Rodnok
Prince
I think the conditional spawns are listed in civilopedia... and Mughals aren't there I guess.
I made this proposalAny option to build st Sophia cathedral for Rus? Tried several times, looks like there's no chance.
(Latest git version)
The 'Late Antiquity' tech goal can ironically be completed by the midgame. It's also pretty trivial: you have a slight risk of a rival outteching you in the early game, but very soon you'll be conquering Greece, your main competitor. Rome also doesn't have that much pressure on acquiring other techs besides Law for Citizenship, so you can beeline the UHV techs without too much problem.For the Romans, their gameplay is already very solid. Their tech pacing in their early game feels right on point, and in my game, I founded Orthodoxy in 50 AD, so I really can't argue with those results. However, I have noticed a few games where AI Rome founds Islam way ahistorically early, and I also managed to complete the historical technologies as Rome in 140 AD, which feels a bit too early. I feel like sometime in the fourth century AD, with the Byzantium spawn and the conversion to Christianity, is a better target for when Rome should finish their technologies win. So I propose that the Roman city maintenace modifier be increased by 15-20%, to keep their economy a bit more in check as their empire grows.
Celts
My main problem with the Celts is that they feel like a secondary character in their own story. The Celts spawn only a few turns before the Romans (setting the Celts up for a losing war), Iberia is swarming with barbarian swordsmen and you can barely afford to defend a city there (therefore removing an option from where you can potentially settle), they have no way to themselves bring olives and wine up to their own core, and they ultimately get kicked out of Gaul with the French spawn. It's like they're always waiting for an outside force to act on them, rather than being the primary movers of their own game, which IMO leads to less fun gameplay. Of course, we want the Celts to, most of the time, lose the war against the Romans and become the Scottish-Irish-Brittanish (is that how you say it?). But I think there's a couple of changes that can help them feel more free and involved in their gameplay.
First, I think that the Celtic spawn needs to be pushed back several hundred turns, and spawn more to the east (Hallstatt?) to give them time to breathe and enjoy some peaceful turns... Before the Romans spawn and immediately march Legions at them. I think I remember Leoreth saying he wants the Celts here to more represent the region of Gaul. So with an earlier Celtic spawn, we can change their first historical goal to something like:
"Settle four cities in Gaul; And settle a city in five regions out of Italy, Iberia, Britain, Ireland, Pannonia and Anatolia; And construct a Palace in Gaul".
The Palace goal here representing the development of the Gallic civilization, and having the player focus their attention on this region. This goal mirrors the Phoenicians, who likewise need to settle several cities and construct a Palace. The Celts would probably have to lose a technology or two, but I think all this extra maintenance would drive their research down anyways.
For the Olive and Wine resources in Gaul, I think it would be cool if the Celtic player can have them spawn if they manage to capture a city with Wine or Olive in its vicinity. Or at the very least, just have the resources spawn in 1 AD at the latest. It can be so sad if you wallop the Romans before they capture a single Celtic city, and your reward is you just don't get access to those resources for your core territory.
For the French spawn, I think it would be great if you could deny their spawn if you prevent the barbarians from capturing a city west of the Rhine. Difficult to pull off, but if you do, you've got a big reward.
While I definitely agree with the spirit of the proposal; especially considering your playthrough video, I see an issue with your proposed goals, which – thinking about it again while writing it, might not be as significant as it initially seemed to me, but I’ll still share it.In keeping with the theme of the third Ethiopian goal, I recommend it be changed to "Allow only African civilizations in Africa and have Friendly relations with all African civilizations for 100 turns by 1930 AD". Or perhaps "Liberate 10 cities in Africa by 1930 AD". Or "Liberate 10 cities given to outsiders through the Congress in Africa by 1930 AD." Or "Make sure the continent of Africa has a higher military power than the continent of Europe by 1930 AD". That last one might be tricky, because I think a lot of African civilizations are predisposed to collapse in the late game to facilitate European colonization. But if the player could keep the African civilizations alive and strong and fighting back, that could be fun.
Well we already have the Aqua Appia WW, I don't think we should have more than one aqueduct wonder. The Pantheon could be very interesting, but what would it's ability be?I would just add how the game currently overlooks a little bit the wonders construction Rome actually did, I would add Pont du Gard and the Pantheon as wonders, now the timeline would be too short to really build them, therefore I would add an extra feature to Rome's unique ability, something along the lines of build ancient wonders 30% faster.
