Suggestions and Requests

This gives me warm fuzzies. It's always fun to tick Libertarians off by calling them liberals even after they clearly said they despise liberals.

Conservatives are the ones who usually get pissed off. The response from a libertarian is usually "classical liberal, yes". I mean, neoliberalism is a thing, and a boogeyman to the comrades. :lol:

Well I would argue that monarchism is at least as much of an ideology as liberalism.

You could include Monarchism as an ideology, but when does it spawn? Technically Monarchism has been the dominant ideology, along with theocracy, since the...dawn of civilization ( :king: ). You could make it spawn at Constitution or Liberalism, if you make it coincide with the English Civil War. Or Democracy to coincide with the American and French Revolutions.
 
Conservatives are the ones who usually get pissed off. The response from a libertarian is usually "classical liberal, yes". I mean, neoliberalism is a thing, and a boogeyman to the comrades. :lol:

A libertarian I have been arguing with for a few days now on Reddit did say that they despise liberals though, while I keep insisting calling them one and that it is not my fault that they have no idea what the terms they use actually mean. Also it really is just payback for their continued use of the "human nature means Communism can't work lololol" cliche.
 
That could also work.
 
A libertarian I have been arguing with for a few days now on Reddit did say that they despise liberals though, while I keep insisting calling them one and that it is not my fault that they have no idea what the terms they use actually mean. Also it really is just payback for their continued use of the "human nature means Communism can't work lololol" cliche.

It's on Reddit. That's your problem. :lol:
 
Hm, I would like Greenland to be at least theoretically settable, even though no one in their right mind should do it unless you are Vikings going for UHV. Whatever happened to the suggestion of making their UHV allow ships to cross oceans as long as they don't end their turn in one?
 
I definitely agree; I always WB in a couple of tundra tiles onto Greenland whenever I play the Vikings. It just doesn't feel right otherwise.
 
If ideologies are implemented as an extension of civics vassals should automatically model their civics off of their overlords. Either it should be possible to demand a civic change of your vassals and that change will actually stick (rather than the civ changing back a few turns later) or the civs should automatically favor civics that match those of the vassalizing civ.
 
Their was a modmod that made Greenland temporarily settleable for a few centuries before reverting back to ice, could be an idea
 
What happens to a city on Greenland in that case?
 
What about the idea I proposed originally?

I consider maybe including this in my modmod, but I guess I would have to look into stability and dynamic city names to implement it properly so no promises about this being in the next release.
 
What about the idea I proposed originally?
The problem I have with this is exactly the question of what should happen if Greenland becomes inhabitable again. The game doesn't really have a mechanism for this sort of scenario. That is what my earlier question was getting at.

Right now the map is mostly set up to reflect modern geographic conditions, which is why Greenland isn't settleable. I don't really want to quickly change this on a whim without playing and seeing what it adds to the Viking game and how the UHV is affected.
 
The problem I have with this is exactly the question of what should happen if Greenland becomes inhabitable again. The game doesn't really have a mechanism for this sort of scenario. That is what my earlier question was getting at.

That wasn't Kewlipo's suggestion though, the becoming inhabitable later part came from someone else.

Also isn't there a city in Greenland nowadays? Nuuk it's called I think. One tundra tile, one resource of some sort, make that one be exhausted later, bam.
 
If Greenland can be settled, it should be believable, that is the benefit should be limited and diminishing later in the game. Making that work requires more work than just changing one terrain tile, that's all I'm saying. I'm not unwilling to expend that work but it's not a one off spur of the moment change so it'll have to wait for a bit.
 
1. Power plants. I like that coal plants require electricity in RFC: DoC, very sensible, but I suggest more changes.
Spoiler :
- Electricity tech should require railroad. Coal plants consume huge volume of coal and require railroads to transport it. And also then you can remove steel req-t for Eiffel tower and Empire State building. Also refrigeration without RR is absurd - refrigerated horse carriages?
- Oil power plant: req-s electricity and oil, 200:hammers:, provides dirty power (same pollution as coal) with oil. Useful for nations with oil, but without coal, but only for them.
- Factory produces 2 :yuck:, no extra :yuck: from coal, oil. Dirty power (coal, oil) creates 5 :yuck:, clean power (hydro, nuclear) creates 0 :yuck:. Factory+coal+coal plant create same 7 unhealth as now. And f+oil+oil plant too.
- Hydro plant requires industrialism tech, river and mountain in city vicinity. In reality it's impossible to power whole China/India/Egypt/England/France etc with hydro power.
- Remove meltdown risk from nuclear plant completely (unrealistic, insane and too random), but make it more expensive (300-350:hammers:) and provide +2 :c5angry: with uranium.
- Change effect of 3GDam: +1:hammers: (may be, +2) per river tiles in city. Should also require mount-n in city BFC. 3GD shouldn't power whole continent, it's absurd and unrealistic.
- Solar plant: req-s ecology, even more expensive than NPP (500:hammers:?), provides clean power, has latitude req-t.
- If you merge K-mod GW system with your mod, increase role of :yuck: from power on GW. In real life number one source of greenhouse gas emissions are coal power plants, not abstract "pollution from population". And nuclear/hydro/solar plants don't create CO2, so my suggestion "no unhealth from clean power" is good for K-mod GW.

