Suggestions and requests

Had an idea for a slightly altered religion set-up: have you considered making 'paganism' or 'polytheism' an actual religion, rather than a placeholder? You could use the same mechanics as DoC corporations -- so that it spreads after the discovery of Polytheism, but without a holy city/headquarters. Also like some early corporations like Silk Road, you could phase it out of Mediterranean civs after a certain point (Divine Right?), while keeping it going a bit longer for civs like the early Vikings or anyone in the Americas. You'd have to switch to 'pantheon' to get the happiness and/or culture benefits from the religion, or to receive the full benefits of a pagan temple. You could also create a switch mechanism similar to what is currently used for the Catholic/Protestant switch-- if civs decided to switch state religions away from paganism, they can chose either to switch their pagan temples to temples of their new state religion (perhaps with a +1 to those temples' culture?) or tear down the temple and sell the materials (for a gold bonus). Finally, you could revamp the effects for the (currently useless) Statue of Zeus wonder to make it the equivalent of a shrine for paganism -- +1 gold per city with paganism. It'd start out pretty good, perhaps a bit overpowered (you could lower the cap so it'd only take in a max of +10 or +15 gold), but soon decline into obsolescence.

Even if you don't use the paganism overhaul, I'd still strongly recommend changing the 'Statute of Zeus' effects.

Thoughts?
 
You can also create for example as the paradigm of religion cult personality
better suited to totalitarian countries
for example, Stalin associated with a the cult of personality (the religion was banned)
is better than the freedom of speech for totalitarian states
 
I don't know whether this has been mentioned before or not but could there be an option to remove the limit for how many times you can switch civilizations? In addition to this, your score would carry over when you switch civilizations. It would be a cool new game mode where instead of just reaching your historical goals and ending it at that, you are encouraged to grow and develop the first civ you play as, and then as the civ starts to near its collapse you switch to a new civ to get as much score as you can with them. This way it's not just rise and fall of AI civs, but of the player civs too.
 
Please do not place Temple of Solomon in Jerusalem in 3000 BC. Let Jerusalem start with Monument but not Temple.
 
Yep, score isn't something that accumulates over the game, it is only calculated when the game ends.
 
I know this Barbarossa.
 
What you get at the end of the game is an adjusted score that is only calculated at that point.
 
Ah that's a shame, it would have been cool to play a game switching from civilization to civilization as you see empires rise and fall but persist as sort of an omnipotent controller.
 
What I was wondering for some time now, what is the general opinion on including the SuperSpies modcomp for improved espionage?

Here is list with the features that are included e.g. in Sword of Islam:

  • Spies can earn experience like other units
  • Spy promotions increase their speed, success rates at spying and counter-spying, preparation, visibility and effects of particular missions
  • Spies can cause state-wide Anarchy by executing Assassinate the Heir mission in the target's capital or summer capital
  • Spies can assassinate special units such as Great People and Caravans
  • Assassins are spies that start with extra promotions; they are better overall, but particularly suited for assassinations
  • After completing their mission, spies return to a random nearby city, rather than to the capital

In my opinion it would improve the mod quite a bit by adding more interesting strategical choices the player can make. The way espionage works at the moment (basically vanilla BtS) does not leave the player a lot of interesting options. Sure, stealing a tech is great but it effectively only works with great spies, or by spending lots of resources into espionage. The other options, maybe besides 1 turn anarchy in a city, are meh. With the improved spies mod one can e.g. level up spies, which is an awesome addition. Not having the spy always teleported back to the capital is also great.
What do you think?
 
I like some parts of it, others would likely be problematic from an AI point of view (assassinating great people). Sending the spy to the closest city instead of the capital on mission completion is an easy change in any case.
 
