That doesn't sound like a bad idea, actually. There'd have to be a way to make sure that the Turks keep conquering and don't just hole up in one or two cities for the rest of the game, though.
Yeah, but wouldn't it look odd if they control only Tripolis but not Benghazi?
lol it begins. Leoreth's work is never done.
Spawning the Turks east of Anatolia would make tons of historical sense, but would not be really possible in the game I don't think. i do think the Turk spawn should be changed however, but in a way that would ensure they have a high chance of controlling their historic core and not forming empires in Russia instead for example.
my suggestions:
Military spawn, no settlers. Now that you have implemented Byzantine as a civ, the Turks should have to conquer their empire, not be given it. The weakening of the empire to make way for the Turks can be handled in SoI fashion, i.e.barbs from the east to represent the initial Turkish incursions, causing destruction and stability hits. Then the ottomans spawn with cannons in central Anatolia.
Spawning the Turks east of Anatolia would make tons of historical sense, but would not be really possible in the game I don't think. i do think the Turk spawn should be changed however, but in a way that would ensure they have a high chance of controlling their historic core and not forming empires in Russia instead for example.
If you wanted to spice things up you could replace the Ottoman Turks with the Seljuq Turks and have them spawn in northeastern Persia around 1040 AD. Or have both.
Yeah, that's possible as well, I'll have to wrap my mind around it. For now I'll only adapt the conquest goal into something more challenging.What about 'be the first in score and have 500+ culture in every city in 1300' instead of the shrine uhv?
Not sure what could replace the spread uhv.
Yeah, I found the gold goal even quite easy in 1.7, but they have been nerfed severely in 1.71: more upkeep, less gpp etc.Playing v1.7 I have managed to get the gold in time on both the 3000BC and 600AD starts on Monarch level at epic speed. Basically I did the same thing as Leoreth did: set the research slider to zero (or 10% at most), and run as many merchants as you can in Byzantium. You may also need to trade some techs for cash and have some of your more productive cities producing wealth from about 850AD onwards, and it's a good idea to keep anarchy to a bare minimum before 1000AD (i.e. only make a civic or religion switch if it's urgently necessary). If you prioritise getting the 5000 gold above everything else you should be able to do it. I find it easier to get the 5000 gold in time in the 600AD start.
Depends on which cities you controlled. The regions have been quite oddly defined in 1.7, even I failed the 3rd goal in my first attempt although I thought I wouldn'tBug note: The third goal of the Byzantine UHV does not appear to be working. I have managed to fulfill the "3 cities in the balkans, north africa, and the near east in 1450AD" goal in three epic-speed games now, but the victory screen keeps saying that I have not achieved it. Has this issue been addressed in 1.71?
Neither is really the problem. 1.72 Arabia spawns with 5 camel archers in Cairo 50% of the time and still they don't go there. And it isn't the defense either - the AI is actually to smart to care for these semi-useful cities when there's Anatolia to conquer.I suggested this before; the only solution i see to this problem is to spawn Camel Archers and Longowmen in Persia and Libya and Central Asia. Arab units spawning in these territories will should make sure that the Arabs conquer the above regions. It might be too deterministic but so are European (most of the time) units spawning in the New World. And really the Arabs don't get too much of an advantage; all your doing is moving their units to a new location and in the same turns that the human would. All in all it just makes sure that the Arabs behave like a human player in the first couple of turns.
On another note, perhaps not giving the spearmen an advantage over the camel archer might also help (or maybe even the other way around; giving camel archer an advantage over spearmen). It will help Arabs conquer North Africa.
Some great ideas there. For the third, maybe something less radical: make sure there are X cities in the world with only Islam in Y. So you can do this without having to compete with Europe's annoyingly fast growing population.Arab ideas: discover medicine by x. maybe add some more techs in there. the idea is have them research deep into the tech tree on non-military branches.
generate at least one great scholar, merchant and saint by x
build x universities, temples and monasteries
Generate x amount of culture from wonders
Have at least x number of priest and scientist specialists in your empire
spreading goals are extremely un-fun, even without the borders. spending hours doing nothing but building missionaries........ even in SOI with the Sufi's I have never been able to force myself to complete one of those goals.
