Imperator Knoedel
Simperator Knoedel
Yes, something like this. If you lost your trade routes with other countries and spoiled relationships with them, you have to get something instead.
You mean something like exactly what I did in my modmod?
Yes, something like this. If you lost your trade routes with other countries and spoiled relationships with them, you have to get something instead.
That doesn't work, but it's not as if it is a negative for India?Could you please change Indias UB so it doesnt get a pantheon bonus? India starts with state religion and builds its game around religious buildings and shrines.
I like it, but it needs to exclude resources otherwise is makes Portugal a lot harder.Well, this is just a proof of concept. It works, you can do it, so of course it could change. Anyway, in most DoC games, the colonising tropical Africa is usually left to the AI.
Really simple, just some large increment to cultureCost on non-ocean tiles within two rectangular areas of the map covering most of the tropics in Africa. Maybe +500. There are cleverer ways to do it (multipliers, or discounts for plots with resources). Then when you discover Biology, it does cultureCost recalculation like when a new resource type is discovered, and it skips the increment from then on.
Certain resources like coal are essential to late game play.Some of them? Does that mean most of them are just random adjustments based on imagination? Because then I can see why Leoreth wouldn't want to include it. There's too many resources as it is.
You also need it so this doesn't qualify as a massive nerf to Portugal.I like the idea but it goes a touch too far. Cities should probably be able to get access to adjacent resources without too much culture. After all if you build your citadel next to a sugar plantation you ought to be able to trade the sugar. Other than that though I'm on board.
The other way in which the mod fails to represent the actual historical difficulty in colonizing Africa is that the African barbarians are just too easy to defend a city against. Historically speaking the technological limitations in settling Africa contemplated by Panopticon's suggestion had an effect, but Africans also proved difficult to conquer until the era of the maxim machine gun (Whatever happens, we have got: the maxim gun, and they have not). While it's true that those speedy impi can wreak havoc on unprotected workers and horse archers, but they don't do well against fortified cities and really any other medieval unit and beyond. It really doesn't take that many crossbowmen to control giant swaths of Africa as early as you can get the settlers down there. Perhaps 2 speed pombos should start patrolling sub-shararan Africa earlier and in greater numbers. After all by the age of exploration a glorified spearman is going to be little more than a speed bump for any reasonably technologically advanced civilization. This might have a profoundly negative effect on the Mali but their UU could also be compensated to counter.
Sounds nice, maybe +1 per culture level starting with the second culture ring? Also making it so legendary (or influential) cities could work ring 3 would be awesome.I agree that culture should have more tangible benefits, but I disagree that they should be global, echoing Chep's arguments. Culture should be one of the ways of going "tall". My current ideas for culture benefits:
- National wonders require culture levels. First national wonder enabled by Refined, second by Influential, third by Legendary.
- Specialist GPP scale with culture level, +1 GPP per level
And here I thought it was about the revolutionary new ideas that the enlightenment produced such as inventing the idea that women are inherently inferior intellectually to men and so are black people to white people.To represent the superiority of liberal democracy over authoritarian ideologies such as Marxism.
It is uselessMercantilism seems relatively useles to me in its current state.
Economically you lose a lot of trade in most/nearly all cases. And stability does not get better with it as you receive heavy diplo penalties for not having any open borders or for having open borders with welathier nations.
Example from my actual Portugal game (1.13, UHV, Paragon, normal, 1700AD). I switched to Mercantilism to see its effect (it is build for civs like Portugal). I closed my borders to every civ with more points then me.
Result: Lost 1/5 of my research and my stability went down to -25. (see attachement)
I'm hesitant to add new sources of happiness, and third ring is a very work intensive change.Sounds nice, maybe +1 per culture level starting with the second culture ring? Also making it so legendary (or influential) cities could work ring 3 would be awesome.
Don't the capes there disappear upon discovery of Compass for the Vikings?
Technically it's Ocean being converted to Coast, but yes, a path to Iceland appears when the Vikings discover the Compass.
It is useless
The capital trade modifier is just far too low. You trade off a 150% to all international trade (of which there is enough to be just about every trade route) for 50% capital trade which is generally going to be every route going through your capital and one route per each city. That's obviously a crappy tradeoff. now if that capital trade bonus were 200% then there would be specific types of empires that would benefit from the civic.
Or you could stop repeating yourself.Or Mercantilism could get reduce distance from palace upkeep like Totalitarianism does...
Or you could stop repeating yourself.
Don't the capes there disappear upon discovery of Compass for the Vikings?