Is there a reason why Istanbul/Constantinople is not "Core Area" for the Ottomans in the 1700AD-scenario? (from what I remember it is core for them in the 600AD-scenario after conquering the city)
Is it to cause them to collapse as they're incredibly overextended?
I also think that their tech rate (again 1700AD-scenario so only concerning industrial & later eras) is too high. They have the Spiral Minarett, 3 shrines (Orthodoxy, Catholicism and Islam) and can research at 100% while accumulating a decent surplus.
(Maybe removing the Spiral Minarett from the 1700AD-scenario would slow their research to more "realistic" values?)
Currently they're usually one of the 3 top-researchers with Russia and Prussia.
Also:
Would it be possible to make the whole Japanese "mainland" core (from 1700AD onwards at least?)?
Currently Japan can only place 2 big (Kyoto & Edo/Tokyo) and 1 tiny (the one on the gold) cities in it's core. So if there were another food resource in/around the northern part of Japan to appear after 1600/1700AD only that would help settling the whole island.
Finally:
These city-flips/rebirths are really, really annoying -.-
I just declared war on the Mughals as the Ottomans in 1750 (1700AD-scenario) and they collapsed giving the English all their cities and units for free.
Even more extreme was the case of Mexico:
I declared war on Mexico as Brazil, again causing them to collapse - which somehow triggered a rebirth of the previously non-existant Spanish Empire with modern technologies and lots of old & new units which got all Mexican cities and I was forced to wait 10 more turns before attacking.
Please think about letting rebirths only affect a civs core (not also it's historic territories) and please, please find a way to let cities, that the human player is about to conquer when a civ collapses, out of the "flips to civ with bogus claim on these lands"-mechanism.
Is there a reason why Istanbul/Constantinople is not "Core Area" for the Ottomans in the 1700AD-scenario? (from what I remember it is core for them in the 600AD-scenario after conquering the city)
Is it to cause them to collapse as they're incredibly overextended?
I declared war on Mexico as Brazil, again causing them to collapse - which somehow triggered a rebirth of the previously non-existant Spanish Empire with modern technologies and lots of old & new units which got all Mexican cities and I was forced to wait 10 more turns before attacking.
Please think about letting rebirths only affect a civs core (not also it's historic territories) and please, please find a way to let cities, that the human player is about to conquer when a civ collapses, out of the "flips to civ with bogus claim on these lands"-mechanism.
I'll think the extent of the rebirth mechanism over. Currently you get a claim on a city if it was previously owned by you, maybe that is too much when thinking of colonial empires and shouldn't count for overseas empires.
It's very hard to determine when a city is "about to be conquered", though. However, I think the war stability mechanism is currently too harsh on civs that are losing a war and I already have plans to change that, so enemies should not collapse under your hands that easily anymore.
I'll think the extent of the rebirth mechanism over. Currently you get a claim on a city if it was previously owned by you, maybe that is too much when thinking of colonial empires and shouldn't count for overseas empires.
It's very hard to determine when a city is "about to be conquered", though. However, I think the war stability mechanism is currently too harsh on civs that are losing a war and I already have plans to change that, so enemies should not collapse under your hands that easily anymore.
It should be changed, really. And there should be guerilla warfare too -- units that has lower strength than normal riflemen or infantry, is invisible within their cultural border or core area (may be revealed by spies), and can do ranged strike against enemy units, up to 20-30%. Enabled by nationalism, this will bring more resistance against evil empires like us.
yeah....for some reason, as Italy, i went on a med conquering spree. with riflemen, when only i had them. i had been at -7 stability when i started.
85% of the med later, i own Mesopotamia, Arabia, Ethiopia, Egypt, Somalia, north Africa(minus the moors, who i plan to nom next), France, The British Isles(by this point, i declared I'm reforming the roman empire. just need to nom Spain...who has a large overseas empire), and Amsterdam( the dutch having moved their capital to South Africa.) I have as vassals Thailand, Portugal, Poland.
Stability: -7. it refused to even budge. once.
Current powers are
Me as the italian republic, with the three vassals and a massive empire. strongest civ
United Mongolia. wants to over at just stable enough to be unstable, but not collapse apart. a tiny independent china exists, unvassaled, in Shanghai. Has defensive pact with me. second strongest civ
Murghal Empire. it survived to the fact that britain was only a bit more advanced than them...and now britain shall trouble them never again. has iran as vassal. also DP with me. 3rd Strongest civ.
Kingdom of Spain, with a colonial empire, and with no britain or france to oppose them, it's going to stay for a long time. Japan is their only vassal. why japan? no clue. 4th strongest, but lagging behind in tech. i could easily conquer their core, as they still have musketmen.
