Dawn of Civilization General Discussion

Very useful feedback, and impressive that you've already gone through the UHVs. Most of what you said make sense to me (though I dread the discussions over Canada's UU ;)). However I'm not sure what you mean by this? UHVs shouldn't scale?

I have one last thing on balance, and a possible hot take: we know higher speeds are already not as balanced, and that the scaling is sometimes inconsistent -- why not just remove that element from the UHVs and accept it will just be imbalanced and easier? Anyone playing a higher speeds can know they are on a wonkier and easier mode, and I don't think it would cause any outcry from any portion of the player base.
 
Very useful feedback, and impressive that you've already gone through the UHVs. Most of what you said make sense to me (though I dread the discussions over Canada's UU ;)). However I'm not sure what you mean by this? UHVs shouldn't scale?
Yeah it's a bizarre one and not as well-cooked as some of the other parts but that's essentially what I'm saying. It's not as though the conquest % objectives do, and they're certainly easier on slower speeds, and it's not always consistently implemented that they DO scale (I should have noted examples, but I only started taking proper notes starting around Germany) so I figure why not just commit to them not scaling. Also saves having to endlessly tweak some of them for balance, like Assyria UHV1 which scales to absurd degrees at Marathon considering the timeframe, and more importantly, availability of cities TO attack.
 
First of all, thanks for putting all the effort into both playing the mod to this extent and also writing down all your observations and suggestions. I know that writing these posts takes a lot of time and I appreciate that you did it. I won't be able to reply to every individual point, but know that I am making note of this post in particular and will return to it at some point. If there is no specific response it either means I am taking in the observation without knowing a good way to address it yet, I fully agree with the proposal, or I fully disagree with the proposal :)

Assyria's UHV1 is the city loot goal: I really struggled with how this one scales on higher speeds (basically rendering it completely undoable), and the random nature of the payout/depending on AI cities growing sufficiently. I did five or six tries across all three speeds and could not succeed at this UHV without extreme WB shenanigans. I don't know if other people have had more luck. I think a static number at all speeds (I'll come back to speed and balance later) would be a good start.
I'm not sure if that would be the right solution. It seems more like there is something off with city conquest gold not scaling properly with game speed. That does not make sense to me because on slower speeds, there will still be the same number of cities with the same size. My guess would be that there is a random element to the gold looted that does not scale. So I would rather fix that than adjusting the requirement.

Economy is weird in general. Rapid growth does not lead to rapid profit, which I think is part of where civs like the US and Russia slow down their expansion. I find that if you have anything more than like 4-6 soldiers in the early game, you are BEELINING currency to build markets to be able to exist at all, which puts a weird and unnatural pressure on some civs like Assyria, the Hittites, etc.
Can you elaborate? I would like to see example saves of both of these cases (large civs not being able to expand later in the game, and early game civs not being able to afford their units). Is this a game speed specific thing?

Connected to this tech snowball is a wonder snowball. The above civs often also end up with mega-cities that can produce nearly any late game-wonder in 6-15 turns, and they sure take advantage of it. From 1830 onwards, the game consists of England, France, Germany, Russia, and maybe the US building every single wonder in the game long before most civs even have the opportunity to research the technology in question. It's not uncommon to see a list of 10-15 wonders in a row, all built within the same 4-5 city list (often Paris, London, Marburg, Moscow, and another Russian city)
I hope that addressing the tech snowball also addresses the wonder snowball. Do you know if these civs had anything else to build in their cities? I am trying to figure out if the production is unbalanced as well. Sometimes the AI jumps on wonders because it has already built all the available buildings. I also would like to check in about game speed again. Is this a Marathon observation or does it occur on Normal as well?

The way these AI research is also just strange. Maybe CIV 4 has always been this way, but they HARD beeline for techs and then play quick catch-up, which is in its own way just weird. I suppose from a meta sense it's the most optimal technique.

Korea is still pretty good at pulling above their weight in the tech race, but I've noticed they're extremely affable when it comes to tech trades, and through many playthroughs would trade me a great tech and some gold the second I researched one they didn't have. I suspect this sharp trading is part of how they keep getting ahead still.

