AllTheLand
Warlord
- Joined
- Sep 18, 2021
- Messages
- 133
- The influence of doctrines on power ratings is very exaggerated in my view. Getting the doctrine which makes future siege weapons stronger, which has a very limited impact on real army effectiveness, boosted my strength rating by something like 15%...
- Enemy spies repeatedly destroying buildings in cities can become quite unnerving. When I look at how much it would cost me to do similar things, it's hundreds of spy points, but somehow the AI can spam this mission over and over again. Even with the reduction in cost for spies that stayed a long time in place.
- I don't bother to send spies on foreign soil, because the few times I tried, they got caught within 10 turns in enemy territory, often not even lasting 5, although I didn't appear much behind in spy points gathered. Meanwhile the AI spies are feasting, and it's also mostly useless to try to make my own spies for counter-espionage missions.
- There should be a delay between when a city is lost to barbarians and when it can be settled as a new civ. I had the case of losing the city and it settling as a 1-city civ the very next turn and spawning new defenders. What about "barbarian cities can't be settled in new civs if the occupation timer is still ongoing"?
- The upgrade cost of irregular units into new irregular units seems too high to me. I find it generally more economical to simply make new stronger irregulars and delete the old weaker ones. If slave and peasant uprisings can afford to spawn plenty of irregulars, it shouldn't cost me 100 gold a pop to upgrade a 4-Str. irregular into a 6 Str. one.
- I had the "city spawns irregular from culture" mechanism saving one of my city, it was a pleasant surprise.
I can understand that researching the historical data and modelling the new units would be a huge amount of work, so I understand you don't want to commit to it, but I hope it could happen in the future. Just 5 Str. instead of 4 Str. would be a massive upgrade and make the wait to explorers not feel so long.
I'll send you a dictionary update later.
It shouldn't be the easiest way to deal with them, but when your own culture is clearly dominating inside the barbarian city, the people from your culture would be much more motivated to be living in a civilized state rather than in a barbaric, backward state. They would fundamentally consider the barbarians as inferior and being ruled by them would offend them more than simply being ruled by a foreign culture which they can at least recognize as civilized.
- Enemy spies repeatedly destroying buildings in cities can become quite unnerving. When I look at how much it would cost me to do similar things, it's hundreds of spy points, but somehow the AI can spam this mission over and over again. Even with the reduction in cost for spies that stayed a long time in place.
- I don't bother to send spies on foreign soil, because the few times I tried, they got caught within 10 turns in enemy territory, often not even lasting 5, although I didn't appear much behind in spy points gathered. Meanwhile the AI spies are feasting, and it's also mostly useless to try to make my own spies for counter-espionage missions.
- There should be a delay between when a city is lost to barbarians and when it can be settled as a new civ. I had the case of losing the city and it settling as a 1-city civ the very next turn and spawning new defenders. What about "barbarian cities can't be settled in new civs if the occupation timer is still ongoing"?
- The upgrade cost of irregular units into new irregular units seems too high to me. I find it generally more economical to simply make new stronger irregulars and delete the old weaker ones. If slave and peasant uprisings can afford to spawn plenty of irregulars, it shouldn't cost me 100 gold a pop to upgrade a 4-Str. irregular into a 6 Str. one.
- I had the "city spawns irregular from culture" mechanism saving one of my city, it was a pleasant surprise.
I think that "quite powerful when they first appear, but also quite niche" is underselling it. They are the best unit by far at squashing slave revolts and at eliminating invading armies, they have a good ability to survive thanks to the mobility allowing to retreat and to accumulate experience (charioteers have the mobility, but their combat odds are too low in most situations to be able to get experience, and the promotions that make them better at what they are good at are much weaker than the specialist hill fighting promotions), and they are very important in attacking stacks as long as you have some hills or forests on the way to the enemy city. They have some weaknesses when defending, but most of their fights will be attacking.You're far from the first person complaining about it. So far I haven't seen a compelling reason to change them significantly. They are quite powerful when they first appear, sure, but also quite niche. I do see (and have contemplated) a valid reason to have an intermediate medieval upgrade, but that would be a tremendous effort to have it done properly, and I am not sure if I'm prepared to commit.
I can understand that researching the historical data and modelling the new units would be a huge amount of work, so I understand you don't want to commit to it, but I hope it could happen in the future. Just 5 Str. instead of 4 Str. would be a massive upgrade and make the wait to explorers not feel so long.
Yeah, the barbarian player is supposed to represent many different barbarian tribes that are always at war with normal civs, not a single unified civ, so it has a lot of special rules. So not being able to really get money in is probably as designed. But I stand by my general assessment that barbarian cities are not threatening enough, and the build mismanagement I pointed out also reduces their ability to output military units.I'm not sure they're even supposed to have an "economy" - I don't think the barbarian player plays by the same game rules as everyone else. In the code you tend to see a lot of exceptions being made for the barbarian player specifically.
Although Caesar military success was built to a large part due to strategic and political abilities, such as finding good opportunities to intervene in Gaul and managing to get himself allies, and perhaps less than for others on raw tactical abilities, I don't think that disqualify him from being considered as highly accomplished militarily. His battle record, although helped by luck and competent subordinates, is excellent. His conquest of the Gauls alone make him one of the most successful conquerors in History, especially as this conquest proved very durable and influential. Caesar was not Alexander the Great, Gengis Khan, Timur or Napoleon, but he was definitely above-average militarily compared to leaders generally considered as successful.Agreed on Augustus, on Caesar I am actually not sure how much of his military fame was from him actually being a good commander and how much is simply good publicity (both from himself as he was definitely not beyond embellishing his own accounts and from the later cult of his personality). I guess that argument could be put forward for many historical personalities, but I feel this is especially true in the case of Caesar. He always gave me more of a vibe of a charismatic politician who was also a military leader (as most of his contemporaries were) rather than the other way around. Maybe this also specifically comes from contrast with Pompey, who was genuinely a good military leader but lacked personal charisma away from the battlefield.
Sure, it's easy enough, but generally speaking I don't feel RI needs more leaders as it is now. Asking for more leaders is akin to asking for more civs - sure, there are a lot of good candidates, but at some point, one has to stop adding stuff. IIRC, currently all positive trait combos are covered at least once (and that's a huge amount of combos), and I feel that it's a reasonable amount to stop at.
Ok.Sounds like a modmod someone could make, but I would definitely not undertake it personally.
My case was between Spain and France, so the sort of case where it's reasonable to have entries. On a side note, it was particularly funny because there is a big west-east mountain range, and I spawned to the north of it as the French and Isabella with Spain was to the south of the mountains.DynamicCityNaming.py: there is a dictionary in there that assigns the names based on specific leader/civ, and of course, it is incomplete almost by definition, as it will only ever be as complete as people (myself mostly) make it. I tried to cover most cases where cities were actually called another name at some point in history, or when there were historical neighbours with strong claims towards them (such as almost everything neighbouring Germany ), and also Latin names for most cities, simply because they are usually readily available. But other stuff, such as, for instance, Japanese names for European cities, which are more of a realm of fantasy, I didn't bother implementing.
I'll send you a dictionary update later.
My own answer would be yes, as you might expect.Hm, I think it is a (good) design philosophy question - should civs be able to flip barbarian cities by culture?
It shouldn't be the easiest way to deal with them, but when your own culture is clearly dominating inside the barbarian city, the people from your culture would be much more motivated to be living in a civilized state rather than in a barbaric, backward state. They would fundamentally consider the barbarians as inferior and being ruled by them would offend them more than simply being ruled by a foreign culture which they can at least recognize as civilized.