Suggestions and Requests

Hi. I'm playing as France and I'm looking at its Historical or contrasted land.
Why there isn't a Contrasted Syria (as it was a French Mandatory) or a Contstated part of Indian sub-continent?
I see that all other territories are showed in the map with historical accuracy...
:)
 

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It seems too easy for civs to outright collapse. In the last 3 games I played, I only ever saw Prussia as having >stable stability, besides me. At the moment in my current game, the French, the Austrians, the English, the Vikings, and the Portuguese have all collapsed. The French and Austrians were the strongest civs so there's a great amount of land which is owned by independents, which doesn't seem ideal. The Ottomans collapsed very early on but revived and the Chinese look set to collapse soon as well, which would leave the entirety of modern day China+Mongolia+Korea independent. I'm wondering if collapse could come in several stages, perhaps 3 collapse events being required to 'wipe out' a sim completely and cities becoming independent based on a combination of maintenance costs (low maintenance costs representing control over cities and distance to capital) and net happiness in the cities. This might make the effect of courthouses on stability (it used to give +1 stability per courthouse, I don't know if this is still the case) more natural.
 
Hi. I'm playing as France and I'm looking at its Historical or contrasted land.
Why there isn't a Contrasted Syria (as it was a French Mandatory) or a Contstated part of Indian sub-continent?
I see that all other territories are showed in the map with historical accuracy...
:)
I think it's because French held these territories for a very brief time. Every civilization in the game have some territories like that which makes them pretty unstable when captured although these places are controlled historically, because in history these places also made these civs "unstable" and thus caused territory losses.
 
An alternative Future Tech that gives a random increase in improvement output would be nice. For example, you research it once and it gives +1 production to pastures. You research it another time and it gives +1 food to farms. Speaking of, how about giving +1 food from farms on genetics or Assembly Line and the ability to clear swamps on Industrialism or Ecology. Right now, the world population stops rising too early.
 
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With the upcoming removal of the civ cap after the rewrite, would it be possible to implement warring states? Regions like Japan, Greece, Mesopotamia, and Italy among just about every other had periods of war between smaller states for control of what would later become a single nation.

I know that properly depicting this would be very intensive on the turn to turn AI, but with war being such a major part of this game I find it a bit odd how the wars that set up these behemoth nations aren't even depicted.

I'm not too knowledgeable about programming strategy AI, but would some sort of AI trickery like having 3-5 or so AIs represent non-player warring states and have their units only attack nations that control territory in region? I'd imagine this way the same 3-5 nations could be recycled for every major warring states in each region, with minor warring states depicted by independent cities. Perhaps there could be a second menu after selecting the nation to select the warring state of origin, if that's possible and time effective to implement.

Would any of this be feasible to implement any time soon? I'd love to be able to play through something like the Sengoku Jidai from RFCDOC's zoomed out view of the world.
 
Yes, I plan to use the new capabilities to implement a civil war feature as well.
 
More contested plots in Europe might make 'culture wars' more worthwhile, particularly for the British, French and HRE though perhaps only in certain eras. These contested areas would be at the frontiers of core areas.

These would be:
> Between HRE or Prussia and the French over the Lorraine, Colgone towards the Swiss area. Basically both sides of the Rhine including the plots around Amsterdam.
> Coastal plots of France (Britanny, etc.) for the British to represent the Hundred Years war and the period leading up to it.

There might be more but that's what I can think of right now.
 
Contested basically means historical but in a foreign core. You can't add contested plots without changing the core of someone.
 
According to wikipedia and a few other sites I viewed, the Phonecians were a monarchy until 480 BC, when most of the power held by the king or 308 BC, when the monarch Bomilcar attempted a coup to regain his power, leading to the nation becoming a republic in name, to reflect it's form.

I suggest we make the Phonecians start with monarchy as their government instead of republic. Their cities will not be able to take advantage of the bonus from specialists for quite some time, and both Sur and Qart Hadasht have a farm that they will lose 1 food from. I believe the lower maintenance of monarchy, removed penalties to food, and flexibility afforded by the happy police far outweighs the food from specialists and military rushing.