On the opposite end, every civ with a low tech rate is suffering (the fact that the Turks, any African civ, or any SEA civ basically need free handouts to ever reach modern techs for the modern era makes me sad), but it really is hurting the Latin American civs, Argentina and Colombia most of all. While none of these civs ever had particularly strong tech rates, I find that the majority of Latin America is still in the mid-Industrial era by the 1940s-1950s more often than not. Unless they get an imperial snowball, Spain can be similar, and Greece and Italy are basically guaranteed to backwardness on the rare occasion they break free from whoever has occupied the area.
I think the focus on tech trades is correct here. At least part of the reason that 1.18 is seeing faster tech speed is that there is more opportunity to tech trade. Trading is also a factor in snowballing, because being ahead in tech allows trading new techs to backfill. So I don't think the AI is acting incorrectly here, but rather that the mechanic is too powerful.

I would try adjusting the value the AI assigns to new techs first. It should expect more than its sale value for "ahead of time" techs - currently the AI only respects that aspect in its binary willingness to trade at all. I think making the AI even less willing to trade would make for a less dynamic game but adjusting the cost instead could help balance it. If it is made cheaper on the other end it might also help civs that are behind catch up, but I will keep an eye on this regardless.

But I think the AI has a bit more trouble navigating it. America gets scared by the Rockies and the Mojave and all those deserts. Russia can't reach Yakutsk without taiga-hopping with the right settlements and enough culture, almost a Siberian version of the Polynesia game. Argentina are just not doing great in general. I don't know if giving these civs auto-colonies, or adjusting the terrain to be a bit more navigable without cultural control would help.
That is a fair point, I haven't looked at these areas from that perspective much.

Flip-Zones and Cores
I think a lot of civs need a rehaul of their cores. Some are significantly smaller now than they ever were on the old map, with an expectation of empires. Some just need some help, I think. Some become obviously weird on collapse. There could probably be a thread of discussion on this, but Spain is a great example. Take 1700 AD; they often collapse to core in the early 1800s--cue Seville being conquered by Portugal or the Moors, Barcelona by France, and Spain never getting them back ever again. Even just a core change at a certain date (perhaps AFTER the LatAm civs spawn) could make a huge difference here!
Feel free to already start a discussion on this. There is not much intentionality in these except the fact that I skipped creating specific flip zones that differ from their core for many civs except where it was immediately obviously necessary.

Northern and Western North America Map Overhaul
Oh-ho I said the map was good but I actually have one major problem area: Western/Northern North America. Why does the 49th parallel seemingly shift south at the Rockies? Why is Prince George not in Central British Columbia? Where are the Nanaimo coalfields? Why is Portland not on the Columbia river? Where..... Why.... How come.... you get the picture. I have a lot of thoughts that I think would enhance the region's historicity, geography, and gameplay, but honestly the best way for me to share them clearly and coherently might be through video where I go over the map and share my potential recommendations. However, I don't want to do that if it's a waste of time, so please Leoreth let me know if a video talking about Western/Northern North America's map would be useful or desirable for you.
I find videos hard to consume while I am taking in or working on the ideas and suggestions, so if you don't mind I would prefer a post with screenshots.

UU - Corvette: I don't think I built a single corvette. I don't think I really ever do, even in my casual "RP" games over the years. This one I think is neat historically but also is getting somewhat overblown as a distinct Canadian feature. Most suitable for Canada I think would as a UU would be an alternative worker, similar to Brazil's. I'm not sure of the best name but there is a long history of itinerant, mobile labour as a backbone of Canada's resource extraction economy, from Hudson's Bay Company fur camps, to railroad workers, to present-day remote oil and dam work. To not make it just a reskin of Brazil's, rather than a movement bonus, perhaps something like increased speed building improvements on resources? or (again possibly too Brazil) producing gold+extra production from chopping? Not sure, I just feel like something that is more reflexive of the economic and political foundation of Canada that would also complement it's gameplay would be good.
Open to changing it and open to a worker UU as well. But I do need a name and at least some connection to a real historical concept.

