Suggestions and Requests

Playing as the Ottomans ATM and it's too easy to conquer Italy with their starting units. If my friend who's obsessed with youtube history videos is correct, a Serbian-Albanian alliance was a factor in the Ottomans failure of capturing Italy. I've looked online and wikipedia has a single line on the list of ottoman wars page, with a pointer to the Lezhe League.

Either way it may be a good idea to look into putting a bit more resistance against Human Ottomans. All I did was not declare war on the Byzantines until after their cities and units flipped and my starting units were able to conquer everyone I wanted. I may have just gotten an insane spawn though.
 
In another thread, the pointlessness of the Chinese and Maya UPs was mentioned. The Chinese one at least rewards innovation. The Maya one doesn't really affect anything, since it's just a faster tech rate for an era—which is already considered with civ-specific modifiers.

Perhaps their excess health could contribute to their food production, a lá Cordoba in RFCE? It could represent their plumbing and urban gardens.

Here's an idea for a new Mayan UP (if feasible): Tiles adjacent to two (or more) cities can be worked by both cities.

Represents the high density of population in the Yucatan, and encourages the settling of several cities in their small core area.
 
Here's an idea for a new Mayan UP (if feasible): Tiles adjacent to two (or more) cities can be worked by both cities.

Represents the high density of population in the Yucatan, and encourages the settling of several cities in their small core area.

Wow, what an ingenious idea! It coul loo really neat and encourage cities only 1 tile apart, which was the case in mayan realm.
 
Unless I find a workaround, that would be hard to implement. Currently the code tracks directly for every tile which city works it.
 
Alternative Mayan UP suggestion: Double all yields for each core tile. :)
 
Unless I find a workaround, that would be hard to implement. Currently the code tracks directly for every tile which city works it.

That's what I suspected. Oh well.

There could be other ways to give bonuses for dense city placement, if that is desired. For instance, extra trade routes or extra yields per other owned city in city radius.
 
I could image +1 commerce per adjacent city. So your first ring already has +1 and if you build cities one tile apart you could get +2.
 
Isn't there already a possible civic tag that provides an extra specialist for all cities in your core? Maybe just using that as UP could work.
 
I could image +1 commerce per adjacent city. So your first ring already has +1 and if you build cities one tile apart you could get +2.

I am playing Mayans for the default difficulty and first 2 UHVs are really doable with 40% discount. Many European Wonders are available to be built even. Current UP is not bad after all. It may not be very exciting or elegant but it does the trick, and Mayan UU provides all the excitement!
 
So, Polynesia is usually disabled if you're not playing it. Probably because it doesn't really do anything.

I figured out how to make it successful: Change the AI of its ships to Settler Sea.

Can you actually copy paste the relevant code so we could see how to do it? Do you have to change Default AI only?
 
Last edited:
I am playing Mayans for the default difficulty and first 2 UHVs are really doable with 40% discount. Many European Wonders are available to be built even. Current UP is not bad after all. It may not be very exciting or elegant but it does the trick, and Mayan UU provides all the excitement!
It's less about their strength but instead that the current UP does not feel like a power at all, since everyone has different tech modifiers.
 
It's less about their strength but instead that the current UP does not feel like a power at all, since everyone has different tech modifiers.

If we keep the current tech rate (which allows to discover Writing and Mathematics just on time) -- very useful UP can be Power of Sacbe +1 :food: for every plot with a road. The only way to build Temple is to sacrifice massive amount of slaves.
 
That's an interesting idea.
 
I think that is really overpowered, especially if you don't play for the UHV. It basically means free food on every land tile.

I do like the idea of sacrificing slaves to build the temple.
 
It probably needs more constraints, like road + cottage improvement + core.
 
It probably needs more constraints, like road + cottage improvement + core.
I don't think this UP will make any difference. It's like what, three removed rainforests? Also worse than the Congolese UP.

What about food bonus for each city in BFC? Is it technically viable?
 
I think that is really overpowered, especially if you don't play for the UHV. It basically means free food on every land tile.

I do like the idea of sacrificing slaves to build the temple.

Even our Pedia suggest that at it's peak Classical Mayan population was comparable with Tang Chinese. Health and happiness resources are scarce compared to Old World, so I don't think being in the middle of a jungle you can see too much overpower. Instead of core or cottage retrains UP can simply expire in Renaissance Era, giving the human player the feel of Mayan collapse.

Main after farming the corn and mining the silver there is not much to do for Mayan workers for a long time until the discovery of bloomery. Human player ends up building roads anyway. Now they can help to simulate population rise and fall in tiny Mayan lands.
 
Top Bottom