[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Israel has a good chance of starting at war with Arabia, Turkey, Morocco and Iran, but that doesn't explain Spain, South Africa and Korea. Maybe something to do with defensive pacts?
 
Israel has a good chance of starting at war with Arabia, Turkey, Morocco and Iran, but that doesn't explain Spain, South Africa and Korea. Maybe something to do with defensive pacts?
But that should be the others declare war to Israel, but not Israel declares war to the others.

Also I think it's ahistorical to make initial war between Israel and Turkey(or Morocco). In the real history, Turkey is member of NATO. Also, initial war with Turkey will make Israel game very hard.
 
I'm not sure if this is the place to suggest ideas but here they are:

1. Add an island to represent Corsica.

2. Get rid of privateers and instead make piracy a malus in each city that takes away x% of trade commerce, increasing with the number of islands (the things on the sea plots) and decreasing with total navy strength and technologies. Maybe parking ships in island tiles could also cause them to not contribute to piracy.
 
I'm not sure if this is the place to suggest ideas but here they are:

1. Add an island to represent Corsica.

2. Get rid of privateers and instead make piracy a malus in each city that takes away x% of trade commerce, increasing with the number of islands (the things on the sea plots) and decreasing with total navy strength and technologies. Maybe parking ships in island tiles could also cause them to not contribute to piracy.

Corsica is already represented by the two tile island west of Italy. The north tile is Corsica and the south tile is Sardinia. The same is true for DOC.

Pirates, Corsairs and Privateers are intended to represent state sponsored Piracy. Now that you bring it up however, it would be interesting to add Barbarian versions to represent the widespread piracy at certain points in history. Perhaps spies could hire them akin to the Byzantine UP.
 
An advice about Colombia UU Albion Legions. Now in this mod the AL replaces rifleman, able after Ballistics. but this tech isn't Colombia initial tech. My advice is to make AL able after nationalism, the power could decrease from 18 to 16. Then Colombia can get it at the beginning.
 
An advice about Colombia UU Albion Legions. Now in this mod the AL replaces rifleman, able after Ballistics. but this tech isn't Colombia initial tech. My advice is to make AL able after nationalism, the power could decrease from 18 to 16. Then Colombia can get it at the beginning.
Thanks for the heads up! When I was implementing the unit changes I had no idea what to do with the Albion Legions, and forgot to test them.
 
But that should be the others declare war to Israel, but not Israel declares war to the others.

Also I think it's ahistorical to make initial war between Israel and Turkey(or Morocco). In the real history, Turkey is member of NATO. Also, initial war with Turkey will make Israel game very hard.
Yes, I don't know any more than you why you're at war with everyone.

Israel only has a chance of starting at war with the civs I mentioned. In real life, several Arab countries declared war on Israel in 1948. But since Egypt and Arabia are often controlled by Turkey in 1948 (and if they are not, they're usually not very powerful and not much of a challenge), I generalized this random chance to all Muslim civs in the area, even if it's sometimes ahistorical (for instance, Iran and Israel had good relations until 1979).

It's possible that war with the Ottomans makes the game very difficult, but in a way you're supposed to start in a hostile environment. That's what the fairly large starting army is for.
 
NEW UPDATE

Reverted a couple changes which were reverted by Bits of Tales

Albion Legion has 16 Strength and is unlocked at Nationalism

Updated the 1700 and 600 scenarios to reflect the changes made by Bits of Tales

Tibet is no longer an independent state in 1700 AD (Stupid CityOwner=49, (China) bug)

Crete is now all Hills

Marble is now on eastern Crete

Silver is now on Sardinia

Cypros starts with a Road and Mine

The AI should be slightly more aggressive in building units

The AI finally build Pirates

I messed up in making Polynesia explore in previous updates. Well here you go.

Placed capes around Australia so that AI Polynesia will no longer meet the Europeans in ~1000 AD

Rome's core population modifier has been doubled to compensate for Bits of Tales' change to their core

So, about Polynesia...

Screenshot (43).png

Screenshot (40).png

Screenshot (44).png

Screenshot (45).png

Screenshot (41).png

Yes, the AI built the Moai Statues in a 6 Prod city.

The AI now settles Hawaii, New Zealand, and Easter Island, so I think I'd call them completed.
 