I sorta get why lumbermills can't be built on hills, but boy-oh-boy is it weird not being able to build them throughout huge parts of Canada. Maybe allow it with some sort of debuff?
I will look into it. The main reason for this change is that they were always preferable to mines if you don't care about the one time chop bonus, because it would be the same production with the additional potential of +1 commerce from rivers. I could not distinguish them in a good way and prefer all mines on hills to all lumbermills on hills.

That said, maybe it is fine to give them -1 production on hills so at the base level, they don't have any effect on hills (except that +1 commerce on rivers) so that they can get benefits from tech in the late game. I don't know if that makes them viable but at least there would be an option to build them as a late game civ like Canada.

If the city did not have a monastery before discovering Scientific Method, it will never be able to build missionaries. Sorry Canada, no spreading Christianity for you.
Maybe obsoleting a building should also obsolete the requirement to have it? That should be relatively simple to implement.
 
If you run theocratic, you can train missionaries without monastery requirements, but perhaps reforming for this in the later game is not worth it
 
It makes some amount of thematic sense for Missionaries to fade away as the church and the state grow increasingly distant. However religion should still be present in general, so perhaps religious spread (especially according to their zoning) should get a bump in the modern era, or have a chance of auto-spreading on city founding.

But maybe Missionaries are still a necessary tool - and after all, lots of things in Civ are under the direct control of the player even if they may not be so for a real life government.

On another note - while tech fixing might be sufficient to solve the problem, perhaps a way of mitigating wonder spam from tech leaders could be to impose an increasing :hammers: penalty for every additional wonder you build.
 
First of all, thanks for putting all the effort into both playing the mod to this extent and also writing down all your observations and suggestions. I know that writing these posts takes a lot of time and I appreciate that you did it. I won't be able to reply to every individual point, but know that I am making note of this post in particular and will return to it at some point. If there is no specific response it either means I am taking in the observation without knowing a good way to address it yet, I fully agree with the proposal, or I fully disagree with the proposal :)
There was no expectation from me for a reply for everything! It's insane to say it out loud but I've been playing this mod for nearly half my life (yikes!), and it has always been a comfort, and this update came at the perfect time to provide a distraction from the trials and tribulations of grad school and life in general in 2024. You have put in so much vocational, voluntary work building this fantastic project for what I have to imagine is a rather small community; I think as part of that community it's our responsibility to do all we can to help aid and encourage you. I wanted to share as much as I could remember, even if frivolous or something I know only I would be behind, just in case it would be of use! Literally all of these suggestions are always meant to be taken with a grain of salt considering the very nature of this project's development.

I also appreciate you taking the time to sift through my somewhat idiosyncratic and rambling style!
I'm not sure if that would be the right solution. It seems more like there is something off with city conquest gold not scaling properly with game speed. That does not make sense to me because on slower speeds, there will still be the same number of cities with the same size. My guess would be that there is a random element to the gold looted that does not scale. So I would rather fix that than adjusting the requirement.
Fair enough, that sounds reasonable to me!
I hope that addressing the tech snowball also addresses the wonder snowball. Do you know if these civs had anything else to build in their cities? I am trying to figure out if the production is unbalanced as well. Sometimes the AI jumps on wonders because it has already built all the available buildings. I also would like to check in about game speed again. Is this a Marathon observation or does it occur on Normal as well?
To clarify, virtually all my observations around research and wonder balance was on Epic speed. Though I can't quite bring myself to play normal as my default anymore, I have mixed in a few games as test cases. The switch to Epic was conscious also to be closer to normal balance. I've seen it in my normal games as well; and generally yes, they tend to have some other production options available, and heavily prioritize wonders. I wish I had more saves, a lot of the best ones are a few versions old now, and the most recent ones I know have my own WB tweaks. I'll try to collect saves more diligently as I enter my more typical "casual play" mode now that I've messed around with every UHV. Perhaps this would be a good thread as well? Just a place for people to post late-game saves when they notice snowballing, regardless of game speed.
I think the focus on tech trades is correct here. At least part of the reason that 1.18 is seeing faster tech speed is that there is more opportunity to tech trade. Trading is also a factor in snowballing, because being ahead in tech allows trading new techs to backfill. So I don't think the AI is acting incorrectly here, but rather that the mechanic is too powerful.