Russia, at fitfh strongest, are more advanced than spain, but have the issue of the effects of mongolia still preventing them from being at their strongest. they have the greatest ability to suddenly explode into a true competitor. but doing so means war with Mongolia. which means war with me.
Minors are Independent Aztec and Inca(both managed to not be eaten and vassaled by the european powers), Middle Kingdom of Shanghai, Norse Union(reformed when the British collapsed), The HRE(about to be even more minor in 3-5 turns. it's 1691, meaning prussian spawn. I also intend to eat buda and Wein. which will destroy them.), The Dutch, who have no homeland anymore. will be vassals soon. Portugol is strong enough to be stronger then all the nations mentioned here right now. It's just im that much stronger.
and despite all that
-7 stability, for the last 3 centuries.
-4 from religious disunity(im secular)
-4 from non-matching civics( republic, egalitarianism, capitalism, free market, secularism, and standing army...i call BS on that)
-7 from losing wars(...i just conquered north afrcia, greece, arabia, the fertile crescent, eithopia, somalia, france, great britian, Amsterdam, and ireland, And im losing wars?
-2 from poor relations. makes sense. im not exactly popular.
+10 from economy.
0 from expansion(i do have a very large core and historical population. that said, it might change soon. England had a very large population)
what are the Indonesian UU good for?
At first I thought "neat, an early privateer!" but their only feature seems to be that they can enter an enemies territory without open borders (which you usually get as Indonesian).
By the way, why trading company is only available for western Europeans? Can others get its corp benefit too? Shall we allow more alternate history possibility, other than destroy Amsterdam before the Dutch build TC as Indonisians?
New commit:
- added a notification for available slave trades
- adjusted Cannon costs (now more expensive than Bombards)
- fixed expansion stability calculation (all core cities erroneously added a base value of ten)
I should probably also commit the text keys *flustered anime character noises* But nice to know the notification is triggered.
The 80% rule means that you need 80% culture to take control over a tile in someone's core. Previously this didn't apply to cities for some reason (there was code by Rhye in the mechanic whose purpose I didn't fully understand ... so I just removed it).
Ah, right. That thing. I thought it was connected to the collapse-flips.
The slave-notifier seems to be unreliable, I'll try to narrow it download. Also, but this is really minor, the display-text for whipping offen is 5 turns off. I think it has to do with rounding somehow
I'm planning to do something about collapse flips as well, though. Current plans:
- cities do not flip because of being a war target if they are closer to a city of another civ the collapsing civ was also at war with
- recently conquered cities cannot become part of a rebirth (unless the controlling civ is unstable anyway)
This should take care of most annoying situations I think.
unreliable in that I saw Mali having a Slave without getting the notification. However this seems to be pretty rare. I think it might have to do with me coming out of Anarchy causing Mali to change his attitude from "angry" to "pleased" and since he already had the slave I didn't get a notification (or it might be something else entirely, that's just an a posteriori attempt of explaining and I haven't tried to reproduce it).
---------------------------
Anyway, even if you won't be able to work on the SVN for a few days, I'll start writing my
"Wish List":
- Inca should get "Peru" as core territory after city conquest (or after 1500AD)
Spoiler:
, Incas are always unstable as they only have one city in their core, I think giving them the preset-cities after conquest (like Turks & Constantinople) wouldn't make them overly powerful but allow for at least a little expansion
- Japan should get northern Japanese Mainland as core (at least from 1700AD onwards) and a late food resource there (1600/1700/1800AD)
Spoiler:
currently Japan can only settle 3 cities - one of which is really, really tiny - in its core. With the fixed bug that you no longer get +10poppoints per core-city expansion will be even harder for them. Since their third UHV requires them to conquer a few big cities in foreign cores they could really use some sort of boost in the lategame. Allowing for a midsized 4th city in the North of the Japanese Mainland should not obsolete a focus on stability for the player but give him a small breather
- Switch Ethiopian and Egyptian UBs
Spoiler:
as previously discussed, Ethiopia doesn't need the +15% culture, while Egypt does have culture goals, while Ethiopia could really, really use a 2nd priest slot to give it a fighting chance to found Catholicism
- Orang Laut (Indonesian UU) should get either full privateer features (gold for blockading, no nationality shown, can cross Ocean after Astronomy) or some of these to make it at least a little bit useful.
Spoiler:
Currently this unit is almost useless and come the advent of Military Science Indonesia is actually punished with this UU. Since the Indonesian peoples where actually famous for being local pirate tribes (at least that's what the civipedia says) it would only be fair to allow them access to a pirate ship.
