Suggestions and requests

That's historically impossible, in that year there were no thoughts of independence in the interior of the country and very few on Buenos Aires. If the spawning date is moved, it should be delayed because the independence was actually declared on 1816.

1808 is a good, and even symbolic year to start all the Latin American mechanics. Napoleon Bonaparte orders the French army to occupy Spain in February, which ultimately ignited the whole thing in Americas... First juntas started in 1808, but were suppressed...

Please understand that your Civ's real "life" starts on Turn 3, every turn is 3 years apart, so 1814 will be your real year of fully independent country according to my suggested sequence of events. Next turn will be 1817 -- so when you are playing your Turn 3 you are actually playing years 1814, 1815 and 1816. Exactly when the Independence was declared.

But really, you don't have to be so rigid about chronology, we have things much more inaccurate then this one.
 
Another problem would be that there would be quite a few towns with the same name as neighbouring towns or cities- which would look kind of weird.
 
I don't support the idea completely, as it sounds more like a modmodmod.
But as for the same name city, you can do
If ---> name is unique, then give name. Else ---> No name
 
Which implementation of the method isUnique() do you suggest? :p
 
I am a simple man.
I slam my fists instead of typing.
 
Currently, Arabia's capital moves to Baghdad once it flips the Byzantine cities (600 AD scenario). This is anachronistic enough to be noticeable in the game's time scale. Perhaps instead, the capital should switch to Damascus, and then switch to Baghdad once the Moors spawn (representing the breakaway of al-Andalus from the central authority of the Caliphate).

I think the stability penalty for switching capitals would need to be reduced for Arabia, or maybe the extra instability would make it even more likely that Egypt spawns, which is historically accurate.
 
Automatically moving capitals don't trigger stability penalties anyway.

And I don't think anachronisms in capitals are that important. We don't model the HRE capital moving wildly around either.
 
In that case, how about just incorporating the first part of my suggestion, having the capital move to Damascus on flip? Or was Baghdad chosen because it was the seat of the Caliphate for a longer period of time?
 
Yeah. Just like most civs' capitals are the most prominent capital for the longest periods of time, not necessarily the chronologically first.
 
Thanks again for working on this fantastic mod, Leoreth! :goodjob: It gets better with every version and I am really happy to see there are still exiting plans for new versions!

Two minor suggestions from me (mainly playing the 600 AD scenario):

The Colosseum should get obselete with feudalism or any other early medieval tech! I don't think there is an historic reason why Rome should produce elite units with reduced costs after the fall of the western Roman Empire. And I can't see any reasons for this from a gameplay perspective.

I have no idea if there are any sources of iron in Portugal worth an iron ressource in the game, but from a gameplay perspective I think Portugal should get one. They are the only medieval european civ with no access to iron (at least not before colonizing brazil), which means they can only build horse archers and longbowmen, no knights, crossbowmen or pikes. Perhaps let it spawn under Lissabon, when Portugal itsself spawns, so it can not be pillaged too easy.
 
The Colosseum effect might change soon anyway, but I will keep that in mind.

You have a good point about Portugal's iron, in previous versions they could grab the source in the Maghreb instead but the Moors make that hard now.
 
They likely share a common root, but don't mean the same thing.


The thing is more that English lacks most grammatical features where it's possible to make less sense. Like cases. And the German plural is also quite the beast with like a dozen different ways to form it.