I would try adjusting the value the AI assigns to new techs first. It should expect more than its sale value for "ahead of time" techs - currently the AI only respects that aspect in its binary willingness to trade at all. I think making the AI even less willing to trade would make for a less dynamic game but adjusting the cost instead could help balance it. If it is made cheaper on the other end it might also help civs that are behind catch up, but I will keep an eye on this regardless.
:thumbsup::thumbsup::thumbsup:
That is a fair point, I haven't looked at these areas from that perspective much.
I'm not as confident about it in the US context but it's definitely the case for Russia. You literally cannot get to Yakutsk, Magadan, and several other sites needed to "complete" Siberian settlement without having used cultural borders to allow access, which is not something the AI really knows how to do from what I can tell.
Feel free to already start a discussion on this. There is not much intentionality in these except the fact that I skipped creating specific flip zones that differ from their core for many civs except where it was immediately obviously necessary.
Will do soon!
I find videos hard to consume while I am taking in or working on the ideas and suggestions, so if you don't mind I would prefer a post with screenshots.
Understandable! It might take me a longer to put together as I am (as is probably evident) more of a messy brain than a tidy organized one, hence my desire to babble. But it's definitely my priority in terms of feedback that I think I am uniquely suited to provide for the region, not just as a resident but a specialist on the area and the role geography has played in its history.

Open to changing it and open to a worker UU as well. But I do need a name and at least some connection to a real historical concept.
My first instinct is something along the lines of the courier du bois (literally runners of the woods), the Francophone frontiersmen that were noted independent leaders of the fur trade before the Hudson's Bay monopoly. They're an enduring image of Canadiana, but there's a snag; they're basically not a thing by the mid-19th century, before Canada even achieves confederation. As an alternative I think the best idea for a UU would be a voyageur - the language refers to the same lineage of francophone merchants of the NWT wilderness, but also alludes to the larger trend and culture of itinerant and mobile labour working as the backbone of Canadian society. Scholars like Harold Innis, Mel Watkins, and more have extensively discussed the importance of export infrastructure and primary resource extraction in the Canadian economy; alternately, scholars like Tyler Shipley or Dene philosopher Glen-Sean Coulthard have talked about the major impact of "man camps," places where itinerant labourers gather temporarily to participate in construction or extraction, in shaping the socio-economic reality of Canada (mostly in harmful ways but yknow). I think a Voyageur UU would recognize this baseline characteristic of the Canadian state, and also gives some more Francophone recognition (the RCMP is decidedly a much more Anglo institution). In terms of what the Voyageur does, I think it could be a replacement for the Labourer available at an earlier/different tech (maybe railroad?), that has an increased efficiency in producing improvements on resources and maybe even generates some extra gold and.... oh shoot that's the USA UP. But I do really think this is the right avenue and would suit Canada better. I am all behind the Voyageur as representing mobile, itinerant frontier labour as a cornerstone of the Canadian socio-economic order.
I will look into it. The main reason for this change is that they were always preferable to mines if you don't care about the one time chop bonus, because it would be the same production with the additional potential of +1 commerce from rivers. I could not distinguish them in a good way and prefer all mines on hills to all lumbermills on hills.

That said, maybe it is fine to give them -1 production on hills so at the base level, they don't have any effect on hills (except that +1 commerce on rivers) so that they can get benefits from tech in the late game. I don't know if that makes them viable but at least there would be an option to build them as a late game civ like Canada.
I think what you've suggested is the best solution and actually reflects the reality of lumber industry in remote places like the Canadian rockies; it was unprofitable until the 20th century, because it was a pain to go there. And even if it's practically without use, I know my brain and will build them for the historicity alone (as I'm sure some others will as well). While I'm at it (this was something I was gonna save for my Western/Northern NA notes) there should really be a coal resource on northern Vancouver Island. Robert Dunsmuir's collieries there provided 50% of California's coal in the late 19th century, it was what helped spur industrial development both on the Island and in Vancouver, and it made some old white dudes a bazillion gazillion dollars. It would also allow Canada's third largest city IRL to keep up a bit better with Winnipeg, Toronto, Montreal, and the Albertan cities.
Maybe obsoleting a building should also obsolete the requirement to have it? That should be relatively simple to implement.
Also another perfect solution to me!
It makes some amount of thematic sense for Missionaries to fade away as the church and the state grow increasingly distant. However religion should still be present in general, so perhaps religious spread (especially according to their zoning) should get a bump in the modern era, or have a chance of auto-spreading on city founding.

