merijn_v1
Black Belt
Elephant in Northern Africa deplete.
I expect you would update modmod and keep this place focused on this modmod. Really nothing else matters.
*epic rant*
I might make it so you can trade wheat, rice and corn only after some Industrial tech like is already the case with seafood and livestock. Frankly I don't know why that's not already the case, seems inconsistent to me. Rice imports from Asia saved my health in the England game, in the 1500s when I only just learned how to sail across the world.
Oh, if we're in the process of randomly and presumptuously expecting things of other people, I think you should work on your manners.
It's not even like your complaint is justified, this is the only thread where things have gotten comparatively silly, and it's not even related to DoC itself. I think Knoedel can set the tone under which he wants to operate this thread himself, and frankly so can I for the rest of this subforum.
Have you ever considered that it's a nice diversion to have fun around here when you spend hours of your free time modding? That's right, I'm rather thin skinned to this kind of entitled complaint right now because I am sleep deprived because I stayed up late modding. Personally I like that this mod's little subcommunity is a little bit more lighthearted and familiar. It's not as if friendly banter would get in the way of other discussions. Have you looked at the forums of similar mods this size? They aren't full of all business discussion, they're just dead. I like this much better.
Not that I need to justify anything to you though. Even if your baseless insinuation was right I'd be perfectly within my rights not to work on the mod and just waste my time here for a change.
Hmm, I don't see why rice is harder to preserve than bananas, when the latter provides more earlier.
And you can feed pork that is produced in China to citizens in Aksum as long as they are both under your control, but not to the neighboring Tibetans? And how exactly are sheep harder to transport than elephants? The system does not make sense. We should pay more attention to gaming experience, not silly rules like these.
Oh, if we're in the process of randomly and presumptuously expecting things of other people, I think you should work on your manners.
It's not even like your complaint is justified, this is the only thread where things have gotten comparatively silly, and it's not even related to DoC itself. I think Knoedel can set the tone under which he wants to operate this thread himself, and frankly so can I for the rest of this subforum.
Have you ever considered that it's a nice diversion to have fun around here when you spend hours of your free time modding? That's right, I'm rather thin skinned to this kind of entitled complaint right now because I am sleep deprived because I stayed up late modding. Personally I like that this mod's little subcommunity is a little bit more lighthearted and familiar. It's not as if friendly banter would get in the way of other discussions. Have you looked at the forums of similar mods this size? They aren't full of all business discussion, they're just dead. I like this much better.
Not that I need to justify anything to you though. Even if your baseless insinuation was right I'd be perfectly within my rights not to work on the mod and just waste my time here for a change.
1. Chariots. I always disliked that chariots are cheap and weak and sort of useless in Civ4. Why it's more expensive to equip peasants with spears and shields than produce whole chariots, buy/raise 1-2-3 horses for each one and produce same weapons infantry uses anyway? In reality chariots were more expensive than horse archers or infantry.Chariots except for Egypt's War Chariots should not upgrade to Knights, it felt silly that I could build them as cheap happiness providers well into the Renaissance as England)
2. All civilizations before emancipation in industrial era have some slaves. With exception of a few Chinese Emperors who banned slavery (and such laws were repealed after them). Even in Ancient Persia, where Zoroastrianism strongly frowned upon slavery and Cyrus the Great banned enslaving conquered people, slavery wasn't outlawed completely. Right? However, there is a huge difference between "slavery is legal, slaves exist, but they are small percentage of population, usually domestic servants for aristocrats, and treated relatively well, slavery isn't significant for economy" and "big percentage of population are chattel slaves, economy/plantations/mining/public works rely on slave labor".While the Pyramids specifically were not built by slaves, I do believe Egypt did have slavery
5. Oceans are useless anyway, my citizens never work ocean tiles without recourses. Removing food only from oceans is a restriction on useless pop-n in AI cities, no real change for player. My proposal is for realism. If you want more productive coasts, you can add +1c/coast (or even +1h) to some other buildings (market? customs house?). And coastal tiles are weak and not very important even now, it's better to work a cottage.I don't really want to remove food from coast either. It was imo a good call from Leoreth to remove the food from Ocean, but unworkable coast is really pushing it.
6. Ivory is easy to transport. The problem is that it's possible to build war elephants with imported ivory.And how exactly are sheep harder to transport than elephants?
6. Ivory is easy to transport. The problem is that it's possible to build war elephants with imported ivory.Spoiler :I remember, in one Civ3 mod war elephants required 2 sources of ivory. I liked it. So it was impossible to build WEs with imported ivory and also there were a choice between exporting extra ivory and preserving elephants for the army. Not sure if it's possible or easy in Civ4. Another possible solution is ivory req-t in city BFC to build a WE, but it may be too restrictive.
That is an excellent point, yes. 'Course, in theory you could automate it... A city produces Y hammers per turn, this caravan-esque non-unit costs X (where Y>X) hammers per turn, you click on a fancy 'trade routes' button in the city screen, where you can see all the incoming and outgoing (including destination; city name or tile coordinate) caravans for this city, where you can add new caravans (provided Y>X), and where you can select a caravan to then go to the main map and select a destination tile.Dawn of Micromanagement
Idea: A caravan-esque unit can move to a tile, acquire its yield and potential resource, and bring it to a city. Said city will enjoy the increased yield and potential resource for an X amount of turns. This tile cannot be in the BFC of a receiving city. This tile can be outside of your borders (but perhaps there'd be a reduced amount of turns, then?). The tile's yield or resource isn't affected at all.
