Suggestions and Requests

Why did people make colonies? Luxury resources. If you want to rebalance colonies and/or mercantilism, then change the resource distribution on the map.

Also, talking about "overseas farms" is silly. People weren't building farms, they were making _plantations_ on luxury resources.

In Beyond the Sword, resources are evenly distributed all over the map, so all the improvements are roughly equal for balance reasons. Since RFC DoC has a prebuilt map, we don't have to follow that restriction. You want to buff colonies? Just add more resources to Africa, or make plantations +1 commerce across the board.
 
could a city placed upon a resource make that tile as productive as if the resource was improved with its recommended improvement (e.g. city tile on banana produces as much as banana tile with plantation). This would create more variety in city placement, without affecting gameplay too much. In my in-house mode I already use this. Just a suggestion.
 
This was done in one of the previous versions, before being reverted due to,founding on resources generally turning out to be one right choice.
 
Suggestion: America's dynamic name under France should "Louisiana" or "French Louisiana" (corresponding to much of the French colonial territory on what would become the US), with Canada under France taking the dynamic name of "New France", as the area of modern Quebec was the most developed and important part of New France.
 
Suggestion: Make Mauritius, a.k.a. the island east of Madagascar, a hill instead of a mountain, so that it can actually be settled.

Rationale:
- Mauritius is hilly, but not that mountainous.
- It's home to 1.2 million people, which is not negligible and is certainly more important than many other one-tile islands on the map. Together with nearby Réunion, the population is more than 2 million. I think the area should be better represented. (Réunion could also be added as a one-tile island, or as the island feature, 1S2W of Mauritius.)
- Mauritius has an interesting history, having changed hands several times. It would be historical for three civs: the Dutch, the French and the English. It could perhaps also be historical for the civs who explored it first, the Arabs and the Portuguese.
- Its position made it an important pit stop for the Indian ocean trade routes.
- If Wikipedia is to be believed, "Under British rule, the island became the Empire's main sugar-producing colony". Sounds fairly important. A sugar resource could appear on it in the 1600s.
- Finally, and importantly, it would be good for gameplay, allowing for an Indian ocean naval base and an additional colony option. It would make the region more dynamic.

City names would be:
- Dutch: Port de Warwick
- French: Port-Louis
- English: Port Louis
- Arabic: Dina Arobi
- Portuguese: Cirne

Réunion is less of an interesting case because it was a more minor colony and has always been controlled by the French, but if it's added, its city names would be:
- French: Saint-Denis
- Arabic: Dina Morgabin
- Portuguese: Santa Apolónia
 
Elite units

I would like to propose the introduction of elite units.

Elite units are units strongry resembling their regular version but with a slight advantage (+1 free (xp)upgrade or +1 strength)

Whenever you complete building a unit there is a small chance (eg 5%) that an elite version in stead of a regular version is created.

This percentage can be modified (increased) by :
- the amount of units of that same type that were created ((eg) +1% per (regular) unit created)
- the amount of battles that same type of units fought (+1% per victory or retreat)
- the amount of battles that same type of units lost (+6% (much bigger than on a victory) per defeat)

(simulating the increasing insight gained in the strength and weaknesses of the type of unit by contemporary local general decision makers)

Whenever an elite version is created the chance of an elite verion in stead of a regular version appearing is reduced (eg by 50% to a minimum of 5%)

This rewards players (and AI's) who display the courage to stick with the session after military setbacks (less reloading of games)

ps. I apologize if I suggested something similar in the past for DoC
(By now I have posted an amount of messages the size I can no longer recall every one of them given the current memory capacity of mine)
 
Hi everyone.
How can i change the settings of the mod, to play on random map(like on vanilla civ4) and without civs spawn, i mean, like on vanilla civ4 - you can play any nation on start, and now wait autoplay. Maybe this thins are realized in some mod, alredy?
 
Not sure what aspect of DoC remains if you remove that, could you clarify?

RFC had a sister mod called RFC RAND that could be played on random maps that were similar to Earth to varying degrees, it is my long term plan to introduce something similar to DoC (see DoC RAND thread somewhere below). But even then the plan is to keep traditional RFC elements like spawns at varying dates and UHVs etc. in place.
 
these days i m playing french and i found that france attack submarine is using old unit skin like a uboat of worldwar1 or 2.
france has nuclear missile and they can have nuclear submarine too
so could your consider it in next version ? changing it to modern submarine unit skin :)
 
Not sure what aspect of DoC remains if you remove that, could you clarify?

RFC had a sister mod called RFC RAND that could be played on random maps that were similar to Earth to varying degrees, it is my long term plan to introduce something similar to DoC (see DoC RAND thread somewhere below). But even then the plan is to keep traditional RFC elements like spawns at varying dates and UHVs etc. in place.

Ok. Maybe there is a mod that uses tech, wonders, units, civs and more, from rfc doc, but still have the same gameplay as vanilla civ4.
 
That's an entirely different mod in my opinion. All the material is already there but someone needs to go ahead and make it.
 
Suggestion: Make Mauritius, a.k.a. the island east of Madagascar, a hill instead of a mountain, so that it can actually be settled.

If this idea is implemented, could the island to the north of Madagascar that represents either Comoros or the Seychelles, receive the spices resource (perhaps in 1700-1800) as significantly both cinnamon and vanilla are cultivated there.
 
If this idea is implemented, could the island to the north of Madagascar that represents either Comoros or the Seychelles, receive the spices resource (perhaps in 1700-1800) as significantly both cinnamon and vanilla are cultivated there.
I don't think the Seychelles are that significant though. Mauritius could work without a resource, but it seems like the sugar industry there was important enough to justify it.
 
Hey, I'm not sure if someone has suggested this. But after looking at both Civ VI and discussing it with one of my friends, (Snover64 here on the forums if you know her), we both agreed that I should suggest adding a new civ to the mod.

Misr - which could represent Arab Egypt, IE the Fatimid Caliphate, Ayyubid Sultanate, and the Mamluk Sultanate.

We could easily give a Mamluk unit to Misr, to represent their reliance on them, as well as the Sultanate itself.

Perhaps a Unique building would be the Fatimid Mosque or something like that? Sorry don't have a lot of ideas right now, just wanted to throw out the suggestion.

Misr would work similar to how Italy works for Rome, replacing ancient Egypt with a new state with new goals, and a slightly different focus to more accurately model the historic situation in egypt, first its independence, then conquest by rome, then conquest by Arabia, its Aribification, and finally a new state.
 
Before I add new civs I intend to rewrite how civilisations spawn and use the existing player slots. This would also make it easier to handle respawns like Persia -> Iran.

Arab Egypt is definitely high on my to do list once this is possible.
 
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