Suggestions and Requests

I suppose vanilla as in unmodded.
 
I think the Man-o-War is a great English UU, and I would also go with a stronger (and faster) Ship of the Line replacement.

I think the rationale for the Redcoat is less based in history (I agree there's nothing special about them compared to other European countries) and more in their recognizable aesthetic, as you say. I think that's fine if you want to sell a broad strokes historical game like vanilla Civ.

However, I think they also generally help establishing an English colonial empire, where they need all the help they can get. So I'm somewhat hesitant to replace them with a naval unit which has a comparatively lower impact on the game.

My point was that I'm not actually sure why the English are in need of the Redcoat in order to establish their empire. Most of the English colonies are either obtained by settling emptz territory (North America, Africa, Australia, Caribean) or by conquest (India, Egypt). When settling empty territory, there is not really a beed for stronger Riflemen. The probabilty of another European power conquering English colonies is rather slim. Now concider the case of India and other areas that need to be conquered. By the time the English try to conquer these areas, the civilizations occupying them are probably an entire unit tier behind the English. It's not that hard to defeat Musketmen with Riflemen. On top of that, the main area to be conquered, India, is affected by the English traiding company event. Should the Redcoat be removed, one could simply increase the stacksize of the conquerors to compensate. Redcoats are great when fighting other Riflemen, but England is not really supposed to gain it's colonies by conquering them from other powers with comparable technology progress. Such a UU migth therefore make more sense for the Dutch, who are supposed to conquer their colonies from other european powers. (I'm NOT suggesting to change the dutch UU, I just want to point out that the Dutch would have a greater need for a Redcoat-like UU) When founding cities on otger continents, a naval UU migth be really useful. Once founded, cities are not that vulnerable and give Riflemen enough of an edge to easily defeat attacking Riflemen. But when transported by Galleons over the ocean, the Galleons and therefore the Settlers are vulnerable to naval attacks. Additionally, in a one to one confrotation, an attacking Frigate or Ship of the Line has a 50% chance to wi against a defending Frigate or Ship of the Line. Therefore, a Galleon escorted by a Ship if the Line can be defeated by a Frigate and a Ship of the Line in nearly 50% of the cases. A stronger English Ship of the Line would greatly improve the odds in the favor of the English, therefore increasing the chance of a Settler reching its destination. In conclusion, I believe a naval UU migth be more beneficial to England, both human and AI-controlled, in order to establishing a colonial empire
 
Unless & until the AI can fight naval wars, greater naval power is useless. England is set up to build Trafalgar (sinking 50 ships goal) & have a good chance at well-promoted naval units making better odds on other civs. Redcoats are exceedingly helpful in conquering India & well represent the superiority of the Beggars in Red & their Brown Besses fighting Napoleon.

The Portuguese & the Dutch have a naval UU with the only sensible quality that would make a good choice: a larger land unit carrying capacity.
 
The development team of vanilla Civilization IV had made the decision to not include any naval unique unit, citing for example the Byzantine Dromon, that was extremely - too - powerful on naval maps, yet useless on non-naval maps.

Byzantium was introduced in BTS and there are two BTS civs (Netherlands and Portugal) which have naval UUs. :confused:
 
Byzantium wasn't in vanilla...
Byzantine's Dromon obviously refers to Civilization III. Civilization IV's development team used that as one of their arguments for not including unique naval units. They would later go back on that, adding for example the Portuguese Carrack, of course.
 
I think the Man-o-War is a great English UU
...
I think they (Redcoats) also generally help establishing an English colonial empire, where they need all the help they can get. So I'm somewhat hesitant to replace them with a naval unit which has a comparatively lower impact on the game.
My point was that I'm not actually sure why the English are in need of the Redcoat in order to establish their empire.
...
I believe a naval UU migth be more beneficial to England, both human and AI-controlled, in order to establishing a colonial empire.

@ Bautos42

I really like your reasoning.



When putting the arguments side by side I come to the following conclusion.

