Suggestions and Requests

Considering that the Persian Empire at its greatest extent never made it far into India, I suggest not to spawn Persia at war with India. Besides, their current UHV of getting two shrines can now be accomplished without going there.
 
The case for steamship (coal transport).

This mod has pretty straightforward depiction of naval vessel evolution: rowing/small sail vessels, medium sail, large sail, coal ships, oil ships. Transport belongs to oil ships, while Galleon to large sails. The need for a steamship is apparent if you study carefully the tech tree. Oil based Transport comes way too late in the game with Infrastructure, which is the hardest first-tier Global tech to get (because one also need Macroeconomics). The resulting picture is that you see large sail Galleons up until WW1 and sometimes WW2. Not a happy picture. I suggest Steamships to have the same Cargo space as Galleon (3) but double the MPs. Metallurgy is a very good tech to introduce it.

They should have double the cargo space too, but only slightly more strength. Transport vessels in the age of sail were much better combatants relative to the warships of the time than transports were in the coal era. Would also make it less of a headache to send vast armies over long distances as the game progresses which is historical
 
I can't find it anymore, but someone here said that there should be conditional spawns if Rome is stable and controls some keyareas on its historical area and so on. Leoreth replied something like "I'm planning to redesing the spawns".

Well please keep this kind of situation in mind regardless which nation one is playing:

upload_2017-12-8_8-6-33.png

Rome was solid. Poland was unstable/collapsing. Spain was unstable/collapsing. Rome had two cities in Turkey's corearea. Poland had one. Spain had one. Turkey respawned. Rome lost all its cities in that area. Spain lost one. Poland lost one.
 
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Request: There was a mod or something that enabled Civ IV to use 64 bit systems more optimally, which was posted about on this subforum. I don't find it anywhere, does anybody still have a link?

Thanks in advance!
 
The addition of a Sunni/Shia schism probably (using a similar mechanic to the Oxthodox/Catholic schism) would make the Islamic world less united potentially more interesting. The addition of Sikhism (maybe founded by discovering Education) would be an interesting late-ish game change in India.
 
I can't find it anymore, but someone here said that there should be conditional spawns if Rome is stable and controls some keyareas on its historical area and so on. Leoreth replied something like "I'm planning to redesing the spawns".

Well please keep this kind of situation in mind regardless which nation one is playing:

View attachment 482431

Rome was solid. Poland was unstable/collapsing. Spain was unstable/collapsing. Rome had two cities in Turkey's corearea. Poland had one. Spain had one. Turkey respawned. Rome lost all its cities in that area. Spain lost one. Poland lost one.
That's a respawn, which works according to different rules. But can you be more explicit about what the issue is with this particular scenario?
 
That's a respawn, which works according to different rules. But can you be more explicit about what the issue is with this particular scenario?

Well I have had a multiple cases where I am solid and, let's say, North Africa-region has three cities all independent. I conquer two of those cities and left the third one be. Sooner or later there will be a Moorish respawn and I lost all my North African cities to them. Nowadays issues like this I normally handle simply by razing those left-over cities to prevent a respawn because after razing: 1) I'm solid, 2) Moorish have no other "none-solid cities" in their core area where to respawn. The situation won't vary much even if those three cities would be occupied a nation. The ending result will still be a Moorish spawn when nation(s) goes unstable or so.

My last post pic just had Moorish replaced by the Turks. I remember crying about this same thing a year or two ago and IIRC you said, more or less, there must be some sacrifices to make things happen..
 
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The thing is, without this rule you get those weird aborted respawns with only a few cities that do not amount to anything.
 
The thing is, without this rule you get those weird aborted respawns with only a few cities that do not amount to anything.
Is that such a bad thing though? Failed states are a real thing.
 
Being "real" is not a sufficient criterion for inclusion.
 
To be fair it would be nice if respawns didn't flip cities of stable civs. Even if that meant it doesn't get all of its cities. Heck, spawn it with a large army and have them war, I just don't like the idea of inevitable flips in general. As a punishment for instability? Fine. But normal players should have a way to prevent cities from being captured.

Of course all of this stuff are planned to be changed with the spawning overhaul, so this post is really just me groaning over a temporary nuisance.
 
I don't see what the whole problem of losing cities to respawns is, that seems perfectly fine to me, just wait 10 turns and reconquer the cities you want to keep
 
I don't see what the whole problem of losing cities to respawns is, that seems perfectly fine to me, just wait 10 turns and reconquer the cities you want to keep
Problem is that conquering destroys buildings and interrupts construction. Sure you can just not build important things in those cities, but there's no list of respawns or respawn zones without going into worldbuilder and looking at the flip zone of the specific civ and then looking at the respawn times in the code. I'd rather there be a flipzone filter ingame and not in WB for ease of access and a list of respawn times in each civ's civopedia.
 
The U.N. rarely elects anyone, because many civilizations prefer to abstain and therefore no candidate reaches the threshold. I suggest making the election require a simple majority with no threshold.

To make things more exciting, I also suggest having 3 candidates instead of two.
 
Maybe the game should have a dynamic stability bias for each region in the game that can affect all civilizations in the region. Recently independent places, places that are recently conquered by a foreign power etc. should have a "turbulence" point. For example Iraq would be an example in our current world, regardless of who controls it it's an unstable place even to its own government.

This way we can discourage player to repress independence events, because repressing them would only cause more instability, thus a respawn loop. Player would be discouraged to conquer it until both the place and his empire becomes highly stable again. And probably wouldn't wait for the same place again till it gets stable.

Current culture related stability hits already kind of achieves that, but it's very easy to counter them by player in my opinion.
Also sudden culture changes during conquests and independence movements is somewhat a weak point in the design.
 
That's a respawn, which works according to different rules. But can you be more explicit about what the issue is with this particular scenario?

I'm confused :confused:

Once again Turkey respawned while Iran collapsed. I'm still very solid as Roman. How come this time NONE of my cities flipped to Turks?? Russia lost its cities. For a common man these different types of respawning are unlogical.

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Can we please get an island feature in Mediterranean to represent Malta? Very glorious island indeed, which successfully resisted both Ottomans and Axis.
 
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