Suggestions and Requests

Currently there isn't any difference between light and heavy cav, both fulfil same function, open terrain attack. Initially you build chariot, then horseman later horse archer etc. This means that cavalry line witch is already too long is ridiculously overloaded. Additionally light cav is too strong, I often prefer horse archers to lancers for example +50% open terrain strength beats +25% attack. I also have strong doubts about skirmish line, collateral damage means that they work as early non city siege, I don't think that this was intention.
So my proposition are:
Heavy cavalry line should be pared down to 3 units: horseman(5)->lancer(8)->cuirassier(10) all +50% open terrain attack.
Light cavalry units pared down to 2 units: horse archer(6)->pistoleer(9) both with 1 first strike, 3 movement and 40% retreat chance, there exist also option of eliminating light cavalry line, and make horse archer archery unit while pistoleer gunpowder one.
Chariot becomes melee or archery unit, obsoletes with nobility.
Cavalry becomes strength 14 gunpowder unit with 40% retreat and 1 first strike, because currently it kills rifleman on open terrain, witch is rather unrealistic considering this unit symbolises second half of 19th century cavalry.
Skirmishers/longbows lose collateral damage and gain ignore terrain defence bonuses, grenadier renamed to some kind of light infantry chasseurs/voltigeurs/zouaves? also ignore terrain defence bonuses.
Some skirmish unit between longbow and grenadier.
Axeman and warrior disappear from game completely, for barbarians replace them with militia and swordsman.
Heavy swordsman lose +50%vs melee, this was necessary because of axeman. Without them it isn't needed.
War elephant needs nerf, it's to early and to powerful, perhaps S7 no bonuses or penalties, bit cheaper.
Legion S6 start with shock and drill?
 
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Hi, i have idea for american-european civs. Currently (as i saw) all american-european civs spawn with 100% chance.
I'll submit couple examples first: i was playing inca and settled all colombian lands and then colombian civ rise on my territory. But this really can't happen, because before these lands even never had any european culture, so why civ is rising?
Or another example: i was playing maya, then aztec spawned. Aztec cities weren't taken by any european civ ever (even after aztecs collapsed), so i took couple cities. And then mexico civ rise. It should be at least declaration of independence of AZTEC cities.
So my suggest is this: add trigger for post european civ spawn, that require some european culture at core (example: to declare independance american-europe civ need at least 30-40% european culture at core). If trigger fires, than in this area spawns post european civ only, if not - old american civ.
Sorry for my eng, i hope i explained good enough to understand.
 
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Don't worry about your English, your point is clear. I actually want to make civ spawns as a whole more dynamic and conditional, however that is currently on hold because I want to first rewrite how spawns work in general to make that easier for myself.
 
Royal Tenenbaum made a good post in another thread about improvements on Mediterranean islands. The AI hardly ever improves the sheep on Sardinia, the copper on Cyprus, or the wine on Crete. Could these be automatically improved when under AI control at a set date?
 
Most likely I will write an entry in the concepts section about pagan religions, which can include their victory conditions. I usually do that right before release.
 
Royal Tenenbaum made a good post in another thread about improvements on Mediterranean islands. The AI hardly ever improves the sheep on Sardinia, the copper on Cyprus, or the wine on Crete. Could these be automatically improved when under AI control at a set date?

I always assumed that the Barbary pirates were pillaging everything in the Mediterranean.

So my suggest is this: add trigger for post european civ spawn, that require some european culture at core (example: to declare independance american-europe civ need at least 30-40% european culture at core). If trigger fires, than in this area spawns post european civ only, if not - old american civ.

Independence should occur if you have two cultures that are nearly equal. If there is a large majority of native culture then there will be no independence. Similarly, if it is a large majority of European culture, then there should also be no independence because the culture is not sufficiently different from the European homeland, maybe like Canada?
 
I always assumed that the Barbary pirates were pillaging everything in the Mediterranean.



Independence should occur if you have two cultures that are nearly equal. If there is a large majority of native culture then there will be no independence. Similarly, if it is a large majority of European culture, then there should also be no independence because the culture is not sufficiently different from the European homeland, maybe like Canada?

Wouldn't that mean that none of them would ever spawn?
 
