Hypereon
He was a Consul of Rome!
What if we restricted settling foreign continents to colonization? Every far-away city would start as a colony and then, under specific conditions met, could be transformed into a core city of the empire.
I believe it is being forgotten, or ignored, that Viregel intended this mod to revolve around the Great War. This has gradually expanded to include the Colonial era, and is slipping even into the Enlightenment. This may not be what Viregel wants to happen. It's fine to incorporate ideas of the colonial era, but they, and any civs inspired by them, should be secondary to that primary focus; and rather act as a thematic facilitator of Great War themes.
Still against 17 civs. I think we should leave it at 9 and focus on mechanics that don't overhaul, but add to the more boring parts to make the game fully rounded. As said previously, we want this to be accessible and condusive to the other expansions as possible, and I feel adding 17 civs is a bit of an over complication. Perhaps we should take 17 of the most popular civs and put it to a vote for the top 9 places. I can advertise it on Reddit and stuff too.
If put to a vote, we can do it two ways. Either a straight up 17 civ poll and pick the top 7 (the devs can choose the final 2), or we can categorize them into 2 Asian Civs (Mughals, Vietnam, Tibet, Maurya, Maratha, Burma) 2 Native American (Inuit, Nazca, Tupi, Sioux, Zapotecs, Anishinaabe) , 2 Colonial (Australia, Canada, Mexico, Argentina), 1 Sub-Saharan (Kongo, Zimbabwe, Mali, Benin) and the devs can pick the final 2 (most likely 1 European and another African).
@Pouakai, it's a division of regions sure, but since we don't know any gameplay elements - what else do we have to go off? I'm just simply taking the initiative, and even if nothing comes of it, it's good to see the results for my own personal reasons.
Well, Assyria had nothing really to do with BNW, neither did the Shoshone or stronk Poland.
I totally assumed the former with a hint of the latter. In my mind I was thinking of a Community expansion, formulated by the community, based on popular demand, but guided by the developers.
If my assumption was wrong, then apologies for being daft and I'll think I'll respect Viregel's wishes and original focus (Great War) and provide opinions based on that then.
Regardless, this thread has been great for brainstorming. I might just go ahead and formulate a full exploration, colonization, enlightenment Expansion (Ren-Industrial).
Name-wise, here are is a full list of suggestions:
I'm just going to monopolise on this![]()
Any thoughts on new resources for the expansion? Viregel's colonialism/exploration mechanic will be heavily based upon a small overhaul that I'm working on to update my Exploration Continued mod.
I think a whole world scenario is too problematic - too big and people can't run it, too small and it gets distorted. Also there's not enough civs to adequately fill the map (we're limited to a total of 63 civs and city states).
In general, scenarios are specific snapshots, as opposed to massive things. Without knowing what mechanics are going to be included, I have a feeling that a WW1 scenario could work (although it seems almost a bit big too maybe?), as well as potentially a South America liberation scenario or a colonisation of India one. Each one of those would provide a set of civs to go with it and more focus for the pack
So first, we need to decide what scenarios we're having
What are the most boring mechanics? The passive ones.
Espionage. Use the UI to put a spy somewhere - a number of turns later use the UI to pick a tech or get a notification about a rigged vote or a stolen tech or a killed spy - BORING!!!
World Congress. Pick a proposal, spend 5 turns now wiping out the AI with most votes, or in 25 turns try and drum up support, but basically do something on turn 1, forget about it for 25 turns and then get a notification - BORING!!!
Trade Routes. No more gold yield based decisions about where best to place new cities, just build a unit (click, wait) and then use the UI to set up a trade route, then forget about it for 30 turns until it has to be set up again - ZZZZZ!!!
Spies could be turned into 1-move units with a 3/4/5 (depending on level) tile "leash" connecting them to their base city - they can then be used to explore (albeit slowly) or perform tasks (eg pillage) with a risk of capture (expulsion/death and diplo hit) or perhaps aid the base city (acting as a look out for barbarians/foreign troops with positive diplo). More buildings to defend against spying (and dial back Constabulary and Police Station) - walls have gates, gates have guards, guards defend against spies. Barracks have troops, troops patrol, patrols make a spy's life harder. Temples have priests, Joe Public confides in the priest, the priest (being a good public citizen) passes on anonymised information to the authorities ... or does he, if the city has a religious majority from another civ perhaps he's a double agent?
World Congress - who knows, but more resolutions with the same 25 turn hiatus are not the way to go IMHO - it needs to be more involving, if not on a turn-by-turn basis at least every 5 turns or so.
rade Routes - what an opportunity missed! I have oranges, the Maya don't so I'll build a trade unit, load it up with oranges, take a warrior along as an escort and head for the Mayan capital. I get paid for the trip based on simple supply and demand logic. The Maya have silver, who wants silver? Where is my next port of call? Trade units upgrade (carry more, go further/faster, have better refrigeration - less spoilage en-route) - caravan, supply train, lorry, HGV, road-train and boat, coastal freighter, bulk carrier, container ship, Mary Maersk! (For more details see the basic supply/demand logic of RailRoad Tycoon.) We Love The King Days now require you to actually deliver the goods, not just connect them.
if this expansion doesn't have canals, I don't even want it![]()
being able to make canals in-game with DLL modding
Now - and this is coming from someone who understands next to nothing about C++ - but theoretically couldn't that be solved by specifying a condition that ships can only go through canals if their number of moves doesn't cause them to end their turn on one? That is, much the same way you can't move warrior A onto the same tile as warrior B, but on flat terrain Warrior A can, in a way, pass through Warrior B, to the tile just beyond?Can't be done in Lua only. The DLL runs a check at the end of every players turn and returns incorrectly located units to the correct domain. So even if you use Lua to put a ship on land, at the end of the player's turn the DLL will helpfully relocate it to the nearest city (note, NOT the nearest body of water) - this is how you can end up with ships in cities in the middle of land masses (if the ship took a coastal city which was then razed while the ship was healing in port). It's also the same code that will jump un-embarked units on water back to land.
be solved by specifying a condition that ships can only go through canals if their number of moves doesn't cause them to end their turn on one?
Viregel's Civs Choices
Italy - I agree, especially as long it has 'cultural powerhouse' theme.
Afghanistan - not sure...
Hungary - very popular and missing civ. But wait, if even the creator of this whole project wants to have Hungary and Mexico Afghanistan in it - these countries have almost nothnin in common with World War I!
Granted, not Israel, though. Israel didn't exist yet.
- it doesn't fit the theme as much as Poland doesn't fit the theme of BNW, but is still one of the most requested civs out there.