Suggestions and requests

Would like to do that, I just don't have time to research some. If you have any specific suggestions it would help a lot.
 
Here is a suggestion that I made a long time ago to Rhye. He never implemented it, but maybe you could give it a thought.

I have noticed lot of people complaining about the fact that there are no real uses in this game for the artillery unit, because it is too slow. Also the fact that there isn't anything between 16th century cannon and the 19th century artillery seems to be a problem.

I thought of an easily codeable fix for this problem:
Change the city bombing range for artillery and mobile artillery into 2, also cannon's city bombardment range could change from the initial 1 to 2 when chemistry (or steel) is discovered. This way artillery would have some uses as it shouldn't have to move around so much. Actually this would make the strategic placement of artillery an important part of the game, also the progress in cannons would be better presented with the upgrade. I assume that this wouldn't be too hard to code, but since I don't know much about coding, I am not sure.
 
Sounds good, don't know if the bombardment range is easily moddable though (if it requires extensive DLL changes I won't touch it). I also plan to move cannons back to Steel and add bombards to fill in the medieval slot in the long run.
 
Sounds good, don't know if the bombardment range is easily moddable though (if it requires extensive DLL changes I won't touch it). I also plan to move cannons back to Steel and add bombards to fill in the medieval slot in the long run.

Great, hopefully that can be modded! IIRC some mods like Road to War have range two bombardment units.

The addition of a bombard is a good plan. Would it come available with Gunpowder? Strength 8 would probably be good or then 6 with significant city attack bonus. However, I would argue that Cannon (with Steel) would need to buffed to at least strength 12. Naturally then only Artillery and Modern Artillery would have range two bombardment.
 
Yeah, the plan is to return the old steel cannon with its old stats and fill the role of the current cannon with the bombard.
 
Yeah, the plan is to return the old steel cannon with its old stats and fill the role of the current cannon with the bombard.

There's not too much time between steel and artillery, in my opinion. Maybe canon should be moved back to replaceable parts, or rifling, so that it has a longer time of use, like in the real world.
 
There's not too much time between steel and artillery, in my opinion. Maybe canon should be moved back to replaceable parts, or rifling, so that it has a longer time of use, like in the real world.

Or then the Combustion line techs like Military Science, Chemistry and Steel should be cheaper. Currently the railroading period starts very late compared to the real world.
 
Yeah...I noticed that too.

It seemed odd to have Airships before Railroads so if we're going to move around some techs, I think
Railroad needs to come earlier and MGs moved to another tech to compensate for Railroad coming earlier.
 
Move Airships a bit later, and add Montgolfier Balloons in its place.
 
Agree on all accounts. Airships already require Combustion though.
 
Do you get conquerors if you discover the new world civs with airships? :D
 
I think you do, but first you would have to found a city from which an airship can reach the natives.

In one game I was actually hoping for one of my vassals to reach them first, because I didn't want the conquerors. What a shame that it never occurred me to try that..
 
Add Easter Island:
Spawns in 600AD starts from the beginning, by a certain date in 3000BC starts only IF the Moai Statues are not built.
Nationality should be native, and should have the moai statues.
Native name:Rapa Nui
English Name: Eater Island
Spanish name:Isla de pascua
And maybe you could add stone on the tile or some seafood around it?
 
Sounds good, don't know if the bombardment range is easily moddable though (if it requires extensive DLL changes I won't touch it). I also plan to move cannons back to Steel and add bombards to fill in the medieval slot in the long run.
Get it from Dale's Combat Mod
 
I would like to see artists more useful. Either by wonders, civics or buildings.

For example the Great Sphinx could give some minor bonus to all your artists, maybe +1 culture or +1 wealth and to compensate that, Sphinx's baseculture could be reduced.
Another wonder that come to my mind could be Woodstock: +1 happiness for each artist.
 
Sounds good, don't know if the bombardment range is easily moddable though (if it requires extensive DLL changes I won't touch it). I also plan to move cannons back to Steel and add bombards to fill in the medieval slot in the long run.
That will require lots of rebalance. If Bombard has less than 10 Strength then Trebuchet needs to be moved to an earlier tech and nerfed - there is too little distance between Engineering and Gunpowder. If Bombard has equal to or more than 10 Strength then Cannon needs to be buffed above 12 Strength in order to make a difference.
 
Yay new PC.... anyway realy enjoying playing ATM but I noticed something... when giving independance to my newly aquired colonies, in this case Incan ones... the result was your typical 'independant civ' with no leaderhead etc. Just thinking that it would be much better if, provided that the cities your giving independance has a corresponding DoC Civilization of course, the newly independant cities would be a 'proper' Civilization complete with leader heads etc? Only problem I can see is dependant on how the computer groups the cities your granting independance, but that can be countered easily by following the following criteria:

1) Player x decides to grant independance to a group of cities he aquired in a peace treaty with Player y. The Cities he is declaring independance to are: City a, City b, City c, City d.

2) City a was the Incan Capital, and Inca is currently dead in the game. So instantly Inca is going to be respawned and declared independant outright anyway, probably with a happiness bonus towards you for such an action, right?

3) City b and City c are all in Inca's Historical Area, bright green. So when they are granted independance they will be under newly independant Inca's control.

4) City d is not in Inca's Historical Area, dark red. So it will instead be your typical 'independant civ' with no leaderhead.

Also not sure if the newly independant Inca should be your vassal when granted dependance, because technically that wouldn't make Inca independant right?
 
Since there're Siam and Indonesia in v1.8 now,I think we should also add Sweden and Prussia,they are very important in European history,and I think the German Empire can change to the Holy Roman Empire,I think Prussia is like modern Germany more
 
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