But maybe Missionaries are still a necessary tool - and after all, lots of things in Civ are under the direct control of the player even if they may not be so for a real life government.

On another note - while tech fixing might be sufficient to solve the problem, perhaps a way of mitigating wonder spam from tech leaders could be to impose an increasing :hammers: penalty for every additional wonder you build.
It does make some sense, but I also think it neglects the importance of proselytization in things like the British Empire well into the twentieth century, and some could argue its importance in certain aspects of American politics/culture today. I unfortunately keep ringing the Canada bell, but it's the country I know best, and seeing as the country was operating church-run residential schools until 1996, I think it's safe to say missionary ideals played an important role in Canadian society up to the near present (at least).
 
urgh I just realized I originally typed Kazakhs rather than Khazars.... I cannot be redeemed
Oh, that makes a lot more sense.
 
My first instinct is something along the lines of the courier du bois (literally runners of the woods), the Francophone frontiersmen that were noted independent leaders of the fur trade before the Hudson's Bay monopoly. They're an enduring image of Canadiana, but there's a snag; they're basically not a thing by the mid-19th century, before Canada even achieves confederation. As an alternative I think the best idea for a UU would be a voyageur - the language refers to the same lineage of francophone merchants of the NWT wilderness, but also alludes to the larger trend and culture of itinerant and mobile labour working as the backbone of Canadian society. Scholars like Harold Innis, Mel Watkins, and more have extensively discussed the importance of export infrastructure and primary resource extraction in the Canadian economy; alternately, scholars like Tyler Shipley or Dene philosopher Glen-Sean Coulthard have talked about the major impact of "man camps," places where itinerant labourers gather temporarily to participate in construction or extraction, in shaping the socio-economic reality of Canada (mostly in harmful ways but yknow). I think a Voyageur UU would recognize this baseline characteristic of the Canadian state, and also gives some more Francophone recognition (the RCMP is decidedly a much more Anglo institution). In terms of what the Voyageur does, I think it could be a replacement for the Labourer available at an earlier/different tech (maybe railroad?), that has an increased efficiency in producing improvements on resources and maybe even generates some extra gold and.... oh shoot that's the USA UP. But I do really think this is the right avenue and would suit Canada better. I am all behind the Voyageur as representing mobile, itinerant frontier labour as a cornerstone of the Canadian socio-economic order.
Let me add my two cents as a French Canadian. First let's be clear that the coureur des bois (not courier du bois) and the voyageur are more or less the same thing, except that the former were freelancers and the latter were hired by merchants or other authorities. These people are definitely emblematic of early Canadian history in a romanticized sort of way. Unfortunately neither really fits as UU.

There was some discussion of the topic in 2020, starting here. Here's what I said about the voyageurs:
Voyageurs would be a fine idea, but I don't think they will ever really work, unless Canada spawned really early (which I think is a bad idea). Besides, like the RCMP, they don't really match any existing unit. They were primarily merchants. The actual exploring of North America was done by the coureurs des bois, a similar but earlier group of people (17th-18th as opposed to 18th-19th c.). This would require Canada to spawn as soon as the first colony is founded... And in any case, there were also more official expeditions (e.g. D'Iberville), so replacing the explorer unit isn't such a great idea either.