I'm learning German at school. And I do very well at memorizing the words. I just can't memorize the articles (der/die/das) or the grammar and verb conjugation. And I don't even try with plurals I just try to avoid using them. :)
 
I'm learning German at school. And I do very well at memorizing the words. I just can't memorize the articles (der/die/das) or the grammar and verb conjugation. And I don't even try with plurals I just try to avoid using them. :)

Yes, that is definitely the problem that cause me to switch the Foreign Language class from German (back) to Chinese :lol:
Somehow in my school English isn't a Foreign language so we have to choose between German, Chinese and French :cool:

Maybe.. just maybe why I fail to understand (or at least find pattern, I don't like to memorize :lol:) in the masculine/feminine Das nomen is because I never learnt anything with masculine/feminine before haha. Neither Indonesian nor English (besides the to be) nor Chinese use the masculine/feminine system :p
 
Yes, that is definitely the problem that cause me to switch the Foreign Language class from German (back) to Chinese :lol:
Somehow in my school English isn't a Foreign language so we have to choose between German, Chinese and French :cool:

Maybe.. just maybe why I fail to understand (or at least find pattern, I don't like to memorize :lol:) in the masculine/feminine Das nomen is because I never learnt anything with masculine/feminine before haha. Neither Indonesian nor English (besides the to be) nor Chinese use the masculine/feminine system :p

My cousin's friend who is studying German made these Quizlet notecards. That's how he memorized the nouns and articles. still doesn't help with the grammar though...:(
http://quizlet.com/NTHS20160019

SUGGESTION:
(here is the thread I made about it http://forums.civfanatics.com/showthread.php?t=503730 I didn't realize I was supposed to post suggestions here)
I think pirates should be added to the game.

They should spawn in 1520, and suffer a stability penalty after 1775, and be in a golden age and have a 10% combat strength bonus from 1650-1730 (the golden age of piracy)

There should be multiple pirate captains that all start at war with each other. All pirates start with 3 ships carrying a special unit called the Buccaneer (11 strength, 1 movement, bonus from amphibious attack, bonus attacking coastal cities, bonus when near a ship). Pirates cannot build cities and can only capture them. Captured cities can be ransomed back to the owner. The price of ransom should be: 100 gold per population point, 5 gold for each tile controlled by the city, 5 gold per building, 75 gold per wonder, 10 gold per resource, 5 gold per tile improvement, +100% if city is in core area, +50% if city is in historical area, +0% if city is in contested area, -25% if city is in foreign area, -50% if city is in foreign core area. Cities may only be ransomed back to the civilization that owned the city when it was captured; the civilization that founded the city; any civilization for which the city is in core, historical , or contested for; any civilization that borders the city; and any civilizations that held the city for 5 turns on standard speed. (10 on epic, 15 on marathon).

Pirates should be able to attack ships at and plunder them (1/2 Gold purchase cost of ship +10 gold for every unit on ship)

Players should be able to pay pirates to stop attacking them and hire them as privateers through the diplomacy screen.

All pirates will have the same UHVs:

*Gain 1701 gold through conquest and pillaging by 1650
*Conquer at least 5 cities by 1730 (ransomed cities count)
*Control at least 3 cities by 1770

Suggestions for pirate captains:
Blackbeard - Unique ability: Beard of Fire - enemy units are weakened by 10%
Captain Kidd - Unique ability: Buried Treasure - Receive an interest rate of 10% on gold in your treasury
Henry Morgan - Unique ability: Sword of England - 10% attack bonus against a civ at war with England - starts in an unbreakable alliance with England - +5% gold pillaged from non-English cities and ships, can dock in English cities
Black Bart - Unique ability: Genteel Pirate - +50% Gold from pillaging if a privateer
Calico Jack - Unique ability: Women on board - all Pirates have +1 combat strength, starts in an unbreakable alliance with Anne Bonny and a breakable alliance with Mary Read, can dock in cities owned by Mary Read or Anne Bonny.
Howell Davis - Unique ability: Trickery - +50% Gold from ransom
Mary Read - Unique ability: Pregnancy I - +25 hit points and starts in a breakable alliance with Calico Jack, +10% combat strength, can dock in cities owned by Anne Bonny or Calico Jack
Anne Bonny - Unique ability: Pregnancy II - +30 hit points and starts in a unbreakable alliance with Calico Jack, can dock in cities owned by Mary Read or Calico Jack
Henry Avery - Unique ability: Last Man Standing - Invisible to enemies
Jean Lafitte - Unique ability: American Allies - 10% attack bonus against a civ at war with America - starts in an unbreakable alliance with America - +5% gold pillaged from non-America cities and ships, can dock in American cities, No stability penalty until 1825
Stede Bonnet - Unique ability: Gentleman Pirate - Can buy cities from European civs, these cities count for UHVs

