General A New Dawn discussion

45°38'N-13°47'E;14260873 said:
I asked before about No Espionage and the answer was yes.

Okay, was just thinking.


Have you seen this new modcomp: Enhanced Culture
? Interesting at least.
 
That actually looks quite fun. :)
 
There's an other thing that bothers me:
When capturing the capital of an other civ what happens? - Nothing. The palace is simply moved to an other city. I know it was always like that, but couldn't such an event be "reworded" with a few turns of anarchy?
 
There's an other thing that bothers me:
When capturing the capital of an other civ what happens? - Nothing. The palace is simply moved to an other city. I know it was always like that, but couldn't such an event be "reworded" with a few turns of anarchy?
With civ1 and maybe some later version, when you conquer the capital of a civ bigger than yours, the empire splits between loyal and rebels. I think it's too hard to code now and not worth the effort, but we'll consider something.
 
45°38'N-13°47'E;14260999 said:
With civ1 and maybe some later version, when you conquer the capital of a civ bigger than yours, the empire splits between loyal and rebels. I think it's too hard to code now and not worth the effort, but we'll consider something.

Maybe you could force anarchy for a turn or two instead.
 
Okay, was just thinking.


Have you seen this new modcomp: Enhanced Culture
? Interesting at least.
As I suspected AI isn't aware of these changes. Not worth the effort to teach AI how to use this enhanced culture. After all anyway you already need culture in AND for Wonders slots.
 
45°38'N-13°47'E;14261012 said:
As I suspected AI isn't aware of these changes. Not worth the effort to teach AI how to use this enhanced culture. After all anyway you already need culture in AND for Wonders slots.

That's true. However, I didn't mean to introduce it to the mod, just to draw attention to it. Done :)


I am more concerned about the losing palace thing.
I think it would worth adding a few turns of anarchy when losing it through combat.
 
So the Pilivni city rebelled and broke away as the Apache.
Some time later the Apache also had a revolt and spawned the Algonquian Rebels.
Civ4ScreenShot0407.JPG
Now what seems to be a "problem" is that the city spawned a new civ as rebels instead of its her* original civ. Not a big bug and donno how easy it is to fix or worth it at all but I thought it worth mentioning. One reason why it should be fixed is that such civ spawning takes away valuable civ slots.
The Algonquian units were destroyed the next or the following turn and probably will never see them again :)

* Grammar question: when referring to "city" we use "her" and not "its", am I right?
 
Only ships and a few other things are seen as having genders in English. In grammar, there are probably zero cases of requiring gendered nouns. Definitely go for its.
 
Only ships and a few other things are seen as having genders in English. In grammar, there are probably zero cases of requiring gendered nouns. Definitely go for its.

THX :)
 
A couple of quick ideas - not sure if they are doable...

1. Is it possible to add to diplomacy a request to shut a nations borders to another nation? For example, ask Canada to close her borders to Cuba.

2. With all the new civs in the game, I sometimes find it very difficult to figure out where on the map they are. This can be important when they demand something from me, or declare war. Is there a way that their location, if known, be shown on the strategic map when dialogue with them is opened?

Finally, what is the latest build. I've been on 1009 since March. Just checking...

Thanks,

Mike
 
A couple of quick ideas - not sure if they are doable...

1. Is it possible to add to diplomacy a request to shut a nations borders to another nation? For example, ask Canada to close her borders to Cuba.

2. With all the new civs in the game, I sometimes find it very difficult to figure out where on the map they are. This can be important when they demand something from me, or declare war. Is there a way that their location, if known, be shown on the strategic map when dialogue with them is opened?

Finally, what is the latest build. I've been on 1009 since March. Just checking...

Thanks,

Mike

1. Not sure it's worth the coding time. Probably possible but I don't think it's worth coding because it would just be a smaller version of Cease Relations.
2. I feel the same but I think it's very complex to code. Basically for the moment you must relay on your own geography skills.
 
45°38'N-13°47'E;14260999 said:
With civ1 and maybe some later version, when you conquer the capital of a civ bigger than yours, the empire splits between loyal and rebels. I think it's too hard to code now and not worth the effort, but we'll consider something.

Revolutions has a similar effect. Taking a civ's capital usually hits their stability pretty hard. If they already have any potential rev problems (or if you use spies to make some), you can see some pretty dramatic effects from capturing the capital, although not always right away. I realize not everyone plays with Revolutions on, but I think that's the closest to the desired effect we currently have.
 
45°38'N-13°47'E;14270795 said:
1. Not sure it's worth the coding time. Probably possible but I don't think it's worth coding because it would just be a smaller version of Cease Relations.
2. I feel the same but I think it's very complex to code. Basically for the moment you must relay on your own geography skills.

Understood, thanks for the prompt response.
 
Revolutions has a similar effect. Taking a civ's capital usually hits their stability pretty hard. If they already have any potential rev problems (or if you use spies to make some), you can see some pretty dramatic effects from capturing the capital, although not always right away. I realize not everyone plays with Revolutions on, but I think that's the closest to the desired effect we currently have.

Really? I didn't know, never noticed.
Now I will play with that in mind. THX :)
 
So Civilization VI has been announced. I see the horrid "One Unit Per Tile" system is still in place (boo), but you can merge two units into one? Not sure if I'm reading that right, but it sounds like it could be kind of interesting...


I'll probably stick with Civ4 and AND for a few months after release, see how the game's turning out before I get it. Try it when on sale and then see what I think. I'll always play Civ4 though too, I still play 2 and 3 now and then after all these years ^^
 
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