Suggestions and Requests

Usually I would agree, but Granaries are really powerful in Civ, which I think would justify delaying some of its effect until later in the game.
 
+25% for granary and +25% for smokehouse is done in other mods. Then you can add the health bonus as well.
 
Smokehouse comes just as early as Granary though. And in general probably should not be so powerful.
 
Is it possible to discourage AI from settling terrible cities? Chandigarh 2N of Delhi for example is a terrible choice for AI Mughals, and I've noticed Japan tend to skip Nagasaki since v1.13. I see there's a "Found Values" when you hover the mouse over the tile while pressing the alt key, maybe some work can be done there to encourage better city placement overall?
 
Overall is very generic, and city placement will always be a sliding scale between historical representation and economic optimization (I tend to lean toward the former).

Changing the general settler AI can throw things off balance to much in that regard. I agree that the examples you mentioned are not desirable though, maybe that can be improved upon by modifying the settler maps there, but it's not always predictable how the AI reacts to it.
 
between historical representation and economic optimization
My worst nightmare is when AI found cities against both of these concerns. It's pure ugliness.

So besides adjusting settler map values, what else is possible for you do in order to change AI's city founding habits?
 
My worst nightmare is when AI found cities against both of these concerns. It's pure ugliness.
Agreed.

Not much, but in those cases strongly discouraging those spots should already solve the issue. I'm just saying there isn't much I can do beyond these bandaids.
 
This is something that requires a lot more follow-up, and is granted MUCH more limited in scope than the other scenarios, but still I think is something that doesn't happen nearly enough in actual gameplay: a 1900 scenario map, with defensive pacts already set up and auto declaration of war in 1914 to trigger the Great War and another in 1939, if not still at war and if Prussia is still alive.

It would be intended for UHVs like Japan, America, Prussia, Russia, etc., but also would be for other late game victory conditions like Technological or Domination. I also think it would be cool to see city placement with historical colonization and imperialism already set up. You could end up with plenty of different alternative history scenarios following the Great War, like where Prussia wins, where France or England are able to maintain their colonial empires, or where Prussia is completely wiped out and WWII is completely averted.

If there is any interest in this, I would love to work on this personally.
 
Please, if you want to work on this, create a thread and go ahead. Adding another scenario only requires minimal DLL changes which I am happy to supply. The major reason why I am not doing additional scenarios is that creating the map itself is where most of the work is (especially late maps where there are lots of cities, units, improvements, revealed tiles ...). And that every additional map creates work overhead when I want to make a map change.
 
Please, if you want to work on this, create a thread and go ahead. Adding another scenario only requires minimal DLL changes which I am happy to supply. The major reason why I am not doing additional scenarios is that creating the map itself is where most of the work is (especially late maps where there are lots of cities, units, improvements, revealed tiles ...). And that every additional map creates work overhead when I want to make a map change.

Sounds like a plan. I can begin work on it as a mod mod mod. I'd rather it stay compatible with v1.13 instead of staying up to date with all Git changes. Close to next release, it could be absorbed into the next version if it is deemed successful.
 
Yeah, a scenario should not be too dependent on ongoing changes anyway.

I can't make any promises on future inclusion though: as I said, every scenario I include creates additional maintenance work every time I decide to change the map.
 
Leoreth, is there any chance for changing the third Aztec UHV goal - enslaving 20 European units?
Their gameplay isn't amusing (at least for me) because you need to play ahistorical for UHV (usually invasion of Europe is required, since you roughly need 60 victories)

My ideas:
1, enslave and sacriface 20 (or higher number) units (barbarians counting)?
2, never loose a city until certain year (de facto surviving the conquerors) + enslave 5 European units?
3, built 3 christian cathedrals unit certain year or/and have X culture?

Any other suggestions?
 
Leoreth, can you please add Aziz Sancar as a great scientist for Turkey, he is the first scientist that won a Nobel Prize from our country and I would like to bulb him for some genetics research.
 
Is there a way I can change the stability maps for a mod-mod branch? From a night of research into late 19th century colonialism, I discovered there are several places where some locations should be historical for civs but aren't (e.g. France in Mali/Burkina Faso/Niger, Britain in Sierra Leone/Ghana/Nigeria, France or Netherlands in Congo in place of Belgium).

Does a script read from the map files themselves, or is it fully scripted?
 
Is there a way I can change the stability maps for a mod-mod branch? From a night of research into late 19th century colonialism, I discovered there are several places where some locations should be historical for civs but aren't (e.g. France in Mali/Burkina Faso/Niger, Britain in Sierra Leone/Ghana/Nigeria, France or Netherlands in Congo in place of Belgium).

Does a script read from the map files themselves, or is it fully scripted?

Currently, the stabilitymaps are in the DLL (CvRhyes.cpp). It requires recompiling the DLL first to have the changes applied.

However, the maps will be moved to python soon. I'm currently creating the interface in the WB that will make it easier to change the stabilitymaps. But Leoreth needs to do some groundwork in order to make it functional.
 
Austria. Year 1715 on 1700 AD start. Great Engineer Johannes Gutenberg was born in Mailand. What can he possibly bulb, as a great engineer? Austria can research 5 techs at that point: Constitution, Liberalism, Economics, Chemistry and Scientific Method.

It is logical to expect that he can contribute to the Scientific Method, and perhaps Liberalism and Economics (what gunpowder did for war...). I don't even rule out Chemistry as many great engineers were polymaths essentially. But the correct answer is ... Constitution! I wonder why...