2. Health reform.
Spoiler :
Health system of BtS is very unrealistic. If I make my own mod, I would remove :health: from most food recourses, increase :health: from buildings and add more health buildings like sewer systems. Yes, I know Leoreth will never do it. So I suggest just to reduce :health: from recourses and increase it from buildings.
Wheat, rice, corn: no basic health, +1h with granary.
Cow, sheep, deer, pig: nbh, +1h with smokehouse.
Sugar, tobacco: +1 :c5happy:, 1 :yuck:, +1 :c5happy: with grocer.
Crab, clam, fish: nbh, +1h with harbor.
Tea: +1:c5happy:, +1h with grocer.
Supermarket: +10% :food: with power.
Aqueduct: +4h.
Hospital: +5h, +3h with public welfare.
PT: +3h, +2h with central planning, no bonus from oil, req-s electricity, not combustion.

3. My suggestions for labor and economic civics:
Spoiler :
- Egypt should have agrarianism unlocked at start, not slavery. "Pyramids were built by slaves" is a myth, Ancient Egypt used agrarianism civic.
- Remove "capitalism" labor civic. I explained in Knoedel's thread, it's incorrect name for labor civic and it also represents same thing as industrialism - wage labor without public welfare.
- Move "guilds" civic to labor category, remove bonus to workshops, you can add instead +1 :commerce: to windmills or cottages (lvl 1) or +1:gold: per specialist.
- Public welfare: req-s communism tech, not MM, provides +3 :health: from hospital instead of double production for hospitals and unis.
- Central planning: req-s monarchy tech, +25% work speed, +50% :hammers: in capital (remove same bonus from absolutism), +1 :hammers: per quarry, workshop, x2 speed of factory, +2 :health: from PT. State property isn't a new idea. Bronze age palace economies, Ancient Egypt economy were "central planning". Marx called it "Asiatic mode of production". Some Marxists say Soviet economy was just a modern version of AMP. Bonus for workshops is like caste bonus in BtS: almost useless early, but useful with techs improving workshops.
- Coinage: req-s currency, high upkeep, +1 TR per city, +1c per mine. Civic for ancient/medieval private economy instead of guilds. Also I suggest removing TR from currency itself.
- Mercantilism: no foreign TR, +100% :gold: in capital (gold, not commerce), -50% distance maint-ce.
- Free trade: +20% :food: from TR (free trade in food, no restrictions on food imports; but I'm totally not sure about size of bonus), +25% corporate yield, +2c from town.
- Environmentalism: remove completely, it's not an economic system.

4. Watermills and workshops.
Spoiler :
I agree with Knoedel's complaints, in BtS and RFC: DoC watermills and workshops are very incorrect and unrealistic, it's also strange that very restricted building like watermill is so weak.
Watermill: +1f+1h at machinery, +1h from RP, can be constructed in forests and on hills, no bonus from electricity or industrialism.
Workshop: remove bonus from guilds (both from techs and civic), add +1h with railroad.

5. Sea food and sea trade.
Spoiler :
I always disliked that every tiny island in Pacific can support huge city. In reality even in countries with high seafood consumption like Japan most food is still from the land. On other hand, seas were very important for trade and commerce, transport by sea was much cheaper than by land until invention of railroads. My suggestion:
- Coast provides 0 food.
- Harbor (at sailing): +1f per water tiles, +1:health: from seafood and +1 TR.
- Lighthouse (at compass): +1c per water tiles and +1 TR.
- No TR at currency.
- No TR from airport, instead airport provides +10%:commerce: with oil and 2:yuck: with oil, no unhealth without oil.
 
I like the ideas in point #2. It certainly makes more sense to me to make the buildings themselves give extra health. Sure, having resources helps, but you have to build the appropriate building to get the bonus to your population. I always thought it was weird that (for example) Aqueducts give just +2 :health: I mean, come on, building an Aqueduct only makes your cities healthier enough to support 1 more population? (if you're building an aqueduct when your city is :yuck: then the bonus gives you +2 :food: )
 
next version please change that attack submarine can bring missiles. attack submarine unit skin is same with these days newest modern submarine so it is more realistic.

or is there way i can change like that ?

i tried to change unitinfos file but there was xml error
 
I like the ideas in point #2. It certainly makes more sense to me to make the buildings themselves give extra health. Sure, having resources helps, but you have to build the appropriate building to get the bonus to your population. I always thought it was weird that (for example) Aqueducts give just +2 :health: I mean, come on, building an Aqueduct only makes your cities healthier enough to support 1 more population? (if you're building an aqueduct when your city is :yuck: then the bonus gives you +2 :food: )
Well, +2 food is a lot, it is the difference between a growing and a stagnating city.

But I agree, Aqueducts should be more valuable. I think I have already said that I'd like to reduce Granary's food stored to 25% and move the other 25% to Aqueducts.
 
Well, +2 food is a lot, it is the difference between a growing and a stagnating city.

But I agree, Aqueducts should be more valuable. I think I have already said that I'd like to reduce Granary's food stored to 25% and move the other 25% to Aqueducts.

That sounds terrible. Diluting the specialization of buildings is neither fun nor balancing. It's one of my biggest annoyances with FFH2.
 
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