To flesh it out, I think they don't fit for the following two reasons:
  • Too early: the fur trade was in serious decline by the late 19th century when the Canada civ spawns. Voyageurs working for the Hudson Bay Company were still a thing in 1867 but the voyageur era is considered to have ended sometime during the 1880s or early 1890s. So a voyageur UU would become anachronistic very soon after the Canadian spawn.
  • Not really a unit: They're merchants, labourers and certainly not military. It's a stretch to have voyageurs build infrastructure other than fur camps. It would be strange to see fur traders build the transcontinental railroad for the UHV. At best they could be a replacement for the Explorer, but that would also be anachronistic in the late 19th century.
  • No need for a Labourer UU: While it's true that the extractive resource economy of Canada has relied on itinerant labourers, that seems plenty sufficiently represented by the default Labourer unit, which is itinerant enough. I'm not opposed to some other form of representation of this concept, but it's hard to think of anything particularly Canadian.
So let me resurrect an earlier idea to replace the Corvette (which I agree is lacklustre): the peacekeeper.
Going in a totally different direction for the Canadian UU: UN Peacekeeper? This force was an idea from future Canadian PM Lester Pearson, and with their blue helmets they would be iconic.

However, beyond being Canadian-invented, they are not controlled by the Canadian (or any) government, include very few Canadians in their ranks, and I have no idea what abilities they could have. To be truly interesting they'd need some sort of new peacekeeping mechanic, I think.
While there are some flaws with this idea, as my original post and Lokki242's make clear, I think it could be fun, and it's about as iconically Canadian as the voyageurs. Canada is the only country to have a Wikipedia page dedicated to its peacekeeping, which says that "Canada provided the most amount of UN peacekeepers during the Cold War with approximately 80,000 personnel – equivalent to 10 percent of total UN forces" and also that Canada participated to all UN peacekeeping missions until 1989. So even if peacekeeping is not strictly uniquely Canadian, it seems that at least during the 1950s to 1980s, the association with Canada was very strong, and stronger than I initially thought.

I suggest the following:
  • Name: Peacekeeper (avoid referring to the UN)
  • Replaces: a Cold War era unit, probably the marine or the paratrooper. (Infantry is too early and mobile infantry is too late.) This way Canadian peacekeeping would become obsolete in the very late game (>1990), reflecting decreased Canadian involvement in the last few decades
  • Special mechanic, which hopefully is technically possible: similar to hidden nationality units, can fight units that Canada isn't at war with, but only units that are currently located in enemy territory. ("Enemy" being relative to the unit being fought, not the peacekeeper). This way you can deploy them to a war zone and fight the invaders. Peacekeepers will not fight units that Canada is at war with, or units in neutral or friendly territory.
  • Abilities: to make up for their limitation on fighting, they could have a significant strength bonus and/or a high chance of retreating
  • Art: I'm not sure if there's art but I'm guessing it'd be relatively easy to reskin the marine to have blue helmets.
  • UHV3: Instead of boringly brokering peace through diplomacy, it could be replaced with "Destroy X units using Peacekeepers." Now peacekeeping would feel way more real!
Possibly it would be cool to also give the UN the ability to send peacekeepers to war zones, assigned to other civilizations. But that's less important.
 
1727541361786.png


And BTW, if you see barbarian peacekeepers on your territory, I bet you will know it is from Canada.

Edit : No offense, it is a really good idea to make peace in war-spamming late-game world.
EditEdit : In real life I think you do also know that Canadian peacekeepers are Canadian, so it's logical.
 
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A Labourer unit is great for late game civs that aren't expected to do a whole lot of fighting (Brazil already, possibly Canada or a hypothetical Australian civ) but as always the issue is coming up with a sufficiently broad name.
 
EditEdit : In real life I think you do also know that Canadian peacekeepers are Canadian, so it's logical.
Yeah ideally it'd have a mechanic similar to hidden nationality, but not actually hidden nationality. (Unless that hidden nationality was shown with a cool UN flag instead of a barbarian one??)
 
Let me add my two cents as a French Canadian. First let's be clear that the coureur des bois (not courier du bois) and the voyageur are more or less the same thing, except that the former were freelancers and the latter were hired by merchants or other authorities. These people are definitely emblematic of early Canadian history in a romanticized sort of way. Unfortunately neither really fits as UU.

