Suggestions and Requests

I agree, +1 pop in core is not that much, but worth more than the +1 food you'd get by choosing a farm over a cottage.
 
Portugal (starting 1120 AD) only starts with a granary in Lissabon, no other buildings. I think it would make sense to add some buildings like library, market, church, harbor, perhaps even forge, monastery, wall, lighthouse.

And they start with galleys even cogs are technologicly(?) available. Intended?

A heavy galley would be nice too, as both Spain and Moors have some at this point. :-)
 
Stability suggestions:

Current stability system is still rather clumsy: either some anarchy, cities leaving or total collapse (most common and noticiable). Instead of none of these bad stability should give issues not from over all stability but from each categories, like:

  • Expansion: anarcy, cities leaving
  • Civics: anarchy, civics changing and revolution, losing research
  • Economy: anarchy, improvements destroyed, buildings destroyed, workers leaving
  • Foreign: colonial cities leaving, losing vassals
  • Military: military units leaving, military units turning into barbarians or independent

Maya suggestion:

Right now Mayas are one of most unplayed civs, problems are really limited core, narrow goals that are more luck than skill and lack of strategies.
So to make Mayas more intresting would be to change their UP to following to present how small their are was and how many cities they had: double yield on overlapping tiles between cities on core.
 
Stability suggestions:

Current stability system is still rather clumsy: either some anarchy, cities leaving or total collapse (most common and noticiable). Instead of none of these bad stability should give issues not from over all stability but from each categories, like:

  • Expansion: anarcy, cities leaving
  • Civics: anarchy, civics changing and revolution, losing research
  • Economy: anarchy, improvements destroyed, buildings destroyed, workers leaving
  • Foreign: colonial cities leaving, losing vassals
  • Military: military units leaving, military units turning into barbarians or independent

If I understood correctly what you said, the category of crisis (whether minor or major) a civ experiences on negative stab check already depends on the category with the lowest rating.
 
Currently crises have been removed entirely. The only consequences of bad stability right now are complete collapse and collapse to core.

But there is still a difference, because previously the overall stability level would determine if a crisis occurs and then decide which crisis type happens based on the category. If I understood the suggestion correctly, now a single bad category can cause a crisis even if the overall stability is good. I don't really like this approach, because it should be possible to balance negative stability in one category with positive stability in another.
 
A small aesthetic suggestion: Add the Catholic religious Icon from the Sword of Islam.

I tried editing it myself but for some reason the Assets\Art folders seem to be hidden for SOI and Civ IV in general.
 
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I'm already using it.
 
Currently crises have been removed entirely. The only consequences of bad stability right now are complete collapse and collapse to core.

But there is still a difference, because previously the overall stability level would determine if a crisis occurs and then decide which crisis type happens based on the category. If I understood the suggestion correctly, now a single bad category can cause a crisis even if the overall stability is good. I don't really like this approach, because it should be possible to balance negative stability in one category with positive stability in another.
That is a valid point. Then how about overall stability would cause crise/crisis only on those stability sections that are negative? Further this would be random, for example if you have expansion stability -1, economy -2 and military -1 there would be 25% chance on expansion or military crise and 50% on economy.
 
With crises removed it's sort of a moot point.
 
I think Viking's initial civics deserve some changes. Monarchy was not there in place in 6th century, some chiefdoms at best. There was some slavery going on already. So starting with Despotism and Slavery is not unthinkable. Vassalage is a pretty complex form applicable to feudalism, but in our mod Vikings already have nobility when they start and somehow their civic is set on Vassalage. Too early in my opinion...
 
Suggestion for Expansion Stability:
Each town in core area adds +1 to the core population.

Otherwise the most stable expansion strategy would be farming the core area which doesn't really make sense historically.
If this makes expansion too easy, we could also count each town in foreign area to foreign population.

I agree, +1 pop in core is not that much, but worth more than the +1 food you'd get by choosing a farm over a cottage.

Disagree with both of those. Farming core is still superior option.

- Towns cause :yuck:, how much you can afford it depends on spare :health:, farms are clean.
- Farms allow you to quickly grow back population from whip or plague.
- After chemistry farms also are +1 population.
- You don't need to build park or public transportation, witch are late anyway.
- More :food: is more specialist and egalitarianism in large empires combined with democracy is crazy good.

