Suggestions and Requests

Those three goals sound fair for them.
An alternative goal could be for the Hittites to have X number of chariots by X date.
Definitely agree on having one of the goals based on iron in some form.
 
1. Win a war (any peace treaty where you extract tribute) with Greece, Babylon, and Egypt by X date
That might well require slave or gold trading, unless you'd count switching governments. I'm not sure how feasible it is to ask for cities.
 
Hm that is true. Maybe any peace treaty where the game considers you to be winning, or pillage X gold from those civs, or destroy X number of units from each or all of those civs. Might be hard with the second condition because I assume winning reliably will require capturing Sur and either Babylon or Athens. Though to be honest I never understood why you need a relatively advanced classical era tech to demand gold, seems simple enough to cart some metal over to that army over there
 
To determine the winner, the determineWinner() function could be used to determine the winner of a war. This is the same function used to determine the winner for a post war congress.
 
Something probably needs to be done about Babylon always swiping Egypt's historical wonders- the Babylon AI seems to beeline for the Pyramids/Sphinx rather than going for the Ishtar Gate.
Also, another point: please get rid of unit defections. They're grossly unrealistic and ahistorical and bad for gameplay balance.
 
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I see Egypt build the Pyramids fairly often though? True that they are much more likely to build the Hanging Gardens than the Sphinx though
 
Something probably needs to be done about Babylon always swiping Egypt's historical wonders- the Babylon AI seems to beeline for the Pyramids/Sphinx rather than going for the Ishtar Gate.
Also, another point: please get rid of unit defections. They're grossly unrealistic and ahistorical and bad for gameplay balance.

Yeah, it's really annoying when you build up a army to defend a city only for the units to flip and the city joins the enemy. I know it's to discourage owning the core of other civs, but it's really annoying that you can't do anything to keep the cities you've owned for hundreds of years. Especially when you're playing as Harappa and said city is required for a UHV
 
*record player starting noise* I will rework spawns when I change how civ slots work, it would not make sense to make changes to code I intend to completely rewrite. There is no intention to keep unit flips when that happens.
 
I think this has been requested before, but it would be really cool if there were a Dye resource in Germany, to represent the chemicals industry that flourished there in the second half of the 19th century. Perhaps on the Frankfurt tile since it's not really a "plantation", or given to Prussia by their UB
 
Spearmen are very weak in the early game as they only add boni against heavy cav, but chariots are light cav.

Solution: Chariots ("antique tanks") should be heavy cav or their bonus added against light cav. I would prefer the first.

Hoplites could need boost. They don't help much in conquering an empire. (+1 strength, no auto shock).
 
Spearmen are intended to be your basic military unit in the early game, their strength against heavy cavalry is only a secondary ability. So they are not really meant as mainly cavalry counter. So that is mostly there to give them some use when Horsemen become available later in the game.

I'm not sure if I would consider chariots antique tanks, mostly they were used for hit and run tactics and flanking in a way that is more consistent with light cavalry, not to charge formations where spearmen would be at an advantage.
 
Or because the horses available at the time were not sufficiently bred to carry a warrior into battle.
 
Anyway I wanted talk a bit about civics and balance of thereof or rather current lack of it.

So government civics, here main problems are republic and elective. Republic has same problem as city states of previous versions, it is a lifestyle choice not civic. If you will adopt it you will probably construct entire economy around it and never change it, +1:food: effect is that powerful. I in previous posts expressed my doubts about utility of egalitarianism, to late to make impact on SE. Perhaps republic could be such early SE civic? Say +2:science: per specialist, or if that's to powerful +1:gold::culture::science:, high upkeep and hurry units with gold.
Elective is interesting civic with new git update, but what it represent exactly? Currently it's most fitting for mongols I guess, large amount of quickly conquered territory and not enough time to improve it. But I dislike such narrow civic witch appeal only to one or two civs. I already proposed solution of making it no distance maintenance and low upkeep, this way it will be useful for much wider range of civs.

In legitimacy civics, main troublemakers are still meritocracy and centralism. Nobody answered why centralism witch already have opportunity cost needs number of cities maintenance penalty. Meritocracy lost :food: from windmill and watermill and gained ribbon effect of :food::food: from rice paddy... why? This solves nothing in struggle of this civic to find its niche. I repeat my suggestion of making this civic GP/GG one, +50%GPP and GGP coupled with medium/high upkeep should fix its problems. Oh if we are complaining about this category then I guess I can also propose change to Ideology, removal of 50%GGP and making :hammers: bonus affect both villages and towns would be OK I guess.

Society civics are mostly OK, but some small changes here also are warranted. Manorialism changes are good, but wouldn't be simpler to make worker production double speed? Caste system suffers from same problems as elective, only Indians/Khmer perhaps Thai will use it. That's pretty narrow range for high price of civic slot. More universal would be IMHO double worker work rate and perhaps +1:hammers: from citizen? Final problem is egalitarianism very late and only+2:science: and doubling specialists slots? Not convinced of utility. Also if proposed change to republic will be implemented this civic will need something else. Since it's last civic in this category effect should be powerful, you know current republic effect of +1:food: from specialists would fit here or older effect of citizenship +1:) per specialist. Specialist slot doubling stays as it is.

In economy column recent changes made regulated trade competitive. Redistribution bonuses are no longer bad for medium upkeep, but still this civic -25% trade route yield make it meh at best. What if this civic was changed to something like citizenship? I mean double production speed for "food buildings" granary, smokehouse and harbour plus some secondary effect.

Religion civics are good, balanced and interesting. No changes needed here.

Territory, recent changes made it much better category. Conquest penalty isn't one because who in their mind would use CE in current git build? Seriously making this civic +2XP for units for high upkeep wouldn't break game. Tributaries are very strong now, low upkeep and +2:commerce: per vassal city? Definitely will use that. Isolationism was finally made playable, although its effect of increased stability for only core cities should be made universal for territory stability calculations, perhaps there would be some small incentive for not expanding... Colonialism was crazy powerful even for civs that shouldn't use it. Play as India, conquer whole subcontinent, adopt it, profit! Despite not having single colony. So recent changes are much needed. Multiateralims is much better now, still +100% yield for defensive partners is meh, but removal :gold: unit penalty does wonders for this civic.

About ribbons, they are effect that have minimal to no impact on gameplay, for example vassalage and nationhood bonus for forts, meritocracy bonus to rice paddies etc. They are here I guess to make civic looks as it is doing something, while effect being mostly useless.

So I think this is all for now, in future some thoughts about units, buildings and overall tall vs wide empire building strategies.
 
So I've started playing this mod again for the first time in years, and one thing I noticed is the very low contrast between discovered and undiscovered techs, as well as between the different eras, in the tech tree screen. Since the layout of the tree is so uniform, it's difficult to take up any information at a glance. Could the contrasts be increased?
 
It's pretty simple really: refrigeration now comes during the early industrial age, all the rest follows from there.
 
So I've started playing this mod again for the first time in years, and one thing I noticed is the very low contrast between discovered and undiscovered techs, as well as between the different eras, in the tech tree screen. Since the layout of the tree is so uniform, it's difficult to take up any information at a glance. Could the contrasts be increased?
Do you mean the era based color of the tech boxes?
 
I think they mean the difference in color between techs you have and techs you don't
 
Do you mean the era based color of the tech boxes?

I think they mean the difference in color between techs you have and techs you don't

Yeah, both. Maybe the later era tech boxes are fine, but I was playing in the Middle Ages and Renaissance—and the undiscovered medieval techs, undiscovered renaissance techs, and discovered techs, all seemed to have very similar shades of blue-grey.
 
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