Minor Suggestions Thread

I had an idea to help fix the barbarian issue: make fewer barbarians spawn in areas where there are no nearby civs. For instance, if Babylon collapses, fewer or no barbs spawn in the middle east until Arabia spawns. This way, civs would still be destroyed, but hopefully more independant cities would survive, especially Jerusalem.
 
Interesting, I thought the issues surrounding Turkey going Christian or Jewish were fixed. My game Turkey is Muslim so I guess I'll need more testing.

OK, here are two minor suggestions I have, very minor in fact but here they go:

1. More Gold - I think a civ should win much more gold when they capture a city...especially for the classical civs. It's hard enough to maintain a large empire but without any of the economy techs that come later it's almost impossible without becoming backwards. I think one way to offset this would be to win more gold per each city captured. Of course this would not be a permanent solution as the economy would still be hurting as it has incorporated another city into its empire but at least it would provide some benefit to the player in the short term. I also think this has a historical twist to it as many of the ancient cities of the world were renowned for their wealth so this could be represented that way.

2. I'm not sure if this is in the game already, but I think civs should take some kind of stability hit for not adopting an official religion when there is a religion present in most or all of their cities. Particularly if it's the same one. Otherwise it's too easy to sort be "neutral" in the religious rivalry. Although there were civs without a state religion that doesn't mean there wasn't pressure put on them by the more religious elements of society and especially for pre-renaissance era I think it would be a nice touch.
 
I think maybe if Rome is razed or doesn't colonize the rest of europe then the europeans should start with less techs, mainly classical techs. Ofcourse the same should happen with Rome and Greece, Khmer and india, and middle east with Arabia and Turkey. After all these civilizations were built off of each other, and without any roman expansion in France, for example, how could the french be christian, speak latin-influenced language, and many other things?
 
That would be good in theory, but I don't think it would work out very well. It would really screw with wonder/timed UHVs.
 
While playing a recent Carthage game, the city located on the dye in Lower Egypt (I think 1N 2W of Alexandria, can't be sure, though) it named Utica if founded by Carthage. The real Utica is due west of Qart-Hadasht. Also, on the grassland tile in eastern Iberia, the city founded is named "Qart Hadasht," but Cathago Novo would be more appropriate.
 
Cathago Novo, i think when captured by the romans its renamed this. I have no understanding of the Phonecian language, but i dont know if there is a way to say new Qart Hadasht or whether the Phonecians called it this but it is rather odd. Then again there is More than one Alexandria and Tripiloi in the Medditerainian.
 
I think Hadasht is new, that is similar to hebrew's new (Hadash), so Qart Hadasht Hadasht seems more logical to me XD. Also Carthago Nova sounds latin, and that's the city you get if you settle 1S of the silver in spain as Rome.
 
Qart Hadasht is Phoenician for "New City"; Carthago is the Roman transliteration. Carthago Nova, the Roman renaming of the city captured by Scipio in Spain, is indeed thus the equivalent of "New New City" :-)

Cheers, Luke
 
So in phoenician is Qart a city or Hadasht?
 
Knew it :)
 
Yeah but it was also part of babylonian empire:p And babylonia is weak anyway if it ever respawns.
 
Qart Hadasht is Phoenician for "New City"; Carthago is the Roman transliteration. Carthago Nova, the Roman renaming of the city captured by Scipio in Spain, is indeed thus the equivalent of "New New City" :-)

Cheers, Luke

It's like New New York in Futurama. :P
 
Just a minor issue: when switching to a newly risen civilization after playing as another, all of my settings are erased, even though they are checked. For example, I have "Wait at End of Turn" and "Quick Offensive Combat" both checked, but they don't seem to be recognized after I switch to a new civ. The only way to get it to work is to uncheck and then check them again.
 
Ive had that problem to. Im not sure what causes it
 
Just a minor issue: when switching to a newly risen civilization after playing as another, all of my settings are erased, even though they are checked. For example, I have "Wait at End of Turn" and "Quick Offensive Combat" both checked, but they don't seem to be recognized after I switch to a new civ. The only way to get it to work is to uncheck and then check them again.

Ive had that problem to. Im not sure what causes it

that seems to be a bts vanilla bug, as it happens in other mods too were you can change to another leader
 
It was suggested by others in another thread, but Rhye could you get a barbarian axeman to defend the tribal village in New Zealand? This would be a nice addition to represent the Maoris.
 
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