Minor Suggestions Thread

My most recent game with England (and first domination victory in RFC :king:) was the most fun I've ever had in Civ. Apart from my control of most of America and firm friendship with France it was oddly historical - I fought off a deadly force of Spanish Conquistadores with my navy, captured Holland's colonies in South Africa, settled Canada and Australia, got Hong Kong (and, unhistorically, a lot of more of China) and Singapore, vassalized Egypt (stupid Mansa preferred Isabella as a master), conquered Iraq and Jerusalem, got Honduras (vassalized Maya), and of course conquered India. I think the only colonies I missed were Burma and Guyana. I even went through a very historical Sepoy Rebellion around 1870 when India respawned. The problem being that I couldn't put it down because troops from my admittedly small force kept defecting. :mad: Units shouldn't really defect when a civ is respawning, should they? It's certainly reasonable when the civ is spawning for the first time, to prevent exploits, but there should be a decent chance of defeating the sort of rebellion a respawn represents. Historically Britain managed it and would have been able to do so again and again had it had not had to fight Germany and Japan.

In addition to this, it would be wonderful if Spain could get a new leaderhead to reflect its loss of influence in Europe and the fact that after 1815 Spain didn't fight many wars (and, of course, anything to be rid of Izzy!). Ekmek's Santa Anna is a dead ringer for Ferdinand VII and his Juan Perón looks like Fransisco Franco.
 
Units shouldn't really defect when a civ is respawning, should they?

They do not in my games. I receieve a pop-up that the cities of a rebelling nation have declared independence and expelled my garrisons, but my units still exist.
 
When a new city is founded on the ruins of another city, it should get half the culture of the previous city. This culture could be gained over a period of 10 to 20 turns. The ruins would have to be there, though, or else this won't happen. Also, if the city was the holy city for a religion, then the new one would be, too. This is based on the fact that many important ancient cities(Rome, Athens, Jerusalem) were all razed at least once. This would help civs such as Arabia and Turkey because important cities such as Babylon, Byzantium, and Jerusalem are ocasionally razed and the extra culture/religion could make up for the settler used to re-found the city.
 
I agree about the religion part and i think some buildings should survive too if i a city is razed, in my last game as Greece, Rome founded Christianity in Tarraco which was razed the turn after. this meant christianity disappered, which was a bummer because the game had been pretty historically accurate until then.
 
They do not in my games. I receieve a pop-up that the cities of a rebelling nation have declared independence and expelled my garrisons, but my units still exist.

They do defect if you try to refuse the flips. As they should, IMO, I don't see why they wouldn't. It would make respawns far too easy to crush, for one.
 
I withdraw my complaint. I was pretty arrogant assuming I would stay consistently Solid with sixteen cities occupying multiple civs' core areas, and it would have been extremely easy to build enough units to defeat the whopping two Riflemen per city respawned India had. Maybe it's too easy to crush them...

On a completely unrelated note, China should not found Xianggang on the Rice near Guangzhou, as that tile is not next to the Pearl River. The Rice should be called Xiamen.
 
For the historical argument, a lot of the Indian soldiers the majority of the British soldiers were south asians (in civ, do u think ur entire army hails from your homeland after uve built a world spanning empire?) thus they would be prone to join the revolutionary cause if you try to put down the insurrection. I actually think its strange that if you grant them independence, that u keep the soldiers who were from that country. Still, it works well gameplay-wise so its not even a minor complaint.
 
Suggestion:

We have the Conquerors Event, why don't we have a Crusaders Event? It seems simple to implement: When during the Middle Ages and with several other conditions served (different religions, etc.) a European ship comes to the Middle East, a 50-50 chance of units spawning in Arab territory exists. It wouldn't really add something of value, just a little gimmick.
 
Suggestion:

We have the Conquerors Event, why don't we have a Crusaders Event?

There is already one. You pay gold and you get X units and starts a war with Arabia
 
But that is a random event that can happen and which is not really that accurate because it has been taken from the normal game ;)

and btw. Are naval units possible mercenaries? I have never seen one and it would be a) accurate historically and b) enhance gameplay (more to rent out, you need to defend that single source of healthy fish out there in the ocean and are in a surprising war)
 
They do not in my games. I receieve a pop-up that the cities of a rebelling nation have declared independence and expelled my garrisons, but my units still exist.

this AND no stability? your pimpin'
 
To speed up loading times:
1) Is it possible to disable Autosave while the human player is waiting for their civ?
2) Would it realise much saved time?
 
Rhye/Lone_Wolf, what is it about Portugal? They so often seem to have more colonies than all the other Euros. Their tech isn't very good until they get to South America (such that France often gets Astro before Portugal gets Optics), so its not that they start sooner. They don't get more colonists, their settler map isn't bigger than other civs (it's smaller than many, in fact.) I assume it has to do with Joao's personality. Why not adjust whatever part of the personality that is so that other Euros (especially England and France) will do the job as well as it does?
 
I like AI's colonizing, what's wrong with it?
 
this AND no stability? your pimpin'

When I said I disabled stability? I didn't. Stop your idiotic baseless accusations, plz.

I assume it has to do with Joao's personality.

It's not. There's no "likely to colonize" tag in the XML.

I like AI's colonizing, what's wrong with it?

That's what we are discussing, how to help the AI colonize.
 
In my experience, Portugal doesn't always colonise successfully. It seems to depend on how much of a threat Spain is.

Would it help colonisation if the AI were encouraged to explore more of the map?
 
Would it help colonisation if the AI were encouraged to explore more of the map?

They are exploring well enough. I trade word maps with the AI, and I don't notice the lack of AI exploration.
 
That's what I thought. In an old America start (1733 AD), you could buy a more or less comprehensive world map from one of the AI powers.

Is it related to the priority the AI puts on building settlers, or on colonising foreign continents - that is, is this another manifestation of invisible borders syndrome?
 
is this another manifestation of invisible borders syndrome?

Hardly. How it can manifest itself in that case? (It's actually good for the AI colonization that Asia and Africa are different continents then Europe. If it wasn't so, the AI would refuse to send units and settlers there by ships due to bugged code. The BetterAI guys are working on it, I believe).
I would like to know more about the UNITAI_SETTLER_SEA ships, through, althrough I doubt that the problem lies there.

Is it related to the priority the AI puts on building settlers

They are actually given free settlers by the code. I even increased the amount of them.

Even in classic BTS, on Terra maps, it's not that hard for human to claim most of the New World for himself, even with disabled barbarians.
 
Now come on, I do know a little bit about the code, of course I know about the colonists event. ;) What were the effects of increasing it? I ask because if we can figure out whether this is a quantitative or qualitative problem, we can know whether it's a matter of insufficient AI settlers or insufficient will to send out settlers that the AI has.
 
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