That not means that +1pop from town should go away. I simply view it as inferior fluff option, and well somebody was wrong on internet so I needed to correct that...
 
So I think I posted about this before but I want talk a bit about resources, colonialism and trade.

Problem: resources are everything, thanks to them you can grow you cities larger, witch means more :commerce:,:hammers: and thanks to that more :gold:,:science:, buildings and units.
Problem 2: Trading resources is useless, if you are larger empire (so always) trading demands are ridiculous. No I will not give you 8 of mine resources +:gold:, for single of yours just because I have 20 cities and AI has 3. I will rather conquer or colonise to get access to those.
Problem 3: I cannot trade even if I wanted for animal and seafood resources before refrigeration. Again I need to conquer or colonise.

Those three taken together mean that there is never reason to decolonise or grant independence. Loss of :c5happy:/:health: means that my cities productivity will fall sharply and with it all of my civ efforts.

Solution:
1)A lot more resources should obsolete, especially around industrial era, and in they place there should be buildings witch grant flat bonuses to :health:/:c5happy:. This will allow me to let go of colonies at some date to improve my :gold: and :science:. I guess higher instability and upkeep in colonies wouldn't hurt either.
Example: dyes obsolete at chemistry - artificial dyes. Sugar obsoletes at biology - beet sugar. Spices obsoletes at refrigeration - no need to mask spoiled food taste.

2) Here solution is simple. Improve trade, I'm perfectly willing to pay 2-3 of my surplus resources for single needed one. This will of course also need improvements to AI to be willing to trade and stop building cottages, workshops or farms on its resources.

3) Also not complicated solution: allow trade of those resources as any other. If I can as Rome trade for rice with China in classical era I can as well trade those.
1) Most sugar is still from sugarcane, spices aren't for masking spoiled food taste and they are still valuable.

3) Dried rice ships fairly well, seafood and meats don't ship very well
 
1) Most sugar is still from sugarcane, spices aren't for masking spoiled food taste and they are still valuable.

3) Dried rice ships fairly well, seafood and meats don't ship very well

Not in Europe, and China rice was chosen because in classical era it's absurd to be able ship enough rice at that distance. Yet you can do it while you cannot import animal food resources. Anyway this was mostly gameplay proposition to dis-incentivise rampart conquest, witch is current MO, and allow for decolonisation.
 
Civ4ScreenShot0129.JPG


Two requests based on this screenshot. In lieu of Vienna, HRE kept Frankfurt as their capital depriving nascent Prussia from it's super important city. I know in the past I was the champion of the idea that Prussia should unify Germany with Blut und Eisen instead of getting free Frankfurt and Hamburg, but I moved on from that idea. Now, ironically, I request to teleport Austrian capital to Lintz and give Prussians their Frankfurt as early as 1706. New sheriff in town needs his productive heartland.

The second request is to teach British, which are at war with Brenus, but ignore that Militia defended Ireland, how to land in the land of St. Patrick and make it theirs. Perhaps special rules governing Celtia prevents normal civ like England to wage the actual and not the phony war with those Celts and secure her base before colonizing the world! I think some kind of bug is responsible for 18th century Celtia.
 
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With crises removed it's sort of a moot point.
I think we are just miscommunicating. What I propose is more flexible system instead of to core or completely collapse. Python is very flexible language and it would be shame not to expand system.

So, what do you mean by crises?
 
What you suuggested has already been in the game, called a crisis. I have just removed it.
 
I'm not as well versed in the stability system as most of you are, but here are some things I've noticed on my recent game. I'm playing as Japan and going for the UHV, one of the goals requires control of Japan, Korea, Manchuria, China, Indochina, Indonesia, and the Philippines in 1940. I was able to conquer Korea no problem after they collapsed, but I think the stability system is making this much more difficult than it could be. When I went to invade China, they were solid stability-wise. I declared war on them and went to try and take their capital. Normally, I'd understand why losing a capital would make you collapse, but they went from solid and then collapsed before I even started bombarding the city.

When I tried to invade Thailand, I wanted to make them a vassal, since my own stability was suffering with the new cities I had in China. But I took one city and they collapsed, again going from solid before the war, to a collapse in a couple of turns. Considering there's no way I can directly control all of the required areas without collapsing, I'm not sure how the stability system makes this achievable.
 
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