Suggestions and Requests

Two unrelated suggestions I came up with:

1.: Changing Civics could give players a free option of changing capitals. Look at the Bolsheviks moving the Russian capital from Petrograd to Moscow in 1918 or the Meiji Restoration moving the emperor's seat to Tokyo for example.

2.: We might be getting into politically controversial territory here, but perhaps religions and their shrines should be more diverse in their effects? For example the Islamic Shrine could have twice the usual amount of gold per faithful city to represent the importance of pilgrimage to and encourage its owner even more to spread the One True Faith to as many cities as possible. The Confucian Shrine meanwhile could have some effect completely independent of the number of followers it has in cities outside the owner's territory, something related to upkeep or stability perhaps?
 
Is there a separate thread for suggestions to stability maps? I couldn't find one.


My advice to your problem 1 is to use your war elephant to help defend the first 3 horsemen. Then connect the iron as fast as possible and upgrade any flipped militia to immortals.

Reloaded, and took your advice. Wasn't any more problems. But the point I was making was that barb spawns in core shouldn't be allowed till ten turns after the civ has spawned.
 
No thread on that yet.
 
Of course, you don't need to ask permission to create threads about any subject related to DoC.
 
Obsolete the Great Library with Theology instead of Paper? Arabia struggles to produce a GP that is not a great scientist.
 
The third Roman UHV (first to bulb Scholarship, Politics, Architecture, and a couple others) is too luck-based IMO. Once you engineering and currency (for the forum), you have the choice to go either towards Architecture via Aesthetics or Politics via Law and Philosophy. But whichever branch you take, theres a good chance some other civ will go down the other route and beat you to a tech there. If most civs go towards Architecture and you do too, you'll probably beat them to it. But if you go the other way, you stand no chance. The condition could be changed to "XYZ techs by a certain date", which also seems more appropriate historically since the Romans weren't particularly innovative (wasn't a lot of their culture and systems just borrowed from Greece?)
 
Couple more minor quips regarding Rome:

1. Give the Colosseum +2 happiness and let it provide a free amphitheatre. The former because it was a huge source of entertainment and will help Rome grow larger in size to more accurately parallel history (Rome was the largest city in the world and had circa 1m residents in the early AD's), and the latter because makes sense (feels weird making a small amphitheatre when I have the colosseum :p) and is required for the UHV. If you want to nerf its other bonuses you could reduce the culture.

2. Generalship isn't on the tech path to the required UHV techs, so players are disincentivized from researching it. Which is not nice, as Roma (and Carthage) had some of the greatest generals in history, and would help Rome stability wise because of the conquest civic. I propose either letting Rome start with generalship, or have an event whereby Rome and Carthage both get Generalship when war breaks out between them.
 
Thank you, I will review it as soon as I find the time.
 
Again random suggestions:

There should be a notification when cities declare independency from civs you have contact with(expect during full collapse).
You don't necessary see all of them in the map, but techically you could check every turn which cities each civ possess and thus get this information. The message could be "City A, City B and City C have become independent from Empire X"

Replace extra coastal tiles near Norway with ocean tiles, there is no need for Norwegian cities grow very big.
By extra I mean every tile, which are not connected to land.

Murmansk tile should be historical to Russia.
There should be more ice in the artic ocean to prevent russian access to atlantic until murmansk is founded.
 
Change Byzantium's UP so it can bribe all enemy units instead of just barbarians.
By 1000 AD, barbarians are pretty much fading away, and we need to collect 5000 gold.
 
New great statesman ability: Mend Relationship with another civilization. Effect: perform at the civ's capital, erase all negative historic attitude modifiers, which include bad past events, DOW, DOW on friends, refusal to requests etc..
 
New great statesman ability: Mend Relationship with another civilization. Effect: perform at the civ's capital, erase all negative historic attitude modifiers, which include bad past events, DOW, DOW on friends, refusal to requests etc..
Maybe instead a large bonus modifier instead of removing negative attitude modifiers. I don't think a good ambassador can make a nation forget about problems, but they can make other nations more friendly and forgiving. I'd also say that instead of requiring it to be in the capital, perhaps it could give higher bonuses for the territory type, with foreign core giving the fewest bonuses, core giving the highest, and colonies halving the bonus while capital overriding with the highest possible. This way it's best to do it in the capital, but you still have the choice of doing it elsewhere.

Perhaps the bonus could also spread in smaller amounts to allies of the target nation, allowing players to mend small hiccups with multiple nations in a single bound. I can imagine this would be useful when you have a bunch of nations teetering just off friendly, and one that's friendly with all of them teetering just off annoyed. You could fix your issue with the annoyed civ and top off onto friendly with the others in one go.
 
Maybe instead a large bonus modifier instead of removing negative attitude modifiers. I don't think a good ambassador can make a nation forget about problems, but they can make other nations more friendly and forgiving. I'd also say that instead of requiring it to be in the capital, perhaps it could give higher bonuses for the territory type, with foreign core giving the fewest bonuses, core giving the highest, and colonies halving the bonus while capital overriding with the highest possible. This way it's best to do it in the capital, but you still have the choice of doing it elsewhere.

Perhaps the bonus could also spread in smaller amounts to allies of the target nation, allowing players to mend small hiccups with multiple nations in a single bound. I can imagine this would be useful when you have a bunch of nations teetering just off friendly, and one that's friendly with all of them teetering just off annoyed. You could fix your issue with the annoyed civ and top off onto friendly with the others in one go.
Well I was inspired during a Russia game where I experienced a diplomatic crisis and received a -4 attitude modifier from the Vikings, moreover I had to declare war on them twice because the first time in the middle of the war they got vassalized by the Turks. The total -10 attitude penalty(not to count -1 first impression and some DOW on friends penalties) made it beyond salvation to have them as vassal for the 3rd UHV goal. So I started thinking, if only there's a way...
 
Well I was inspired during a Russia game where I experienced a diplomatic crisis and received a -4 attitude modifier from the Vikings, moreover I had to declare war on them twice because the first time in the middle of the war they got vassalized by the Turks. The total -10 attitude penalty(not to count -1 first impression and some DOW on friends penalties) made it beyond salvation to have them as vassal for the 3rd UHV goal. So I started thinking, if only there's a way...
True, but would a large diplo bonus not do about the same thing? Maybe not as well, but I'd imagine my way, while it would take some extra coding would more than make up for it in tactical diversity.
 
Statesmen already have the most possible actions in the game, I don't really want to add another one.
 
Statesmen already have the most possible actions in the game, I don't really want to add another one.

Perhaps reinstating embassies or making a unit similar to Civ 5's diplomacy mechanic? National unit available once learning the Democracy tech, 'Diplomat's are available, limit of 1-3. Action: Diplomatic Mission, slight boost to relations with target civ, must be used in a capital. Bonus doubled with Civs running at least 3 civics identical to owner of the diplomat. Additional effect for Multilateralism: Diplomats do not require OBs to operate. Wars would erase diplomatic actions.
 
I suggest to add to Spanish starting army crossbowmen instead of longbowmen (for player), which are now pretty useless in defending cities and there are no really targets (all conquerable target cities are on the plains, like Lisbon, Barcelona, Cordoba).
 
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