There was some discussion of the topic in 2020, starting here. Here's what I said about the voyageurs:


To flesh it out, I think they don't fit for the following two reasons:
  • Too early: the fur trade was in serious decline by the late 19th century when the Canada civ spawns. Voyageurs working for the Hudson Bay Company were still a thing in 1867 but the voyageur era is considered to have ended sometime during the 1880s or early 1890s. So a voyageur UU would become anachronistic very soon after the Canadian spawn.
  • Not really a unit: They're merchants, labourers and certainly not military. It's a stretch to have voyageurs build infrastructure other than fur camps. It would be strange to see fur traders build the transcontinental railroad for the UHV. At best they could be a replacement for the Explorer, but that would also be anachronistic in the late 19th century.
  • No need for a Labourer UU: While it's true that the extractive resource economy of Canada has relied on itinerant labourers, that seems plenty sufficiently represented by the default Labourer unit, which is itinerant enough. I'm not opposed to some other form of representation of this concept, but it's hard to think of anything particularly Canadian.
So let me resurrect an earlier idea to replace the Corvette (which I agree is lacklustre): the peacekeeper.

While there are some flaws with this idea, as my original post and Lokki242's make clear, I think it could be fun, and it's about as iconically Canadian as the voyageurs. Canada is the only country to have a Wikipedia page dedicated to its peacekeeping, which says that "Canada provided the most amount of UN peacekeepers during the Cold War with approximately 80,000 personnel – equivalent to 10 percent of total UN forces" and also that Canada participated to all UN peacekeeping missions until 1989. So even if peacekeeping is not strictly uniquely Canadian, it seems that at least during the 1950s to 1980s, the association with Canada was very strong, and stronger than I initially thought.

I suggest the following:
  • Name: Peacekeeper (avoid referring to the UN)
  • Replaces: a Cold War era unit, probably the marine or the paratrooper. (Infantry is too early and mobile infantry is too late.) This way Canadian peacekeeping would become obsolete in the very late game (>1990), reflecting decreased Canadian involvement in the last few decades
  • Special mechanic, which hopefully is technically possible: similar to hidden nationality units, can fight units that Canada isn't at war with, but only units that are currently located in enemy territory. ("Enemy" being relative to the unit being fought, not the peacekeeper). This way you can deploy them to a war zone and fight the invaders. Peacekeepers will not fight units that Canada is at war with, or units in neutral or friendly territory.
  • Abilities: to make up for their limitation on fighting, they could have a significant strength bonus and/or a high chance of retreating
  • Art: I'm not sure if there's art but I'm guessing it'd be relatively easy to reskin the marine to have blue helmets.
  • UHV3: Instead of boringly brokering peace through diplomacy, it could be replaced with "Destroy X units using Peacekeepers." Now peacekeeping would feel way more real!
Possibly it would be cool to also give the UN the ability to send peacekeepers to war zones, assigned to other civilizations. But that's less important.
I was looking forward to your thoughts! As our resident Anglo Western Canadian I was hoping for our Francophone rep.

I chose voyageurs because it's a little vaguer and broad (akin to legion) but you are right that it's ultimately the same thing, and indeed romanticized. Though to be fair the Canadian game is (and probably should be) a romanticized version since it doesn't require cultural genocide as a foundation of its establishment.

I really like the peacekeeper idea, I think it would be a fun UU for the paratrooper, and the fact that you'd be "peacekeeping" by killing enemy units feels apt and sort of addresses my concerns about how Canadian peacekeeping is presented.

UHV3 could even just reduce the peace through diplomacy goal and combine it with a peacekeeper "kill count" (lol).

edit: also apologies for my coureur des bois mispelling, I'm so used to saying it out loud and skimming over it in text I don't know if I ever parsed the correct spelling.
 
