Suggestions and Requests

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This is less of an issue with flips themselves but rather the AI being very bad at ferrying units between different land masses.

City garrisons should be evacuated to a nearby city before a flip though. Do you have a save where I can look at what happened here? Maybe I can avoid having the units end up there in the first place.

No sorry, it was a random find. No idea when it happened to fetch the save.
 
Alright, I'll try to figure something out from the code.
 
Releasing a colony decreases the total commerce in your emipre regardless of reduced maintenance cost. So even if you may actually get better economy, you are in danger of a economic crisis.
 
I know that by now you are sick of me and my idiosyncratic requests but this is one is very dear to my heart and honestly looks more like a cosmetic change, but will make many people happy. Make St. Petersburg Russian capital for 1700 AD start ONLY . The moment Russian's get Stalin (as opposed to Alexander II or Peter the Great) simply move palace to Moscow, in the very similar way you do it for Kyoto and Tokyo already (this can be useful in general case also when different wars and collapses make 20th century Russia have a capital in Nazarovo or else where but this check will restore their capital in Moscow). 1700 AD was exactly the time when Peter was transforming Tsardom into a much larger empire that became a major European power. In many ways before and after Peter -- Russia became very different civilization. Just as Meiji restoration transformed Japan and is marked in our game with Kyoto --> Tokyo transition for all the starts -- Europe facing Russian capital marks the transformation of Russia. But again, I only ask to see Imperial St. Petersburg for 1700 AD. It gives the right feel for 18th century Europe right upon loading the scenario.
 
I considered that, but from a gameplay perspective this is exactly the time where Russia should orient itself to the east and having its capital so far to the west only hurts them in that regard. The historical reasons why St. Petersburg was an advantageous capital in history just don't apply here.
 
I considered that, but from a gameplay perspective this is exactly the time where Russia should orient itself to the east and having its capital so far to the west only hurts them in that regard. The historical reasons why St. Petersburg was an advantageous capital in history just don't apply here.

Moscow can get an Administrative center :mischief:
 
The historical reasons why St. Petersburg was an advantageous capital in history just don't apply here.
Hmmmmm... Could we perhaps translate those historical reasons into actual gameplay mechanics?
 
You said we, so I assume you will take on that feature.
 
You said we, so I assume you will take on that feature.
Well... How about Russia receives western European modifiers for as long as it has its capital in Petrograd until it enters the Industrial era?
 
Looking forward to the pull request.
 
Very good, direct your gaze at the year 2056, I'll be sure to have it done by then.
 
Can we kind of, sort of get serious and think about Babylon, Egypt, Spinx and Pyramids.

1. It is possible as Egypt to build either Pyramids or Sphinx. And only with careful micromanagement.
2. Since UHV asks for Pyramids only (not for both because of #1) what is the point of Sphinx (former Stonehenge, if someone remembers) , with it's current effect and name?

Sphinx will always end up in Babylon with human Egypt. And human player will never use Sphinx-Pyramid synergy, which was in mind when designing those wonder effects.

Obviously in ideal world one has to build Sphinx first and use it's effect to build Pyramid. But because Thebes still have Fledging culture they cannot build another wonder for few more turns. Even if Babylon was going for Spinx they can now switch to Pyramids and finish it. So this entire design succeeds in only frustrating poor human player and offers neither synergy nor excitement in finding ways to beat Babylon. One simply can't. And Babylon ends up with unhistorical Wonder and will have less room for historical wonders such as Gardens and Ishtar.

Solution:

Any Wonder except Moai Statues and Sphinx can be only built in the city with 100+ culture (on top of the existing rules). This will require Pyramids to need Sphinx's culture. It's only logical -- Sphinx and Pyramids got to be together like love and marriage. Offers interesting micromanagement options for human Egypt. But still Sphinx does not guarantee Pyramids, because if human player is too slow on higher difficulties Babylon can still reach to 100 :culture: with palace and ziggurat and build Pyramids super fast.

Or simply swap Sphinx with new wonder, like Black Obelisk with no Stone bonus which grants free barrack in every city and fair game for any civ that manages to build it (even China). It will create more excitement than current Sphinx.
 
Instead of Logistics Dutch should start with Academia and if no one found Protestantism by then -- found it. In my Japan game Reformation was not started until the Dutch spawn and I was able to decent entire continent into the religious wars by simply trading academia to backward France.
 
Yeah, actually now that the tech speed is much better again they can just start with Academia, period. Back when their starting techs were set the Reformation was still triggered by Printing Press.
 
Yeah, actually now that the tech speed is much better again they can just start with Academia, period. Back when their starting techs were set the Reformation was still triggered by Printing Press.

But please take away Logistics. Too much for those Dutch!
 
About the Sphinx, I believe that the best use an Egypt game can make out of it is to leave it so that Babylon maybe built it instead of the pyramids. Adding food towards wonder production means saving maybe one or two turns as food doesn't get the hammer modifiers and without the mids is tanking your growth, while the pyramids are probably one of the best wonders out there, allowing you to built settlers and workers without losing growth, which is huge for new cities or if you don't run despotism. I think that changing the effect of the wonder or replacing it maybe be better.
 
How about putting the ice feature-terrain on the Arctic-sea coast? Nothing else seems to stop Russia from founding dozens of useless cities there.
 
How about putting the ice feature-terrain on the Arctic-sea coast? Nothing else seems to stop Russia from founding dozens of useless cities there.
In all fairness, after the recent fix I see it less and less. In my latest 3000 AD game circa 1700 Russian expansion was very similar to Russia in 1700 AD scenario. I consider this a huge step forward. But then, being hopelessly backward in techs they never made to to Pacific. Even Vladivostok event was blocked with my Japanese Butankou culture, which is unfortunate -- maybe Russia should have flip it (Chinese name of Butankou is Mudanjiang which is "only" 381 km from Vladivostok) -- that would trigger Russian-Japanese War. I maybe saw 1 Arctic city in the entire game...
 
As silly as it sounds Mongols should actually start with Tributaries rather than Conquest. They need that gold from looting cities and they established tribute relationship with those you did not resist them. Also Tengrism included the ideas of animism, shamanism, and ancestor worship, so starting with Animism instead of Monasticism feels like more sensible choice. Monastic traditions inspiring Great people are for major religions only, not sure why Tengri Mongols were given this civic... :dunno:
 
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