Dawn of Micromanagement
(I dont care)
1. Chariots. I always disliked that chariots are cheap and weak and sort of useless in Civ4. Why it's more expensive to equip peasants with spears and shields than produce whole chariots, buy/raise 1-2-3 horses for each one and produce same weapons infantry uses anyway? In reality chariots were more expensive than horse archers or infantry.Spoiler :My vision of proper chariot: str 5 at least, probably, even 6, but more expensive than horse archer and swordsmen and also with city attack penalty. High str, but not so high str/. Also I would change location of "the wheel" tech - it would require pottery or AH (pottery would require only agriculture), roads would be possible without it (Incas had good road system, but no wheel), but TW would give +1 movement on roads instead of engineering. TW will be pre-req for HBR and math (catapults need wheels). May be, even move 1st TR from default to TW.
2. All civilizations before emancipation in industrial era have some slaves. With exception of a few Chinese Emperors who banned slavery (and such laws were repealed after them). Even in Ancient Persia, where Zoroastrianism strongly frowned upon slavery and Cyrus the Great banned enslaving conquered people, slavery wasn't outlawed completely. Right? However, there is a huge difference between "slavery is legal, slaves exist, but they are small percentage of population, usually domestic servants for aristocrats, and treated relatively well, slavery isn't significant for economy" and "big percentage of population are chattel slaves, economy/plantations/mining/public works rely on slave labor".
Ancient Egypt for the most of its history was the first type. Popular image of Ancient Egypt with legions of slaves is incorrect.
And also slavery is available very early (at masonry in RFC: DoC, I think), so if player wants to use slavery instead of agrarianism, it's not a problem.
3. Mills - again. Your offer: +1c at engineering? I think, watermills should be either at least 2h or 1f1h from the start. If you dislike 1f1h, then 2h. Mines are +2h, earlier and require only a hill. And usually 1h > 1c, and if somebody wants commerce, cottages are much better and universal. Also Romans actively used watermills, and I suppose they didn't have "engineering" tech, which unlocks trebuchets, medieval castles and medieval Wonders.
4. My vision and logic about civics:
Spoiler :Labor civics - focused on who workers are, where, why and how they work, what they receive. Economic civics - focused on interaction between government and business, property, trade, regulation.
"Capitalism" - enough said.
"Guilds" - better suitable for labor civic. Workers are self-employed skilled artisans, organized in guilds. "Guilds" are very pre-industrial and contradict "industrialism" (wage labor in factories, reduced role of skills, longer working hours), but also focus on increased role of cities and artisans in contrast to farms/agrarianism. Guilds are compatible with different economic policies on trade, they definitely can coexist with mercantilism, though state privileges to guilds contradict idea of free trade, of course.
Ancient central planning/state property - "State property isn't a new idea. Bronze age palace economies, Ancient Egypt economy were "central planning". Marx called it "Asiatic mode of production". Some Marxists say Soviet economy was just a modern version of AMP. Bonus for workshops is like caste bonus in BtS: almost useless early, but useful with techs improving workshops."
While ancient planned economies existed, in the Iron age most of them were replaced by economies based on private property and markets. (Current version of) HRW mod has ancient planned economy, but no ancient/medieval market economy, and it also looks strange and unrealistic. Roman Empire had market economy. In Ancient China there were debates among scholars about better economic system, Confucians advocated for freer markets, Legalists wanted more state property, state monopolies, state workshops and disliked trade. I think, it would be both realistic and interesting to have a choice between economic systems in classical/medieval era, also with different focus hammers: vs. ). What tech should unlock "ancient private economy" and how civic should be called? I choose currency and "coinage". Name isn't important for me, btw.
"Environmentalism" - enough said.
5. Oceans are useless anyway, my citizens never work ocean tiles without recourses. Removing food only from oceans is a restriction on useless pop-n in AI cities, no real change for player. My proposal is for realism. If you want more productive coasts, you can add +1c/coast (or even +1h) to some other buildings (market? customs house?). And coastal tiles are weak and not very important even now, it's better to work a cottage.
6. Ivory is easy to transport. The problem is that it's possible to build war elephants with imported ivory.Spoiler :I remember, in one Civ3 mod war elephants required 2 sources of ivory. I liked it. So it was impossible to build WEs with imported ivory and also there were a choice between exporting extra ivory and preserving elephants for the army. Not sure if it's possible or easy in Civ4. Another possible solution is ivory req-t in city BFC to build a WE, but it may be too restrictive.
When Civ 5 arrived, I had high hopes for the new trade routes system, hoping that these units could be modified to emulate this empire-wide transfer of goods. I haven't looked very closely, but I sure didn't see it anywhere.
About the Egyptian Slavery vs Agrarianism matter: Agrarianism does nothing for Egypt. It can have 2 farms (Nile delta) and no plantations until pretty late in its game.
1. No, you have misunderstood me. My proposal for labor: default civic, slavery, agrarianism, guilds, industrialism, PW. Capitalism removed, guilds added, PW requires communism. CP and coinage are in economic category with mercantilism and FM/FT.So what is it you are suggesting for the labor category again? Central Planning, Coinage and Guilds? That leaves at least two slots empty.
how can one run a communist ideology with a capitalist economy?