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Hello gang (primarily Leoreth),

This Would Be Great Tier
  • Oman - At present, Arabia rarely settles Masqat. And it's a great site for a capital, and for a civ that would have unique interactions across the Indian Ocean and Coast of Africa. Imagine--becoming the Sultan of Zanzibar! Eking out your maritime empire against Portuguese invasions and Ottoman opposition! The expanded Arabia I think really opens the door for more civs in the region, and I think Oman is the best candidate, though Yemen could always be a possibility one day as well... Oman would be a great civ to bounce off of Swahili and all the other local powers, to complicate colonialism, and would probably be a very fun and unique gameplay experience.
  • Australia - Australia big. England likes to snowball. We've got Canada already. They can try and take New Zealand. They can rock out on a bizarre little continent that also gets neglected on present, despite all the juicy new detail. I think their time has come. G'day mate.
  • Boers/South Africa - For all the reasons Australia should be included, and also I think it would be a pretty interesting game. ICBM goal incoming.
  • West Africa - Don't want to just add the originally white settler apartheid state, and the new map has made West Africa so much more diverse and juicy itself. I think it could generally use a big bump in independent/native city spawns before European arrival, but also, to interact with Mali and the Muslim world, with European colonizers, and to even decolonize and help with the snowball, I think either Nigeria/Chad would be great new additions that fill a sparsely occupied part of the map. Chad I think would be the more distinct game, but Nigeria I think fills a more needed role in the broader game world.
  • Khazars/Kazakhs - Much like how Swahili makes me long for Oman's presence, Rus' made me long the Khazars. The new Volga region is a fantastic spot that is largely left be until the Russians/Mongols at present--additionally a Kazakh respawn in Kazakhstan would also fill a newly more detailed and interesting region. And of course their famous status as Jewish steppe horselords can lead to some unique UHVs and powers.
Alternatively perhaps the Kazakh could just be the continuation of the og Turkic civ, while the Seljuks are made as the new civ breaking up from the Turks. I'm thinking of "control every city with Silk Road in the world in 1500AD" for the Transoxianian Turks.

For Assyrian UHV, ignore Jerusalem and Hattusha and sack everyone. 3 cities on Egypt should give you enough amount of loot.
I thought Arabian UHV is almost unwinnable after the nerf. I'm curious to hear how you achieve that. 🤔
 
I've found Arabia to be absolutely insane since it was nerfed. I skip founding Mecca since it's too far away from your other cities which causes high maintenance. Your economy even at 100% gold rate can't sustain your army once the units lose their free upkeep, so I disbanded all the extra starting Archers. AI Arabia consistently collapses before the year 1000. I was thinking maybe they should get the Masjid al-Haram to start out with. What if Al Kazneh was in Jerusalem at the start as well?
 
Alternatively perhaps the Kazakh could just be the continuation of the og Turkic civ, while the Seljuks are made as the new civ breaking up from the Turks. I'm thinking of "control every city with Silk Road in the world in 1500AD" for the Transoxianian Turks.

For Assyrian UHV, ignore Jerusalem and Hattusha and sack everyone. 3 cities on Egypt should give you enough amount of loot.
I thought Arabian UHV is almost unwinnable after the nerf. I'm curious to hear how you achieve that. 🤔
I'm pretty sure I snagged it before the nerf LOL

The continuity of Turk-->Khazar and a separate Seljuq civ could certainly make sense as well, but in terms of Leoreth's criteria of filling gaps and unique interactions/gameplay I do think the Khazars fit more in an unfilled niche!
 
With the Minaret, you can narrowly dodge debt as the Arabs. With mass bulbing the tech UHV with a bit of management and luck.

That said, it’s the conquest part I couldn’t achieve with the UHV, and I’d imagine debt would get even worse the more you conquer, even with the Silk Road, Minaret, Kaaba and Merchant Trade…
Last time I played Arabia I went into STRIKE for the first time ever playing Civ IV, lol. The nerf might have gone too far in a few places.
 
Well, I was very close with Arabia (Epic/Monarch), probably if reload and build more ships... can get it. UHV1 done in 1200 (very very hard to get)
Problem with Arabia - while you heading to UHV1 - you can't afford big army and capture cites in UHV2 area. I took Herat and Rhaga only. Other cites was captured after year 1150
But i'm agree, Arabia was too nerf, AI definitely need help

arabia_uhv2.jpg
 
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