Well my thinking was that the barbarian waves that begin spawning in the fourth century could be set to pillage and raze any cities/improvements that are outside Italy/Gaul, to sort of reset these areas back to zero. So these regions will be barebones again for the latter European civilizations. As for naming the cities, I hadn't considered that. But maybe it could use the default city list for the Celts if a name for that tile doesn't exist?While I’m generally in favor of longer games, I see some issues with an earlier and eastern spawn for the Celts. More significantly, a long-lasting Celtic civ could lead to parts of Europe (such as Central Europe) becoming much more developed and filled with cities than they historically were, which could affect the balance for later civilizations. Another problem is naming these early eastern Celtic cities: since many of them were located far from the Mediterranean world and existed (and in may cases, were abandoned) well before Roman conquest, we lack recorded names, which could impact immersion. The earliest I can remember is Pyrene (Heuneburg), a city on the Danube with a Greek name recorded by Herodotus. Perhaps, if we can find a better way to represent non-urbanized civs (as we discussed in an old thread where I think Leoreth really nailed the issue), then an earlier Celtic spawn might be more interesting.
That's a good point I hadn't considered: The incentive structure would set you up to vote in favor of the Europeans getting colonies in Africa through the Congress, so that you could then forcibly "liberate" those cities afterwards. Yeah, giving you a specific timeline for completing a goal, i.e. 1890-1940, doesn't have precedent in DoC, I'm not sure how Leoreth feels about those types of goals. I saw there's a couple of goals like that in RFCE though.While I definitely agree with the spirit of the proposal; especially considering your playthrough video, I see an issue with your proposed goals, which – thinking about it again while writing it, might not be as significant as it initially seemed to me, but I’ll still share it.
In your playthrough, which I’m taking as an example of a game where Africa has not been scrambled for nearly as much as in OTL, the Europeans only got to have 10 cities in Africa: there were 4 French cities (1 in Seychelles, 2 in the Congo, and Dakar), 4 English (all in South Africa), 1 German (in Ghana), and 1 Portuguese (in Sierra Leone). That seems to me to be quite tight a requirement: it might lead to the optimal (and sometimes necessary) playstyle being to side with the Europeans in the Congress to ensure they do get their 10 cities – or even deliberately not having strong African allies – so that the goal can be met.
To me it would seem that a better alternative would be, though I have no idea if that’s really possible or realistic to implement in DoC architecture, to ensure that for at least 10–15 turns during, say, 1890–1940 no African city is held by Europeans. Or something like that.
Regarding other civs: I fully agree about the Romans; I don’t have much to say about the Dravidians; the Mayan game conditions to me seem to be rather in the spirit of DoC in general, compare it to, say, the Nubia game difficulty varying wildly depending on how (un)successful Egypt is in resisting the Sea Peoples.
IMO, the AI founding a city on the last turn isn't the biggest issue with the third goal; It's more the amount of downtime that lies between the second and third goal where you're not doing anything except teching and staying strong. Because the third goal is "in", I opted to not begin kicking the Europeans out of Africa until 20-25 turns to the deadline, because :Wouldn't the most practical solution to getting a city founded on you in the last turns before the deadline to exclude cities newer than e.g. 10 turns?
Originally the Pantheon was built to have the gods protect Augustus and his family. Unfortunately the original had been destroyed in a fire, what we admire today had been build during Trojan and Hadrian reigns. The theme of the Gods protecting the Roman rulers seem to still have permeated the reconstruction, I would suggest +5 stability points. What do you think?Well we already have the Aqua Appia WW, I don't think we should have more than one aqueduct wonder. The Pantheon could be very interesting, but what would it's ability be
I think I had a good idea for a Rome Pantheon wonder effect: Gain +50 gold (or some appropriate amount) whenever a Pagan Temple is converted to a major religion temple. Pagan Temples are always converted instead of abandoned.
This would have the nice effect of both encouraging Rome (or Greece or whoever builds it) to develop its pagan religion and build a lot of temples, and to convert to Christianity and spread it. It also fits thematically since the Pantheon was a pagan temple (to “all the gods”) that later became a Catholic church (and still is).
The second part of the effect is added to make sure you don't lose some of the bonus when religion begins spreading due to abandonment and to allow for a period of coexistence in which you can still build temples even as the religion spreads. But it could also be left out to encourage quick conversion.
The tech for the wonder obviously has to be Cement, given that the Pantheon boasts the largest concrete dome ever built.
I got it done with Regent/Normal and I got a lot of points by just building culture related buildings and nothing else pretty much, I probably had military 4 units in total until I completed that goalHow do I meet the new first Japanese UHV?
(30,000 culture in founded cities by 1600 AD)
I know the key is saving your Great Artists until you reach Renaissance and the best way is beelining for Heritage. However you now start more technologically lagged than before so it takes longer to build Samurais and Himeji Castle.
Another helpful thing is founding two cities north of your starting location.