x3 box around the original city's placement, but that is harder to code I assume). ... Or just go wild and migrate Amsterdam to the Sahara. Actually, why not; people would starve anyway there - the only thing is that you'd be migrating buildings (and wonders) that require river or coast away from there. But you can check for them and delete them. It's genuinely a good idea in my opinion, and I want this in the base game, because it'd be the solution to AI's terrible city placement.
 
Alternatively, give buildings a limit to how many times they can be migrated, so while you can move a city, you can't move it too far without having to rebuild.
 
Perhaps it can only be moved onto a town improvement, especially if it's meant to demonstrate a city being eclipsed. I doubt anyway you can Bikini Bottom a city across a map especially if you have to navigate around existing cities.

Furthermore, just to add, I'd be against moving holy cities.
 
Waka waka (Polynesian UU)
 
Perhaps it can only be moved onto a town improvement, especially if it's meant to demonstrate a city being eclipsed. I doubt anyway you can Bikini Bottom a city across a map especially if you have to navigate around existing cities.

Furthermore, just to add, I'd be against moving holy cities.
We should take Cordoba and push it to Beijing!
 
Make the Falklands a British core.
 
The UHV system shoud be replaced with something more dynamic, offering different challenges and rewards depending on your civics, religion or game date. It should be possible to reform Aztec into Mexico, Persia into Iran, etc, without their collapsing and further respawn. It also should be possible to reform Greece into Byzantium and then again into the modern Greece, Rome into either Byzantium or Western Rome and then into Italy. 600 AD start date should have both Western Rome and Carthago as vassal states under Byzantium to represent exarchates of Ravenna and Africa. You should be able to release civilization as vassal state or to play as it.
 
The UHV system shoud be replaced with something more dynamic, offering different challenges and rewards depending on your civics, religion or game date.
Each civ should have its UHV entirely decided by civic combinations. UHV 1 would be decided by Government+Legitimacy, UHV 2 by Society+Economy, etc. Of course, that means that each UHV would be chosen between a pool of 36 possibilities, for a total of 46656 paths toward a historical victory for a civ but I'm sure this can easily be balanced.
 
Each civ should have its UHV entirely decided by civic combinations. UHV 1 would be decided by Government+Legitimacy, UHV 2 by Society+Economy, etc. Of course, that means that each UHV would be chosen between a pool of 36 possibilities, for a total of 46656 paths toward a historical victory for a civ but I'm sure this can easily be balanced.
Louis XVI is pleased: His DoC playthrough has been going great! The required wonders Notre Dame and Versailles have been built; Paris is a glorious city; nominal colonies have been established on all continents and all that is lacking is the sixth Catholic Cathedral within France; required to win the final UHV.
Except that the stability score is strained by the current Civic loadout, and tech development has advanced a bit too far. But luckily, the Great Statesmen Robespierre has been born. Sacrificing a Great Statesmen prevents a revolution! So let's quickly switch all six civics: from Monarchy to Democracy, from Centralism to Revolutionarism, from Manorialism to Individualism, from Vassalism to Nationalism, from Organized Religion to Tolerance and from Mercantilism to Free Markets.

Robespierre is NOT pleased: This DoC playthrough has been going horrible: The Arc de Triomphe has already been built by some distant nation; the far-flung French colonies all over the world are draining the treasury; relations to the monarchs of Europe have gone bad with the switch to democracy; there are needless catholic buildings everywhere; and the player was an idiot who switched to Tolerance instead of Secularism, the latter being necessary to create all the enlightened universities that are prescribed by the newly changed UHV goal.
 
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