Suggestions and requests

Will the mods that other players make like Sweden and Australia be on the official DoC download?
 
I generally don't comment on new civilizations at this point.
 
There's a strange thing that is desertions when you agreed the flip and you start at war with them.
Why?
 
Don't know, sounds exploitable, wouldn't it be better to relocate them to another city instead?
 
How about add Australia, Canada, South Africa(These are absolutely conditional birth civs), Israel?
 
Anything else? ;)
 
Maybe expand Indochina tiles and add vietnam can be a good idea, SE asian world is wider than actually we think. Um.. S.Africa After zulu, Australia after polynesia system looks queit not bad because of limited slots and balance.
 
Also whenever i play Rfcd, spainish empire falls often but there is no way to hold english empire. As a way of reflecting our history. Conditional independence system of British common wealth countries is very important.
 
Don't know, sounds exploitable, wouldn't it be better to relocate them to another city instead?

I don't think it's any more exploitable than capturing a city that the AI has dumped a half dozen GPs into as Specialists.
Consider that this is a very rare occurrence as well given their predisposition to do the above.
I've only maybe destroyed one enemy GP on an average of every 2-3 games.

Just to compare:
There have been games I've played where I've inherited Greek or etc. cities which have cities stacked with insane modifiers, like 6 settled Great Scientists or 5 settled Great Prophets.
The difference between inheriting that and actually capturing a live GP to use for your own ends is that with the latter,
the player has earned it by making a capture at a decisive moment, and with the former, existing mechanic, the player is just handed a half dozen GPs.
 
Hello Everyone,

I've been a long-time lurker here for a while (way too long) and I finally decided to register and actually contribute. This is one of my favorite modmods, and one I constantly come back to since development is so active. I just wanted to suggest three things that I think are minor just to add some more flavor to the game.

1. Mexican-American War
-Currently the situation in the American Southwest is that Mexico/America needs to settle cities in those areas. I think that to make it more historical, and to work with the UHV for both, Mexico should start with/flip cities in that area and force the U.S. to go to war for them. The cities I recommend are Albuquerque (or some city in the Texas/New Mexico area), Las Vegas/Phoenix, and Los Angeles. Either the cities could spawn as independents at a certain date or (for the 1700 scenario) Spain could start out owning them.

This will complement the UHV for both America and Mexico since it will give America a reason to go to war with/vassalize Mexico and it will give Mexico an enemy to fight for earning great generals, and just give them more cities to get churches for cathedrals. This will also help represent the Mexican-American War and give the more realistic scenario of America conquering the southwest rather than just settling it (IIRC, America gets a stack and DOWS on any civ who has territory in California upon researching Railroad, so if the city is there then the war will always occur).

2. Russian Capital in St. Petersburg
-For the 1700 Scenario, I think Russia should start with it's capital in St. Petersburg, or at least move there in 1712, and for the other two scenarios the capital should move around 1712 as well. This is to represent Peter the Great's attempts to modernize Russia by bringing it closer to Europe and adopting European culture. This is probably a flavor change more than anything, but it might also increase the chance for Russia/Vikings to go to war over Finland if Russia's capital is closer. It could change back to Moscow either after a certain date (1918) like how Austria's capital moves from Frankfurt to Wien, or when Russia becomes Communist (idk if that's programmable though, I haven't seen that situation).

3. Kingdom of Prussia
-Germany spawns as Prussia but automatically becomes the German Empire when it flips its core. I know we've established that Prussia needs all those cities to have a strong start, but just so that Prussia can exist for a while I propose that it keeps the name Kingdom of Prussia until it enters the Industrial era, so that the name actually gets used.


Thanks to Leoreth for making such an awesome modmod and to the community for being involved in the development and staying active.
 
Hello Everyone,

I've been a long-time lurker here for a while (way too long) and I finally decided to register and actually contribute. This is one of my favorite modmods, and one I constantly come back to since development is so active. I just wanted to suggest three things that I think are minor just to add some more flavor to the game.
Welcome to active posting then!

1. Mexican-American War
I thought the city flip for Mexico already works in this way? That's what is intended at least.

2. Russian Capital in St. Petersburg
Seems like that would be mostly disadvantageous for a Russian AI though.

3. Kingdom of Prussia
Sounds reasonable!
 
I thought the city flip for Mexico already works in this way? That's what is intended at least.