Wouldn't that mean that none of them would ever spawn?
this makes no sense to me. the idea that as long as 100% of the people living in brazil today were Portuguese descendants then 200 million Brazilians of Portuguese descent would still be ruled by 10million Portuguese from Lisbon seems .... suspect. The same goes for the idea that the Inca empire could have conquered and held Columbia ad infinitum had the Spanish never appeared...... these all seem like a suspect (at best -- the better word is probably absurd) set of assumptions.
 
I neglected to point out that the culture mechanics would have to be changed slightly. For my or heliopoliss's suggestion to work, the game would have to generate foreign culture spontaneously in cities. For example, any city founded in the Americas would slowly start producing "foreign" culture, and once it got up to 30-50% then you would have independence. Now that I think about it, my previous post doesn't really make sense. A city with a majority of foreign culture would be the most prone to rebel, but perhaps certain civics or military deployments could delay the inevitable.

Fundamentally, this type of stability-independence mechanic would be based on the cities and their location on the map i.e. when New York gets enough foreign instability, it will convert to the American civ. Of course, you would also want this to add pressure to other nearby cities so that you can have independence cascades.

This is in contrast to the current mechanic which is based on the civs and their stability. In the current system, when England is sufficiently unstable then all of their foreign cities will break free and make new civs depending on where they are located. This system is more focused on collapses, in contrast to the city-based system which would more represent independence revolutions.
 
Similarly, if it is a large majority of European culture, then there should also be no independence because the culture is not sufficiently different from the European homeland, maybe like Canada?
What?
Canada is not that much like the UK other than a few similarities in administrative titles.
 
What?
Canada is not that much like the UK other than a few similarities in administrative titles.

Yeah, Canada's not much more similar than the US is to the UK. One might even argue that under this argument Canada should spawn sooner because of the French culture in Quebec.
 
Hey thanks for making the fantastic mod Leoreth.
Out of interest why does it start at 3000 bc, rather than 4000 bc? Several civilizations formed earlier than 3000 bc. The Indus Valley civilization probably started around 3300 bc, Egypt around 3150 bc, and Sumeria around 4000 bc. I know that they are a bit close in time and location to the Babylonians, but it would be cool to have the Sumerians (possibly the first ever civilization) in the mod, even if only as a player only playable civ.
Thanks.
 
Yeah, but there is just so little time and space in that area. Even the super short Babylonian and Harappan UHVs last 2500 years.
 
Yeah, Canada's not much more similar than the US is to the UK. One might even argue that under this argument Canada should spawn sooner because of the French culture in Quebec.

Regrettably, I was struggling to find an example, and I settled on Canada. As an American, to me, it seems like Canada is closer to the UK than the US is to the UK. Regardless, I'm pretty sure that my original argument was flawed anyway.

Perhaps in a super-idealized world, the spawning of new civs could take into account both the stability of the parent civ and the city-specific stability/independence factor. However, it probably won't be worth implementing any of that until we are able to increase the number of civs in the game.
 
Since you wrote here a few weeks ago that at some point you'll look into spawn conditions and mechanics, I'd like to bring up an old suggestion again:

I love how the game often encourages you to play historically, and I'd like to believe that part of the enjoyment we all get from playing is that exact sense of recreating history, partly just for the sake of history - but obviously we want to do what makes the most sense from a strict gameplay point of view as well, we want our civ to do well, we want to win somehow. We have a huge advantage as human players because we know about spawn time and flip zones of new civs, so in a lot of cases one will avoid settling in certain places - why do that, if it'll flip later on. So basically, what I want to suggest is that the civ who loses cities to a flip gets compensated in a way, so that it still makes sense for us to settle the places we are supposed to, forcing us to ignore that we know we will lose the city later on. Maybe some of the pops can migrate back to the mother civ, simulating loyalists? GP points, attitude boost with the newborn civ getting the flipped cities? No idea - I just think it will be great if it could "make sense" to play historically, I sure as hell know that I'm not going to settle N.Y.C./Nieuw Amsterdam as the English or Dutch now, and I'm quite sure I'm not the only one. And so on. But of course all of this may be obsolete, given the coming changes to spawns and flips.
 
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