Should European + US AIs potentially get a conqueror event against that new version of Polynesia? Otherwise those cities are never changing hands
 
Should European + US AIs potentially get a conqueror event against that new version of Polynesia? Otherwise those cities are never changing hands

True, though I'm not sure how a conquerors on a single tile island would work, what with the AI's landing ability.
 
Maybe just an auto flip of certain islands?
Perhaps tied to a Polynesian collapse? Question is what would the requirements to flip each city be?

I'd rather the entirety of Polynesia to not be controlled by a single nation.
 
My stability showed as zero the whole time as England up till around 1100AD, even after I razed Paris, Bordeaux and Brest 4 times. Therefore I thought it did not affect my stability, but I guess I was wrong cause suddenly I did collapse. Why doesn't it show? Is there any way to even out the stability hits from those razed cities? I do not mind if that is through cheats. Stability hits from razing enemy cities doesn't make sense to me anyway

Edit: sorry, it actually did show up in the last turn. Collapsing -26 and -30 from razed cities
 
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Yes, I don't know any more than you why you're at war with everyone.

Israel only has a chance of starting at war with the civs I mentioned. In real life, several Arab countries declared war on Israel in 1948. But since Egypt and Arabia are often controlled by Turkey in 1948 (and if they are not, they're usually not very powerful and not much of a challenge), I generalized this random chance to all Muslim civs in the area, even if it's sometimes ahistorical (for instance, Iran and Israel had good relations until 1979).

It's possible that war with the Ottomans makes the game very difficult, but in a way you're supposed to start in a hostile environment. That's what the fairly large starting army is for.
Actually I wonder why the civs that have defensive pacts would also join the stating war. Now I start an Argentina game and find Spain starting war with me, and France who has defensive pacts with Spain also war with me. That's weird, the starting war should be Spain declare war to Argentina, or Turkey/Morocco declare war to Israel, not on the contrary, isn't it? @1SDAN
 
Here's a bug, but I don't know its origin: Every time I conquer a Moorish city, the game crashes to desktop, so I have to conquer them with the World Builder.
 
Actually I wonder why the civs that have defensive pacts would also join the stating war. Now I start an Argentina game and find Spain starting war with me, and France who has defensive pacts with Spain also war with me. That's weird, the starting war should be Spain declare war to Argentina, or Turkey/Morocco declare war to Israel, not on the contrary, isn't it? @1SDAN
I don't think I've changed anything to do with war declarations on spawn. Either this is something another ModMod changed, something from DOC, or something I messed up without noticing.
 
That is really impressive work. Nice job!

Moai too?:eekdance: Yes, this is one the most amazing feats of modding I have ever witnessed since 2008!!! :trophy: To be honest I still don't believe AI is able to do it, so I am going to run a Prussian game right now.

Most islands gained Colonial Masters relatively peacefully, except for New Zealand. I suggest flip the islands to whoever first sails near them(has sea unit next to the city on the island), if they are Indy. Human player can get a message "Rapa Nui (Easter Island) wants to join our illustrious Empire. Shall we keep them? Yes/No, disband the city."

Do you know why are they so unstable?

New Zealand should be a subject of Congresses and Trading Company invaders.
 
Moai too?:eekdance: Yes, this is one the most amazing feats of modding I have ever witnessed since 2008!!! :trophy: To be honest I still don't believe AI is able to do it, so I am going to run a Prussian game right now.

Most islands gained Colonial Masters relatively peacefully, except for New Zealand. I suggest flip the islands to whoever first sails near them(has sea unit next to the city on the island), if they are Indy. Human player can get a message "Rapa Nui (Easter Island) wants to join our illustrious Empire. Shall we keep them? Yes/No, disband the city."

Do you know why are they so unstable?

New Zealand should be a subject of Congresses and Trading Company invaders.
Wait! How'd they get Colonial Masters? I need to see a screenshot of this! I didn't think the AI could mount a naval invasion!

They are probably unstable because they don't really expand after settling their historical territory and end up stagnating, (I could have them settle Australia, but that's up to you guys. I have no opinion on whether or not they settle more than what they currently do) their economy drops like a rock once a plague hits, and they continue to use Deification even after it becomes bad to use (I'll look at making the same change to them as @Leoreth did the Vikings)

If most of the islands gained Colonial Masters in your tests, why would a manual flip be necessary?

I agree, New Zealand definitely has enough land for a TC invasion. I'll look into it for the next update.
 
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