The argument seems to be (imo) that one side (Bautos42) prefers a small bonus on both land and sea for England to achieve a colonial empire (tech advantage on land and UU advantage on sea) and the other side (Leoreth) prefers a bigger bonus on land and no advantage on sea (both tech and UU advantage on land)

Superiority on both land and sea is required to achieve a colonial empire.
(quote: (Bautos42) "...settlers are vulnerable to navy attacks.")

In the case of receiving only a bonus on land, this forces (but also enables) you to build a larger navy.

A large navy is the very thing the Brittish empire was known for.

(further elaboration under spoiler)
Spoiler :

(of course you could Always exploit the weak naval ai as a substitute for your lack of naval prowess, but that would hurt the argument for a stronger naval UU even more (you just wouldn't need it) )

If I were to design a UU for the Brittish the Redcoat wouldn't be the first thing to come to mind (that would probably be a naval UU for reasons very similar to the ones Bautos42 stated earlier) but the effect (albeit perhaps even unintended) it has, to force me to play even more Brittish than the AI, I really like.

In the end I consider it a question of taste though. Not everything in a mod needs to be perfect or in line with the original ambitions.

In fact small deviations from the (theoretical) optimum create contrast that help highlight the ambitions one succeeded in achieving.

In other words: The whole is more than the sum of its parts.
(impo (in my personal opinion)) I think the Manowar is the better UU but the Redcoat makes for a better Brittish civilization overall.

(Think of the UU as an UP (unique power). Increased effectiveness requires you to build less units to fulfill their role, freeing up :hammers: to spend elsewhere.

In this specific case. A smaller land army (Redcoats) allows you to build a bigger navy.

(The manowars are in there, but you can't discern them from the other units in the regular fleet (<- The manowar is still an UU for the Brittish (reduced cost for every Redcoat that you build))

(This might be an example of a negative UU for the Brittish (a negative UU is an UU that is there by not being there))
Now if the Brittish UP was (also) that every fourth naval unit would be of superior quality that would be awesome.
(eg a second UU like the Proposed Manowar, or, less exotic, an increase in strength/movement/carrying capacity of 1 or a random promotion)
 
Byzantine's Dromon obviously refers to Civilization III. Civilization IV's development team used that as one of their arguments for not including unique naval units. They would later go back on that, adding for example the Portuguese Carrack, of course.
As DarkLunaPhantom has noted, it wasn't later.
 
As DarkLunaPhantom has noted, it wasn't later.
No. :p

Civilization III had civilisations such as Byzantium. This civilisation had a Dromon, an arguably overpowered Galley, as its unique unit.

Then Civilisation IV started being developed. The development team of Civilisation IV decided to not include any unique naval units; no Byzantine Dromon, no English Man-O-War. The development team felt that unique naval units were either overpowered or underpowered, both of which are bad. And so, it is entirely plausible to posit that, without that constraint - no unique naval units, because they'd be unbalanced - the English would have had the Man-O-War again as their unique unit, in Civilization IV. The rationale wasn't so much 'Redcoats fit better, as they have a recognisable aesthetic', but more 'we don't want unique naval units, so England needs something else... How about a Redcoat?'.

Then, expansions were developed for Civilisation IV, including, for example, the Netherlands and Portugal, and as you can see, the developers went back on their decision to not include unique naval units; in the expansion package, the Netherlands would have the East Indiaman and Portugal would have the Carrack.
 
Need my speed may not have stated his point in the clearest possible way but I do believe his point is pretty clear by now...

Civ 3 -> (thinking developers) -> no more naval UU's -> Civ 4 (pre expansions and mods) -> (thinking developers (again !)) -> naval UU's are allowed again -> Civ 4 BTS
 
The argument seems to be (imo) that one side (Bautos42) prefers a small bonus on both land and sea for England to achieve a colonial empire (tech advantage on land and UU advantage on sea) and the other side (Leoreth) prefers a bigger bonus on land and no advantage on sea (both tech and UU advantage on land)
Just to be clear, I don't really have a side in this discussion, I was only pointing out a potential impact of replacing the English UU.

