merijn_v1
Black Belt
I do like the added requirement of the logistics it requires to create and move a settler to it. Instead of just having to discover it.
Be the first non-Asian civilization to discover Australia.Why not simply a discover goal instead?
Give a great trader the option to gain money on a special improvement, maybe a trading place improvement that is placed in autralia in a certain year.
I have always wanted there to be a stepping stone between exploring and a full-on colony. Like maybe it should be possible to create trading posts that would have one tile of your territory with no potential for cultural expansion unless you build a city. These trading posts could be bought sold or flipped and act as an improvement on a distant resource. Maybe an explorer could establish a trading post?
I have always wanted there to be a stepping stone between exploring and a full-on colony. Like maybe it should be possible to create trading posts that would have one tile of your territory with no potential for cultural expansion unless you build a city. These trading posts could be bought sold or flipped and act as an improvement on a distant resource. Maybe an explorer could establish a trading post?
Shouldn't be hard to allow.But can you build forts in enemy territory?
Well, a fort could do it, but there would have to be something else to how they work, to differentiate them from the current defensive forts, no?
Thinking out loud, maybe eg, settling a Great Merchant on a fort "Turn into trading post" could work or using worker actions. Otherwise restrictions such as being next to coasts (eg European posts in China and India) or adjacent to rivers (Viking posts in Russia and French posts along the Mississippi) and having open borders with the civ should be there.
I'm also wondering how this would affect relations between civs. Some of the trade would be welcome by the occupied civ (perhaps when not on a resource) and some not (when there's a resource tile taken over?). Surely they would provide gold to both civs but more so to the post owner and this should be annoying to the occupied civ but not as bad as a war declaration. Maybe a diplomacy screen option of "Allow us to build trading post?" could be a requirement to enable forts in other civ's territory, but not on independent territory.
And what about placing them on "empty territory", eg, Australia or Northern America? They should still yield resources (when built on them?) but not gold?
Good. I absolutely hate RNG boosh like "1 in 20 chance for a new tech". The less non-AI RNG the better, and that includes combat.I think it makes more sense to bind this goal to explorers. Maybe put some goody huts in Australia and require to capture all of them with an explorer?
I would like to make interactions with goody huts less gamey so long term I could imagine the option of allowing explorers to establish trade relations with tribal settlements.
MANCHURIA!!!New civ: Manchuria (Qing dynasty)
Credits to soul-breathing and some chinese players for the base mod
Start: 1636AD @ Changchun
Leaders: Kangxi, Cixi
UP: The power of Prosperity: Improved resources adjacent to cities provide additional food and production
UB: Piaohao. Replaces Bank. 15% food storage
UU: Eight Banner. Replaces Cuirassier. 50% withdraw chance
UHV1: Have 25% of the world population in China and Manchuria in 1800 AD
UHV2: Have the highest food, production and commerce output in 1850 AD
UHV3: Be the first to discover eight Industrial and eight Global technologies
China is replaced by Manchuria in 1700 AD scenario.
Well done! It's a surprise for a new Chinese civ. I will try it and give some advices. At present it seems the UHV3 is not so suitable.New civ: Manchuria (Qing dynasty)
Credits to soul-breathing and some chinese players for the base mod
Start: 1636AD @ Changchun
Leaders: Kangxi, Cixi
UP: The power of Prosperity: Improved resources adjacent to cities provide additional food and production
UB: Piaohao. Replaces Bank. 15% food storage
UU: Eight Banner. Replaces Cuirassier. 50% withdraw chance
UHV1: Have 25% of the world population in China and Manchuria in 1800 AD
UHV2: Have the highest food, production and commerce output in 1850 AD
UHV3: Be the first to discover eight Industrial and eight Global technologies
China is replaced by Manchuria in 1700 AD scenario.
For the Swahili, I think the gold from the Dhows is not counting as commerce and, similarly, it seems the gold from trade routes in the cities is not taken into account in the UHV counter. Are these two things intended?
Well done! It's a surprise for a new Chinese civ. I will try it and give some advices. At present it seems the UHV3 is not so suitable.
For UHV3, historically speaking Qing Dynasty is not famous with culture. Since there's a westernization movement in late 19th century, my UHV3 is "be the first to complete all industrial and early global techs, at the same time have a world's strongest navy".
Some advices and bug reports
1. There are many TXT_KEY_..., in fact the texts of UP and UHV are unable to display.
Spoiler :
2. It seems the UP of Manchuria take effect to every civs, like the pictures below, the AI cities also benefit from the UP.
3. In 1700ad scenerio, Manchuria can't build the UU eight banners at beginning, because Combined Arms isn't the initial tech. How about make it unlocked with Logitics?
4. Shenyang has no religion in 1700ad, could add Confucianism or Buddhism.
And in Australia branch, there is no Australia could be selected in 1700ad scenerio. When I select the other civs, the game crashes.
Oh, another thing, when I select the Swahili in the 600 ad scenario it tells me that scenario file isn't available (something of the like), it only lets me play with the 3000 bc one