psyblade
Chieftain
- Joined
- Jun 2, 2022
- Messages
- 40
Which base mechanics from Civ4 cause the most issues for DoC as a mod?
This can mean any mechanic that is too rigid to work alongside the new mechanics of DoC, or things Civ4 should’ve had.
I’m not a big modder (so I apologize if I got this wrong), but I can think of two:
1. The civ-slot system is a big limiter on the number of civs on the map,
2. A defeated civilization loses its cultural influence, but maybe cultural influence should remain as a lifeline for a civ to be rebirthed (rather than to have rebirths triggered by script),
3. If Civ4 had barbarians spawn from barbarian cities, it might’ve been a good foundation for early-game civ spawns.
This can mean any mechanic that is too rigid to work alongside the new mechanics of DoC, or things Civ4 should’ve had.
I’m not a big modder (so I apologize if I got this wrong), but I can think of two:
1. The civ-slot system is a big limiter on the number of civs on the map,
2. A defeated civilization loses its cultural influence, but maybe cultural influence should remain as a lifeline for a civ to be rebirthed (rather than to have rebirths triggered by script),
3. If Civ4 had barbarians spawn from barbarian cities, it might’ve been a good foundation for early-game civ spawns.
" may be justifiable. But it is more irritating when the AI suddenly demands you change civics, as anarchy turns are more significant and typically civic changes require some planning and coordination. Maybe one could argue that historically there have been some cases of foreign governments suddenly demanding policy change without respect to the repercussions... but I wish it weren't standard behavior and **** anyone could randomly pull.