(The reason all pirates spawn in 1520 instead of their birthdates is so they can have more than 3 turns of gameplay)
 
Oh, and the word riechst, which is where the english word reeks must come from.
If I may go completely off-topic here:
<riechen> and <to reek> both derive from the Germanic <reuka> which describes the spreading of a scent.
English seems to be making more sense than German because English lost almost all conjugations (except forms of <to be> and the third person s) during the last ~400 years. If you have a look at Shakespeare you can still see more conjugation and a distinction of thou and you as second person singular/plural. Also, cases are not shown with suffixes but rather by prepositions.
TL; DR: English decreases in complexity over time as German does exactly the opposite, most recently by reformed spelling rules which are wacked in such a way that non-native speakers couldn't imagine
 
Actually I think that the new spelling rules make things easier for non-native speakers. 90% of the changes have been sensible and overdue.

I would also say that German is on a path of simplification as well. That's a natural process for all languages.
 
Actually I think that the new spelling rules make things easier for non-native speakers. 90% of the changes have been sensible and overdue.

I would also say that German is on a path of simplification as well. That's a natural process for all languages.

Do you know why they got rid of the ß?

And the change that puzzles me most is changing Schiffahrt to Schifffahrt - as a native Anglophone - seeing three of a letter in a row looks very odd to me - do you know why they did that?

And I do think that in general, German spelling is easier than English spelling.
 
Is there any way to fix the immigration events so people actually immigrate to cities with sufficient food to support them? It's a bit pointless having immigrants join a city that is already at full capacity, just causing the city to spend several turns starving.

And is there any way to discourage or stop vassals from settling cities so close to the player's borders that they take up some of the BFC? I'm playing as Brazil and just vassalised Argentina after capturing Tucuman and Montevideo and razing Buenos Aires. Now they've just founded Mendoza 2 tiles S of Tucuman, taking back the iron and cow and causing Tucuman to lose half its production and gradually starve. I can't DOW to kill Mendoza, and their culture is dominant so I have no chance of ever getting those tiles back :mad:

Also, is there any reason Brazil's 1st UHV is to control slave plantations. Seems a bit ahistorical when one of the goals of Brazil's 'founding fathers' was to gradually eliminate the legacy of Spanish slavery. Getting slaves is also annoying and quite random imo - Kongo is the only reliable source by that stage of the game, and they don't always produce slaves fast enough. Brazil should be winnable without having to settle Durban just to produce some additional slaves!
 
Swarbs makes very good points, especially the one about starving immigrants.


@fabe: I'd argue that German became less complicated over time as well, seeing as most non-stressed vowels were devoiced to short E or dropped entirely during the transition from Old High German. Nowadays, German nouns actually don't inflect much at all, because the article does all the work.

By the way, if you're learning German and think that the article is too complicated, consider learning Lithuanian! This wondrous language has no articles at all, and makes up for it with five declension classes, two noun genders, declension by seven case endings across two numbers, and a shifting melodic accent. Did I mention that it has twelve participles, because what the hell, people

"Schifffahrt" is spelled that way because a double consonant always indicates that the preceding vowel is short in German. The word is a compound of "Schiff" (ship) and "Fahrt" (voyage) -> "voyage by ship".

Re the ß, it was never abolished in Germany and Austria, and actually follows a clear ruleset nowadays. A vowel before "ß" is always long, a vowel before "ss" is short. It isn't used in Switzerland and Liechtenstein, but that's not a recent change.

I don't know why people complain about the reformed orthography. The previous one was much less sensible.
 
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