Here's a crazy idea: conquest victory as the third UHV condition, which will in essence because of the new UP, create a unified Islamic world. The UHV condition could be "Kill all the infidels!"
1. Yeah, I'll change the whole rename system in the long run.Are the following bugs gonna be fixed?
Some great persons get renamed to single-letter names
Diplomacy screen doesn't allow gold trading after the Italy switch
Oil industry produces oil
Transition to Democracy instability lasts forever
Most of the problems with this were already mentioned:I agree, the way the Turks arise in this game is a pain in the butt. They make an already-overcrowded part of the map even more overcrowded, especially with their assimilation UP. Having a heap of Turkish units appear out of nowhere on the Anatolian peninsula in 1280AD and flip a huge surrounding area (including cities on the black sea) is historically unrealistic; it is also incredibly annoying if you are playing as the Romans, Byzantines, Greeks, Arabs, Persians, Phonecians, Russians, or Babylonians. The Turks came from a region of central asia near the Aral Sea, and they had already established a large empire in western Asia (including parts of modern day Turkey itself) well before 1280AD. For more info on the pre-Ottoman history of the Turks, see: http://en.wikipedia.org/wiki/Turks and http://www.allempires.com/article/index.php?q=Seljuk_empire.
I think it would be better for gameplay and realism if Turkey's spawn date was moved back to around 1000-1050AD, and their spawn area was changed to central Asia near Afrosiab (give that area a few more food resources if necessary). Their UHV objectives should be expanded to include controlling the Anatolian peninsula by a certain date.
The Ottomans already spawn with no settlers. But some additional Seljuq barbarians are not a bad idea.Military spawn, no settlers. Now that you have implemented Byzantine as a civ, the Turks should have to conquer their empire, not be given it. The weakening of the empire to make way for the Turks can be handled in SoI fashion, i.e.barbs from the east to represent the initial Turkish incursions, causing destruction and stability hits. Then the ottomans spawn with cannons in central Anatolia.
That's bad, never thought about the player's possibility to refuse a flip. Have to think of something to avoid their destruction in this case, I guess.I think I gamed the Ottomans (don't forget that the Ottomans are only a part of the Turks, hence why they spawn in Anatolia); they spawned without a settler; I refused the flip of Trebizond and Antioch, thus war. They never moved away from their plot. Eventually I signed peace and they got pushed beyond the Black Sea, in Russian territory. For the kicks, I made them DOW on Russia (using WB); they conquered a city but got killed afterwards.
1) No settler; weird.
2) Never moved during war!
3) Never died while they had no city!
Neither is really the problem. 1.72 Arabia spawns with 5 camel archers in Cairo 50% of the time and still they don't go there. And it isn't the defense either - the AI is actually to smart to care for these semi-useful cities when there's Anatolia to conquer.
For no anarchy during GAs I'd first have to find out where Rhye turned that feature off ...
Most of the problems with this were already mentioned:
1. They're meant to be a challenge to all these civs, especially the Byzantine 3rd goal hinges on them to be at least a little challenging.
2. Making Anatolia an UHV goal doesn't change the fact that it'll be difficult to get the AI to go there, much less conquer the other historical parts of the Ottoman Empire. And when going for a Turkish civ, I'd rather see the OE represented properly than the Seljuqs.
3. Even if we could make that happen, they would remain in control of their original cities in Persia which the real Turks lost quite quickly. In fact I'm trying more to reduce the Turkish presence in this region rather than increase it.
The Ottomans already spawn with no settlers. But some additional Seljuq barbarians are not a bad idea.
So currently I'm struggling in stability, not sure why. My exansion is down in my socks (-40). Granted I just captured Cuzco but it was low even before that. I only settled in historical areas like southern India. I do have a big, big empire (29 cities) but my stability seemed okay before it jumped down to -35. Now I'm in a long GA (~16 turns: great people induced + triumphal arch: 41% of the world is muslim).
What can lower the expansion rating exactly?
As a side note, I like what they did in RFCE, making stability way less of a blackbox.
Arent the invaders good enough?