Suggestions and Requests

@ ezzlar

that is actually a really good point and I can think of no easy way to circumvent it without massively increasing the bonus.
(also adding happiness and health)

The best thing I can think of right now is an increase of two food one pop one health and one happiness in the capitol.
((essentially a free pop) doing that to all the cities seems extremely overpowered)
 
If this is the wrong place for this, my apologies. I've been trying to add Civs to my game and I'm having trouble with Consts.py. Whenever it's modified I get thrown CvRFCEventHandler errors in onCityBuilt whenever cities are built and onBeginGameTurn every turn.

I tried to post a thread but it seems they are glitching right now as someone posted 3 about the Japanese UHV with his and mine being both empty and unable to be replied to.
EDIT: It seems the thread problem resolved itself.
 
Since settlers on different eras costs different amount of hammers and give different starting buildings, maybe they could have unique names per era:

Ancient settler = Migrant/Migrator
Classical settler = Founder/Builder
Mediaval settler = Settler
Renaissance settler = Colonizer
Industrial settler = Pioneer
Modern settler = Constructor
 
what was rome religion ?

before byzantium they were orthodoxy christ ?

and after great schism orthodoxy is divided with orthodoxy and catholic ?
 
I've been playing lots of games where nearly everybody has collapsed from stability issues. In my most recent game, everyone in Europe except for Russia, Poland, and the Dutch had collapsed by the German spawn. The current stability system feels too punishing even for AI, and certain types of crises kick you while you're down (economic crisis killing cottage growth leading to recession). If even the European civs are frequently collapsing prematurely due to stability, wouldn't it make sense to have the stability system be less punishing? Also, on a similar note, why don't AI civs collapse anymore when they lose all of their core cities?
 
Imo statesmen specialists (not the great people) should be renamed to civil servants.
 
Alright, I've played the new DoC for about a week now and here are my two cents;

I'm not sure if this is a bug or its intended to work like this, but I think bad relations stability penalty is too punishing:

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*I think* the current system takes into account every civ in the game, even those that haven't been encountered, as evident in one pic where I'm at friendly status with everyone in Europe but still get a penalty.

In my opinion, the penalty should either be lessened or it should instead only take neighbors/valid civs into account (e.g: my Europe-dominating French superpower shouldn't be affected by what the backwards Indonesians think of me etc.).

Or maybe I just don't know how its supposed to work and there's something ya'll know and I don't.

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Second thing,

Russia, and to a lesser extent the US and Canada is still prone to spamming cities in terrible tundra tiles, with the Russians often managing to reach a whopping amount of 20-50+ cities in Normal/Marathon. This has terrible consequences for them, and in every single of my games Russia is stuck in late Medieval/early Renaissance while everyone else are midway through the Industrial era. I've tried to mitigate this in WB by giving a discouraging settlervalue of 3 to the unfeasible tiles. This does gave them far better city placements. In America's and Canada's case the borders does end up akin to IRL while Russia expands eastwards way earlier and settle in productive tiles. However it seemed that this does seem to significantly improve Russia's tech progress; the other issue is apparently settlervalue is synonymous with core/historical/foreign tiles and by giving a value of 3 it turns said tiles into foreign tiles.

I've only played with this tweak for about 4 games though and there's a lot of variables so I'll play a few more games with this.
 
Knoedel, I feel like while the concept of the mod you've mentioned is pretty cool, it's kinda missing a key point about the Civ games, which is that happiness/unhappiness is actually referring to how content, or dissentious, a civilisation's citizens are. Maybe I'm wrong but this is always how I've interpreted it - It doesn't refer to happiness in the sense of a feeling of well being or satisfaction with one's life.
I also think the happiness system in the Civ games is an important illustration of how civilisations throughout history kept the support of their populace with luxuries, public works, etc.
Gross National Happiness is a flawed concept to me in general, because of it's implications eg: "Our country is great, because our people are happy, even though their access to basic human rights is limited." (I'm pretty sure the whole idea of GNH was created by a King of Bhutan to show how good his (then) incredibly poor country was, which essentially seems like typical propaganda).
I think historically speaking, there isn't much evidence to say that a state with a happy population is any more successful than one with a less happy population, so long as that population is generally supportive of the ruling class/system of government (except that perhaps happy people are more productive? idk). Or at least, there are other far more important factors.
Morally, I personally feel that happiness is important, but the Civ games aren't too concerned with moralising history.
I don't know, sorry for this incoherent ramble but I just started thinking about this and you did ask for people's ideas.. maybe I'm missing the point
 
It feels like respawned cubs are consistently very behind in tech. In my past game, pretty much every East Asian respawn started in the late Renaissance in the 1960s. Also, what are the conditions for most leaders? Are they triggered by era or empire size usually?
 
Can we make it so that there are no religious restrictions on where to spread when the first civilization discovers Golbalization? Or the Internet project. Maybe even make it more likely for religious to spread to the biggest cities in the world that run Secularism? That way we could have a multicultural NY for example?

Also, I was playing as Japan and I need a way to tell what techs are Medieval. It would be really handy to know what techs I have to research before the Modernization kicks in. I know I could look at the "Advances to the Renaissance era" to discriminate between Med and Ren techs, but it's not very explicit.

Thanks.
 
Easier religion spread with Secularism is a good idea. Not sure right now what the rules are in this case actually.

The new tech tree I'm currently working on has color coded eras for techs.
 
The new tech tree I'm currently working on has color coded eras for techs.

Actually, there is a BUG setting you can turn on for that already. It feels like a spit in the face of the colorblind though because some neighboring eras have very similar colors.
 
Yemen in game is extremely underpopulated, the mountain needs to go. In real life the Yemen likely hit two and a half million people by 600 from where it stayed relatively static. Yemen primarily grew Sorghum and wheat so given the area's size a wheat resource and maybe an oasis would be the right way to allow the population.
 
Hi. I'm back with more suggestions.

1. I cry for you, Argentina. The unique building is discovered way to late in the game. Perhaps consider moving it earlier to Railroad? Railroads were the catalyst of the aggresive development in late XIX century Argentina. Incidentally, there are no pig resources in South America, and only two deers. Perhaps consider either adding the bonus to sheeps as well, and add a couple of sheeps to the Patagonia tiles (historically accurate) around 1890. Or maybe add pigs, but sheeps are more appropriate.

2. The Colombian conundrum. With the latest version, and the greater instability caused by overextension, both Colombian UHVs are impossible. You can't conquer the Caribbean and South America without collapsing. If the stability checks are to remain, can we at least make it so that Colombian UHV also reduces the penalties for expanding in Latin America? If the cities cause no anarchy, why would they cause instability?

3. This one is very low priority but maybe flavour-potential. In the World Editor there's the Landmark option that lets you name terrain feature. I don't know if we could make it an option to display pre set locations like Mt. Fuji, Mt. Everest, the Great Lakes, etc. Maybe even make it so that unique events are tied to that tile: if you are first to discover these features with an explorer you get to name it and receive a bonus? They could work like natural wonders in CIV V. Just a random idea to use more the map.

:mischief:
 
New suggestion:
1) Return the Hagia Sophia as the Holy Orthodox Wonder.
2) Cancel the script founded Orthodox in 186 AD. Now the Holy Orthodox City founded in the Italy or the Ethiopia or the Ankara. It would be better if the Holy Orthodox city will be Constantinople in 330 AD.
 
There was a situation: I play for the India (3000 BC script), the Roman collapse in 271 AD, but the Byzantium not spawn.

New suggestion: the Byzantium spawn without conditions.
 
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