So the suggestion is to change that to something more relevant.
 
Thank you very much for modding this game and keeping improving it.

I have been playing the mod for a very long time now and have completed almost all UHV's on emperor and above.

My preferred way of playing is a marathon game in which I start with an ancient or classical civ and then build up to and switch to the civ I want to complete the game with.

I wanted to tell you about my favourite ten civilizations (and what would make them even more awesome in my opinion) but I could not make up my mind which where my favourite ten, so I will just post my thoughts about three of them.

The Dutch
Spoiler :
Lets start with the Netherlands.

Whenever I play a game with the Netherlands I usually already have a very long game (usually with the greeks) behind me in which I get (most of) the Merchants and wonders to get more great Merchants for one of the UHV's.

I consider myself to be a minor authority on the subject Netherlands, hailing from the Low countries myself.

The Netherlands used to be a country of forests and swamps.

The name of the most prosperous of the seven provinces was even called Holland, which is dutch for woodland.
Spoiler :
From the middle ages on the dutch have been steadily deforesting their country though. So forests nowadays are almost nonexisting and it was quite a stir when researchers discovered that the roots on the trees of the Veluwe (a dutch national park) were those of a primeaval forest. Apperently the prehistoric dutch already were in the habit of cutting down trees and grew to expect that they would grow back again after some time. They must have been quite disappointed at first when that ceased to happen... ...in most of the country...

And though the dutch pride themselves on their polders,
Spoiler :
boasting that god made the all of the world except for Holland, which the dutch made themselves,
most of the waterworks were built to drain swamps or very shallow lakes.
Spoiler :
In fact, up to world war two the dutch national defence policy was in case of an invasion to just puncture the dikes. Which will result in lands flooded by about a meter of water.

Too deep to comfortably wade trough and too shallow to cross by boat. The downside to this strategy (besides inflicting huge damage on your own property) is that it takes time.

So when the germans invaded the Netherlands in WWII and completely obliterated the dutch forces on all fronts except the three points the germans deemed decisive
Spoiler :
(those points being the only points they could cross the flooded lands after subsequent lands were flooded)
they bombed the city of Rotterdam, and with it all of the dutch gouvernment,
Spoiler :
(save the queen, Churchill deemed her the only member of the dutch gouvernment with balls)
into submission.

Resulting in a dutch surrender still in time to clog the punctured dikes and abvert the impeding flooding.
Spoiler :
Leaving most of the population living in the to be flooded lands blissfully incogniscent about anything what had been about to be happening.


Apperently the German command also didn't know it takes a couple of weeks for the dutch polders to be flooded to a level beyond that of mere puddles.


It would be really nice if the spot on the map of Amsterdam had a forest, and the spot above Amsterdam had a swamp that would disappear at a certain date to reaveal a grassland with foodplains to represent the dutch polders. If the polder could start with a windmill that would just be icing on top of the cake...

When the Dutch found the city of 'Kaapstad' could it be called 'Kaap de goede Hoop' instead? 'Stad' is dutch for city, implying a large population center. Whenever the dutch (re)capture the city on the spot of Capetown 'Kaapstad' is an excellent name though.


The Spanish
Spoiler :
The spanish are one of my favourite civs. Vassalizing all of europe is both doable and fun, haveing to do it twice for the UHV makes it even more fun.

Playing with the Spanish gives a lot of options for civs to pick before switching to the spanish. Even taking china to force confucianism in Rome has its perks. But I usually take Greece,
Spoiler :
wonders and specialists
Rome
Spoiler :
infrastructure
or Carthage.
Spoiler :
Trunks

Considering the spanish I have one tiny request, could the spanish citadel be buildable with construction?
Spoiler :
In the part of the game before the settling of america and before the reformation I experience a surplus of production and a shortage of gold(research). After either of them (especially the reformation) there is quite a shortage of production and an even bigger shortage of gold(big empires are expensive) so I rarely get to build them. Other techs are more crucial and when I have the tech to build citadels the extra unit sooner outweighs the extra experience for a unit that arrives later.


The Babylonians
Spoiler :
The Babylonians used to be my civilization of choice before switching to a classical civ. Being able to build chariots from the start gave me the power to wipe both egypt and china to reserve those nice first wonders for my civ of choice (some bowmen would solve any future greek and even roman problems before they presented themselves. However, with the recent stability change, on the highest level that course is a road to certain defeat (eventually another necessary conquest of a city will make me collaps into game over) So when now playing Babylon a more modest gameplan is prescribed.

Part of the fun from playing with babylon comes from the bonusdamage to stacks that the bowmen give me. When I am forced to upgrade them to longbowmen (because they will get hopelessly outdated eventually) I lose that part of the fun. Could at least part of the bonusdamage to stacks be retainable for future upgrades like longbowmen and riflemen?


Even this small wall of text took me quite a bit longer to type than expected. But let me end this post for now by thanking you once again for all the work you put in this modmod, the joy it has given me to play it and by telling you I am looking forward to the changes I read about on the forum for the next update.
Spoiler :
circumstantial minor civs sound awesome!
 
Thanks for playing and enjoying the mod!

Also thanks for your thoughts on those three civs. I think the Low Countries until the Dutch spawn could be made more interesting, I will keep your suggestions in mind. The Cape Town name also sounds reasonable.

I think Spain is fine with the standard tech for its UB though. And in general I'd like to reduce the carried over advantages from upgraded UUs, not preserve even more of them.

(And I also can't wait for the time where circumstantial flavor minors are possible.)
 
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