The rationale wasn't so much 'Redcoats fit better, as they have a recognisable aesthetic', but more 'we don't want unique naval units, so England needs something else... How about a Redcoat?'.
I mean, those things aren't mutually exclusive.

Need my speed may not have stated his point in the clearest possible way but I do believe his point is pretty clear by now...

Civ 3 -> (thinking developers) -> no more naval UU's -> Civ 4 (pre expansions and mods) -> (thinking developers (again !)) -> naval UU's are allowed again -> Civ 4 BTS
It should be noted that vanilla Civ4 and BtS had different developers. Iirc Jon Shafer already ran things for that expansion.
 
True, and true. It's irrelevant anyway - I was just adding context to what you said.
 
New suggestion.
The Babylonias is often builds the Great Sphinx or the Pyramids, and the Hanging Gardens is not.
Maybe add a requirements:
1) the Great Sphinx requirement: Dynasticism
2) the Pyramids requirement: the Great Sphinx

What do you think?
 
@ Leoreth & need my speed

Interesting trivia, I never payed much attention to the different compositions of the development teams so I didn't know that.

@ Vit20141012

I think that is an excellent idea to prevent unwanted Babylonian Sphinxes and Pyramids in DoC.
The lack of opportunity to build the "wrong stuff" might also increase the prevalence of the Hanging gardens in Babylon.

Personally I like to see Pyramids and Sphinxes in Babylon from time to time. So I myself would prefer a solution that encourages building the Hanging Gardens in Babylon without discouraging or preventing the building of the Pyramids or the Sphinx. (Got to keep those Egyptians on their toes ;))
 
Then, expansions were developed for Civilisation IV, including, for example, the Netherlands and Portugal, and as you can see, the developers went back on their decision to not include unique naval units; in the expansion package, the Netherlands would have the East Indiaman and Portugal would have the Carrack.
Yes, but Byzantium appeared in the same expansion with Netherlands and Portugal.
 
New suggestion.
The Babylonias is often builds the Great Sphinx or the Pyramids, and the Hanging Gardens is not.
Maybe add a requirements:
1) the Great Sphinx requirement: Dynasticism
2) the Pyramids requirement: the Great Sphinx

What do you think?

I disagree. In my modmod I managed to achieve this without any hard restrictions, just by adjusting some modifiers. I don't want it to be impossible for the Pyramids to be built in Babylon, just unlikely.
 
Leoreth, can you do to for autoplay turns at the start of the game AI built the Great Wonders correctly or not build them?

For example: I start a new game for the Byzantines AD325, but AI builds the Great Wonders hit or miss. If I start a new game for the Byzantines AD600, then the Great Wonders are in place.

Maybe add a option or constant (default - disabled)?
 
How would that work?
 
Or code that (1) prevents wonders from being built at all (untill the player spawns).
(2) upon player spawn wonders are assigned to eligible cities (for "correct great wonders" with a bonus to culture to compensate for the loss of age for the wonders)
(3) the ban on building wonders gets lifted.

I don't know if I would like the results (I personally prefer the game to not follow history exactly) but the autoplay (setup of the game) yet might still be a part of the mod left largely unscrutinized.
 
It is already forbidden for the AI to build wonders that are required for the human UHV until the civ spawns. (It was included in vanilla RFC already) But it is possible that the newly added wonders are not on the list.

(A quick check shows that the Empire State Building isn't forbidden to build before human American spawn, while the other wonders are)

Complete list of missing wonders
(Of this list, I only think the American, Mughal and Brazilian Wonders are really necessary bo be on the list. All other wonders are very unlikely to be build by the AI before the spawn anyway)
Spoiler :
Egypt: Pyramids, Great Library, Great Lighthouse Not required because Egypt spawns at start
Greece: Oracle, Colossus, Parthenon, Temple of Artemis
Carthage: Great Cothon
Polynesia: Moai Statues
Maya: Temple of Kukulkan
Khmer: Angkor Wat
France: Statue of Liberty, Versailles
Mughals: Taj Mahal, Red Fort, Hamandir Sahib
America: Empire State Building
Brazil: Wembley, Christo Redentor, Three Gorges Dam
 
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