- Istanbul should be core for Ottomans in 1700AD-scenario (if it isn't already fixed)
- Mongol core should be smaller
Spoiler:
not too much, as I think we need a few more games without the bugged core-expansion-stability to get a decent grip on it, but still it definitely can be a bit smaller.
- change tech-cost-population-coupling:
Spoiler:
currently there seem to be some "steps", so for example with 161 pop you tech MUCH slower than with 159 (random numbers).
I'd suggest scaling it with population something like this:
IF total population > preset population value THEN Techcost = normal techcost * totalpopulation/preset population value.
This should allow for a softer increase in tech cost and still make it possible to research with a high population.
If this is not enough of an increase you could also do new techcost = old techcost * (totalpop/presetpop)^2
this would mean that a slight overpopulation causes a small increase in tech cost while a big empire gets a much higher increase per new citizen.
Both formulas scale "continuously" so it would remove the current situation where you sometimes have to see and try how many citizen you have to sacrifize to reach the next increase in tech-cost. Also both should be feasible with the code, I presume, even without ever having looked at it
(hey I'm a physicist not a programmer^^)
for the preset-population values I would suggest something in the neighbourhood of:
~20 for Ancient Era
~40 for Classical Era
~100 for Medieval Era
~170 for Renaissance Era
~270 for Industrial Era
400-unlimited for Modern/Future Era
- allow for a more realistic spreading of religion in the new world
Spoiler:
I think the religion(s) of the conquerer-civ should have at least the same chance of spreading to the new world as Catholicism and Protestantism have. In case of a European conqueror this wouldn't really change anything but for China/Arabia/etc this seems much more natural
- make civs trade techs with you when they're friendly
Spoiler:
you probably changed this for balance reasons, but I really feel like it should stay the way that a civ will trade you any tech it has (unless it currently builds its wonder) if they're friendly with you. Or at least if they don't have a monopoly on it.
- increase the spypoint-cost to switch another civs religion (possible civics as well)
Spoiler:
currently you often pay less than 100 spy points to convert another civ to your religion causing them instability, unhappiness and other trouble. Since the AI can't use this feature - thank god! - I feel it would only be fair to make it at least a little bit harder to shake their beliefs. I suggest an increase by factor 5-10. But preferably only for the spy points and not the conversion via diplomacy.
- change the Indonesian UP. My suggestion would be: "gains 2 happiness from running city states and maritime supremacy (or whatever it's called) and no additional cost for number of cities" (for the city states civic)
Spoiler:
My current game with Indonesia taught me that running city states is really bad for Indonesia as you'll quickly run into happiness and money troubles, however I feel like that civic seems to be made for civs like them. Another option might be "+ 1 hammer per plantation"
- lower gold income from Silk Route
Spoiler:
Currently the relatively high gold income from the Silk Route allows for an Uberpersia in the early game and I think it is one of the contributing factors for the high tech speed Mongolia somestimes shows. if you slightly increase the food output this should keep the Silk Route useful while possibly preventing things like Persia founding Islam in 400AD.
- make the Trading Company-corporation available to other civs than the Europeans as well.
Spoiler:
I think - if that's possible - allowing it to spread in any city outside your "home continent" that meets the corporations requirements could be argued for.
- "fix" the Porcelain Tower
Spoiler:
I know you've said, you checked it and it worked for you as intended, however I fail to notice any improvement in my trade routes when building it. My suggestion would be "all domestic trade routes give +50/100% revenue" OR "custom houses also increase domestic trade routes" (much weaker since it doesn't affect Chinas noncoastal cities). This would somewhat counter the custom house bonus while still leaving domestic traderoutes without the +150% bonus for sustained peace that foreign trade routes have.
- slow the Ottoman-tech-speed at the end of the Renaissance Era
Spoiler:
In the 1700AD-scenarios the Ottomans usually become one of the most advanced civs very quickly due to their high influx of gold (3 shrines + Spiral Minarett). I think giving them a slightly worse tech modifier for the Industrial Era and maybe even somehow for the end of the Renaissance Era (once they reach the Modern Era they should be allowed to catch up)
- increase Congos core a bit
Spoiler:
I think
(from Wikipedia allows for an ever so slight increase in the Congolese core
(tbc)
edit: I realized this would be better suited for the "suggestions"-thread, so if you want, feel free to move this post there, Leoreth
Ethiopians: You don't even have time to grow to 3 for feeding 2 priests. Build stele in Mugadisho, then hold a priest and 1 pop, wait 27 turns - this is the only way.
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