HNation
Éireannach
I would suggest moving Mecca 1E for a more geographically accurate placement (unless it's placed where it is to overlap less with Sana'a)
i think for gameplay reasons it's also preferable to keep it as a port cityI would suggest moving Mecca 1E for a more geographically accurate placement (unless it's placed where it is to overlap less with Sana'a)
i think for gameplay reasons it's also preferable to keep it as a port city
I like Mecca staying as a port city too, from at least the mid-600s Jeddah has existed as a dedicated port for facilitating travel and trade to and from Mecca, which is only about 50km or less from the coast if I recall correctly
I don't think you can actually do that with the bonuses Arabs have in future "Seljuk" lands during "Gokturk" era, you have to wait for Rise of Arabia to expire. The inspiration for 7% (not 6!Should Turkic UHV1 be changed to be more achievable?
Like settle cities in 7 different regions(Khorasan, Mongolia, Urals, etc) instead of controlling 6% of the world.
Controlling 6% of the world requires the player to go roleplaying Seljuk way too early instead of emulating Gokturk empire territory at its height.
oh woops I didn't have the map at hand and didn't realize it would be a diagonal port stillIt would still be a port city, but it would just be 1E. It would lead to Mecca and Sana'a sharing one tile between their first ring, but it's an unworkable mountain tile that they would share, so I don't think it really matters.
Lets see how you achieve that in the 600AD start, in the large map without steady supply of 3 Oghuz and 8 Horse Archers.I don't think you can actually do that with the bonuses Arabs have in future "Seljuk" lands during "Gokturk" era, you have to wait for Rise of Arabia to expire. The inspiration for 7% (not 6!) goal comes from the First Turkic Khaganate era (552–603), so gameplay-wise meaningful 900 ad deadline is in between Gokturk and Seljuk eras, actually.
By the way, the only plausible way to achieve 7% is to settle a city in NW corner of Turkic historical area AND NE corner (future Mongol capital), that's Gokturks plus upcoming Seljuks. So you enter 900 AD with something like this (old map but the idea is the same):
View attachment 701480
What I meant is 7% goal alludes to the First Gokturk empire (6 mil sq. km in 557 AD), while the largest extent of Seljuks in 1090 was 3.9 mil. sq. km. Since the goal is "by" it makes sense to finish 2/3 UHV together, without thinking much about the difference between Seljuks and Gokturks. The moment Arabs lose their bonuses they must be attacked. Why wait for "historical" date if DoC is meant to represent the spirit of history, not the letter, with year by year developments being interpreted rather liberally. With 600 AD starts, strictly speaking, you start with the united Gokturk prime being already over. And yes, I should try 600 AD start one day, but preoccupied with SE Asia for now. I love to dive into historical podcasts and videos when I play any given civ and there are frustratingly few resources about Vietnam -- 15th most populous country in the worldLets see how you achieve that in the 600AD start, in the large map without steady supply of 3 Oghuz and 8 Horse Archers.
This isn't a challenge, just my sincere request for help.
Also i dont think the Seljuk Invasion have to be portrayed under the 900AD deadline, we already have UHV2 for that.
Yeah, before then I was switching from Babylonia to Greece to Rome to Byzantium, and each time was able to make a first turn with the first city placement until I switched to Ruthenia. Then after that when I switched to Muscovy, I was once again able to make a first city placement (Moscow)Good point. It depends on where the new civ is in the turn order relative to you. I assume you already switched to Byzantium from another starting civ? Because you are probably late in the turn order and whatever slot that was assigned to Ruthenia happens to be earlier than that.
It should be possible to address this by sending the option to switch one tun earlier in such a situation.
Probably an insignificant thing to even mention but still want to let it out of my head while I remember to say about it. Usually when starting a civ or when switching from one civ to another you get a set of units including a settler who then you use to place a first city of yours. With some civs however, like in case when I switched from Byzantium to Ruthenia last time when I played 1.18, I wasn't even given such an opportunity, with the computer doing the first turn as Ruthenia instead of me and having the first city placed
Good point. It depends on where the new civ is in the turn order relative to you. I assume you already switched to Byzantium from another starting civ? Because you are probably late in the turn order and whatever slot that was assigned to Ruthenia happens to be earlier than that.
It should be possible to address this by sending the option to switch one tun earlier in such a situation.
Do you have a save of this or a similar situation? It would help reproducing the issue and confirming a fix.Yeah, before then I was switching from Babylonia to Greece to Rome to Byzantium, and each time was able to make a first turn with the first city placement until I switched to Ruthenia. Then after that when I switched to Muscovy, I was once again able to make a first city placement (Moscow)
Here, although note that the save uses the version of the 1.18 from June, last time I played this was 25 June preciselyDo you have a save of this or a similar situation? It would help reproducing the issue and confirming a fix.
It can be solved by add Xiongnu、Khitay、Manju or some else as new civs or add more barbarians at least.The map of Northen China is totally empty.Maybe next versionAt present, there is really no reason to have low stability as China. The core area is large, and so is the historical area. You barely need to go into conquest zones if you go for UHV (which requires at least 16 confucian cities for the temples). Barbarian pressure could be increased (although I think the latest commit's description says it buffed barbarians for Rome & China) to put pressure from the north, but I think China needs something to convey its cycles of division and unification. The Byzantine faction is an equally arbitrary additional civ viewed through the lens of political continuity, but a useful one.
On the topic of city separation on stability loss, I don't see much of it with AIs. They typically keep chugging along until final collapse all at once, like with the Romans, Arabians, Persians and Indians, as far as I've seen in a number of antiquity / early medieval games. Maybe that mechanic should get an increase in frequency (and a corresponding grace period for collapse) to help out collapsing civs, or rather to make them collapse in pieces rather than all at once.