They usually won't have specialists until much later, due to Sur needing to build settlers to found the first 4 cities to move the palace to Carthage, and after that the workers to get their 3 other cities up to speed at a proper rate. Meanwhile, they will not have the opportunity to attack Rome, their only historical territory that requires conquest, until much later in the game, making military rushing a unused bonus.
 
Nah, that's fine considering the inertia rule.
 
Related to the bug on the American oil UHV: I think the goal is too easy. You need 10 oil resources, 6 of which are within easy reach in North America (2 in Western US, 2 in Western Canada, 1 in Alaska and 1 in the Gulf of Mexico). Since there is so much oil in the Middle East, you can easily get the rest by conquering a bunch of cities there, or, easier still, by vassalizing the Arabs.

By the late game, it's easy to become an uncontested world power and project power anywhere. The goal should be more demanding, maybe simply be increasing the required oil resources to e.g. 15.
 
Inertia rule?
The phenomenon that changes to the game happen too slowly to reflect actual history. In this case, you cannot count on Phoenicia becoming a Republic in time so it is preferable to have them start as one.
 
The phenomenon that changes to the game happen too slowly to reflect actual history. In this case, you cannot count on Phoenicia becoming a Republic in time so it is preferable to have them start as one.

Really? Is this an AI thing? Because I can't imagine players not changing to Republic around that time. If so, couldn't there be something scripted for AI Carthage that makes them value Republic more when more cities have a pop greater than the number of resources?
 
Of course it's an AI thing. Most civs in the game are AIs after all.
 
Of course it's an AI thing. Most civs in the game are AIs after all.

So would there be any easy way to encourage the AI to switch civics at a historical time? Or will players have to switch to monarchy turn 1?
 
Anything that has the intention of civs running historical civics would be way too deterministic in my opinion, besides designing civics in such a way that their advantages are most suitable for historically accurate time periods and regions. Given the inertia rule I see no reason to change anything here.
 
Anything that has the intention of civs running historical civics would be way too deterministic in my opinion, besides designing civics in such a way that their advantages are most suitable for historically accurate time periods and regions. Given the inertia rule I see no reason to change anything here.
I wouldn't say it's forcing Phonecia to run Republic at 480, Republic just isn't helping them until around that period. So if they still think it's good to run Republic before then the AI is playing in a abysmally suboptimal manner.

If this was just about historicity then I wouldn't be suggesting this. But I was playing Phonecia and found Monarchy is better for them in the early game than Republic, even with the 1 turn switch time. So I looked up whether they were historically a monarchy and I was surprised to find they were. The design of the civics make their advantages most suitable for Phonecia's historical use of said civics, but the AI is not currently capable of realizing that.
 
Start Portugese cities off with harbours please. Building harbours in Funchal and Ponta Delgada is downright painful.

I think it's because French held these territories for a very brief time. Every civilization in the game have some territories like that which makes them pretty unstable when captured although these places are controlled historically, because in history these places also made these civs "unstable" and thus caused territory losses.

The French controlled Pondicherry (east coast of India) for a very long time. Maybe make that one tile historical to encourage French expansion there?
 
I wouldn't say it's forcing Phonecia to run Republic at 480, Republic just isn't helping them until around that period. So if they still think it's good to run Republic before then the AI is playing in a abysmally suboptimal manner.

If this was just about historicity then I wouldn't be suggesting this. But I was playing Phonecia and found Monarchy is better for them in the early game than Republic, even with the 1 turn switch time. So I looked up whether they were historically a monarchy and I was surprised to find they were. The design of the civics make their advantages most suitable for Phonecia's historical use of said civics, but the AI is not currently capable of realizing that.
That's because republic is ironically good only in later parts of game when you have lot of :)/:health: and access to many specialists slots. So what I'm trying to say that it isn't fault of AI per see, as player playing Rome, Greece or other classical Mediterranean civ I always immediately switch from republic to despotism or monarchy.
 
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