I tested it, and Mexico does indeed flip cities far into the north (the lake in the Rockies marks the farthest row it flips). However, unless the human player settles there manually, there is almost always nothing within the flip zone outside of Mexico's modern day borders - and when a city is settled there (always by the Spanish in this case), it's usually in a crappy spot.

On another note, during testing, I've found yet more squares that should be Historical yet are marked foreign due to mountains being removed. This time, it's the island that San Juan occupies in the 1700 AD scenario, and the sheep and stone in the Andes. These squares should be Historical for Spain, but are currently Foreign.

Also, so it isn't buried in other posts, Persia and Congo are still missing titles for their UHV goals.
 
Welcome to active posting then!


I thought the city flip for Mexico already works in this way? That's what is intended at least.


Seems like that would be mostly disadvantageous for a Russian AI though.


Sounds reasonable!

Thanks for the welcome.

Zero is right, Mexico flips everything up to a certain point, but usually no one founds any cities in the American southwest before Mexico spawns (At least in the 1700 AD scenario. Zero is also right that any cities that get founded there by the AI are in pretty poor spots). My point is that there should be a few cities there for Mexico to flip, and then America can go to war with them for those cities.

How would the capital moving be disadvantageous for the Russian AI? The only downsides I see are maybe some extra maintenance for the Siberian cities due to distance and St. Petersburg being captured by someone like Poland.
 
How would the capital moving be disadvantageous for the Russian AI? The only downsides I see are maybe some extra maintenance for the Siberian cities due to distance and St. Petersburg being captured by someone like Poland.

A capital switch results in a stability drop in RFC/DoC by any means (Palace build, automatic switch, capital loss, etc.).
 
^ I'm not sure if that is true anymore under new stability mechanics. However, I think it still should sort of be: capital relocation triggers check, capital outside core hurts stability (increase periphery modifier), and capital loss counts as loss of three cities rather than one in the military category.

Mexican-American War: my main worry with the proposed mechanic is that of AI city-placement. I mean, I don't expect to get a Denver every roll, but I also would stop playing as America if the Great Plains and West Coast were to be settled 2 tiles apart everywhere, as the AI seems to have a tendency to do in those areas. As for the war itself (and other American wars leading to conquest), I have for a while supported a luxury resource goal to replace the no Europeans one, since it takes the focus off of taking every little French city in Quebec and more onto Central America.

Kingdom of Prussia: this was actually sort of funny - I read the suggestion and went "Huh, I thought that was already the case..." Guess that reminds me that EDCNs exists.
 
Hi there,

Could you put units that are not as tough in the Arabian Penninsula before 600 AD? Camel Archers seem to OP if a civ like Ethiopia wants to get the 2 incense resources with a city.

I personally have never been attacked by them (I was close but I WB'd the barbs out :mischief:) but it still seems a little bit too strong
 
How would the capital moving be disadvantageous for the Russian AI? The only downsides I see are maybe some extra maintenance for the Siberian cities due to distance and St. Petersburg being captured by someone like Poland.
Yeah, I was thinking of increased city maintenance for their entire historical empire.

^ I'm not sure if that is true anymore under new stability mechanics. However, I think it still should sort of be: capital relocation triggers check, capital outside core hurts stability (increase periphery modifier), and capital loss counts as loss of three cities rather than one in the military category.
Capital relocation triggers a check, but not an automatic stability penalty. Bottom line is don't change your capital when you are having stability problems already.
 
Anything else? ;)

Polynesia
Spawns: Fiji in ???
UP: Seafaring: Extra production on ocean tiles
UU: Wa'a (Galley: can travel quickly on the ocean, but sinks if it is not back on coast or land at end of turn)
UB: Mo'ai (Pagan Temple: gives Priest slot and free Navigation I promotion to water units)
UHV: ???% of world map revealed by ??? AD
Colonise Rapa Nui, Hawaii and New Zealand by 1200 AD
No other civs in AUS/NZL in 1900 AD

This suggestion is slightly facetious, but not entirely so...
 
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