Hey Leoreth,Can we have Ideological Victories?Every civic brings a victory.
Government

Dynasticism: Long Live the king:experience 20 "we love the king".
City state: Our city is the bestMake you cities the first in the top 5 (thanks to Hojsimpson for the idea)
Theocracy:One world,one religion:Make sure that 2/3 of the world are your state religion.
Autocracy:Unification of a continent:Conquer or vassalize a continent.
Republic:Spread the freedom: pass the Republic global civic resolution

Organization

Vassalage:Vassal owner:Have 3 vassals
Absolutism:Absolutely no freedom: Do not let anyone adopt and stay alive OR stay representation or egalitarianism(you have 20 turns to turn them to Absolutism)
Representation:We represent the people:Make sure every city has a specialist of every kind(Great people DO NOT COUNT)
Totalitarianism:no anarchists accepted:Have 100 Military units fortify in your cities.
Egalitarianism:Pass the Egalitarianism as a global civic resolution.

Labor

Slavery:slaves for all!:Trade,Use OR sell 20 slaves.
Agrarianism:No ubranisim!:Achieve 900 gold with 0 cottages OR build farms and pastures everywhere.(thanks to build Hojsimpson for the idea)
Capitalism:Money for me!:Have 1200 gold.
Industrialist:Work for all:Have 35 forge,coal power plant,factory and workshop.
Public welfare:Government help:Have 50 groceries, Supermarket, Markets, library, university and hospitals Note:They all count if you build all of them in one city)

Economy

Guilds:Each city for its own:Have 7 total specialist in each city.
Mercantilism:Only us: No trading for 150 turns in a row.
Free market:Trade with all: Built a harbor and a airport in every city and open borders with 10 civ.
Central planning:Trade with our kind: open borders with 6 other civ with central planning.
environmentalist:Protect our environment: pass the environmentalist and no nuclear weapon resolution.

religion

pantheon:Only several gods: Do not allow any other religion for 90 turns
Organized religion:I do not know
Scholastic:Study our god:Have a total 10 priest
Fanaticism:One country,one god: Have only one religion in your country for 200 turns in a row (note:you have 25 turns to convert you newly conquered city to one religion).
Secular:Freedom of religion for all:Pass the secular religion resolution.

Military
I only have an idea for these:
Naval dominance:Have 120 Naval units
Mercantilism:Have 60 mercenaries Government
 
Civics provide a method of achieving other victories more easily. Really, this would only make sense if it were limited to later game civics, though there is some sort of humanitarian victory planned, so even then, not so much.

Here is a more radical idea: there does not need to be a victory condition attached to every option in the game.
 
I, for one, only play with the diplomatic and conquest victories; the former for the Apostolic Palace and the United Nations, the latter because I think it makes the AI more aggressive (could be complete nonsense, but nobody ever wins in my games anyway).
 
I like some parts of it, others would likely be problematic from an AI point of view (assassinating great people).

I think you should build in the best and drop the rest. ;)
 
GP Capture Proposal:

There's actually been something that's been bugging me for a long time.

When you capture a city, sometimes you can catch the civ with their pants down
and seize it while their Workers and Settlers have not yet fled that particular city (typically the capital).
Sometimes, you catch an unspent GP there as well, this being a lucky occurrence given the AI's predisposition to settle their GPs as Specialists.
I do think that if live GPs are captured, they should reasonably be converted, like Workers and Settlers (who become Workers) to the victors,
only the difference being they remain GPs, and of their native type.
It often feels like a waste when you've captured a city with a GP in it and the GP is destroyed.

Resistance (Custom Scenario ticked only)

Which brings to mind another idea, one I expect to have a low priority because it concerns one of the custom rules.
When the Confirm Kills option is selected, (the one that requires you to kill all units, not just cities of a civ in order to gain a complete kill),
if a civilization possesses no cities, they should still get an Espionage drip on their sliders (despite possessing no tiles to work) that allow them to carry out strong missions regularly.
This allows Spies to fulfill all the functions of an underdog force for an AI who has lost all of their cities (under the Complete Kills option).
The reason came to mind considering people have suggested ways to represent rebels and insurgencies before;
typically being asinine in their construction or touching on areas adequately covered by Barbarians or Independents.
This proposal is a much more elegant representation to that effect; it's not completely broken considering:

-Spies can still fail in their mission and be caught especially if there are Intelligence Agencies or defensive Spies in the city.
-It requires the target civ or neighboring civ to heighten security by implanting Spies in their own cities instead of using them offensively.
And let's be real here, players are mostly only going to have no more than 6 or 7 Spies anyway because there are often more pressing priorities.
 
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