Suggestions and Requests

Ehm... Was looking to post this somewhere and I can't find any better place, so here it goes.
upload_2018-3-21_21-12-17.png
upload_2018-3-21_21-12-55.png


This is my main worry right now. Playing as China in Marathon/Parangon results in this monster who discovers the scientific method before the mongols spawn. AND this is while being technologically BEHIND India.
The only way I could more or less keep the Indian technological pace was by getting 77+ spionage per turn, allowing a confucian city to be culturally stolen and getting a few spies, to keep stealing technologies from them (trade routes + state religion + espionage difference).
That and abusing the UP to research religious techonologies (lower part of the ¿medieval?¿Late classical/early medieval? tech tree) since they were left behind so I could exchange them for higher than the research they costed, something that won't be possible after the UP change. Also had to sell every aditional resource for extra income (sometimes as low as 2 gold per turn).
So there are three issues:
India and China are way too powerful. Not that I don't like it, with China (and the east) being historically richer/more densely populated for most of our written history, but colonizing Siberia up to the Urals while having caravels in 600ad and Galleons before 1000 ad is a bit too much :p.
Second, Chinese best moves are unhistorical. Currently, the best Chinese fourth city is actually the Mongol capital and the best solution to the barbarian problem is constantly destroying the silk route (due to the barbarians coming from Persia). China has no hope to compete with any power later on if they don't colonize Manchukou, Mongolia, the fertile areas beyond the mountains and get the cows next to the Urals. Countering the horse archers/keshiks with anything but cavalry of your own is next to impossible, cho-ko-nu's being weaker in open terrain with no way to defend themselves. The only viable solution was relaying on their suicidal tendencies by placing them on a nearby hill and waiting for them to attack. Had they decided they wanted to raid my improvements I would have been hard-pressed to find a solution.
Third, meritocracy is useless. Sorry to say that, but even as a long term option citizenship is better (to accelerate the growth of new cities by doubling te production from shopping forest). Afterwards, centralism + regulated create a Nanjing producing more than 300 science and 100 gold. If even an empire that expansive benefits more from centralistic civics than from meritocracy, then something is wrong.
I could have posted his on the "Chinese UP" forum, but this seems to be a bit more widespread than that (seeing as I could barely make use of the UP between the cultural contact with India and the late medieval era).

As for suggestions, I propose we switch meritocracy from the its current form to something on the lines of:
Maintainance High
+ Great Specialist Yield +2 food +1 health + 1 happiness +3 GPP
+ 2 food from Paddy Field
+ 25% food in all cities
+ 4 health in all cities
+ 8-10 unhappiness in all cities
+ 2 happiness per library, university,
+ 1 happiness per farmacy, forge, courthouse, barracks, weaver, theater, post office, security bureau, etc.
+ 2 happiness per confucian academy, confucian Guozian
+ 50% battle experience
Increased effects from great person buildings
Increased instability from barbarian loses, increased unhappiness instability.
Stability with central planning, monarchy, egalitarism, isolationism, monaticism and secularism.

Now, I know this is way too extreme, unlikely to get implemented and so on, but I can't figure any other method to send the Eastern civilizatison on the "Build high" route without crippling their competitive potencial (being tired after university may be the cause for that tho). The competition with centralism is high in that regard, so anything too weak won't cut it. This kind of principle would be an enormous boost in power to any civilization that takes it, but any undeveloped cities will become far weaker, any new city will considerably increase the maintainance cost (especially with high inflation) and trying to switch out of it will cause mass starvation (and an economic depression of epic proportions), reflecting that, while pre-mongol goverments were meritocratic, change was often considered a great risk.
While it would boost Chinese power in the early renaisence, it would be a great deterrent to their expansion, which may have the desired effects later (relative stagnation during the late renaisence) on while, at the same time, giving them extra power during the industrial era when more specialist and more yield from them get available, creating the "Asian tigers" effect and allowing them to recover prominence.
If you add that highly populated cities will have powerful trade routes, it would offer two powerful paths: centralism + regulated trade + tributaries or meritocracy + merchant trade + isolationism (this last one needs a boost too, since tributaries yields more commerce just by the lower maintainance and the +25% trade route yield).
Ehm... afterwards it would only be necessary to make barbarians more likely to pillage improvements before assaulting (it would greatly weaken the chinese and indians and encourage an early Great Wall construction) and add a + 100% city maintainance in cities with less than 1000 (at normal speed) Chinese culture in the Chinese UP and you have the desired effect.
Maybe there is another way, maybe I am exagerating.
I know this is a long shot (a way too influential principle) but it may be another way to approach the issue.
Thanks for reading, anyway.
 
Last edited:
I would suggest General Discussion or Gameplay Guides for showcasing player accomplishments.
Sorry, the editing took too long :p. I meant to imply that China and India are too unbalanced and have a too unhistorical gameplay as of the current patch.
Scientific method, 1120 ad.
India is even further ahead (it discovered economics about 30 turns (marathon speed) ago.)

PD: The Chinese did try to expand north, it just ended up being too costly and the project had to be abandoned. Expansion wouldn't be impossible with this principle, just slower and taking more to be actually profitable.
PD2: On another topic, why can't I demand/ask for sea resources from my vassals? Point case, the Khmer crab
 
Last edited:
My understanding is that the game is specifically balanced around the regent difficulty and normal speed
 
Please replicate this in normal speed and we can talk. I'm not against balancing the game speeds better but then the problem is not with China or India.
 
Will do.
I pointed at China/India because they were the only two civilizations ahead of everyone. That said, that might be a side effect of the speed, so please ignore this until I have done it on normal.
 
Alright. My suspicion is that tech speed is generally too fast in slower speeds, and that all imbalances result from that in combination with civs lagging behind because they spawn later and earlier spawns already had the chance to get ahead. Thank you for your feedback.
 
This isn't so much a request as a question - what does the Byzantine Unique Power actually mean?

Does the AI value a trade of 500 gold in exchange for a tech they have as though it were 1000 gold?
Does this also count towards gifts of gold ?
What about gold per turn in exchange for resources?

Many thanks !
 
Only lump sums, but otherwise your assumptions are correct. If affects both gifts and trades.
 
@Leoreth

What would be your reaction on this proposed mechanics?
 
Two suggestions:

-Including a measure of the value of domestic trade as well as foreign trade in the Economic Advisor tab.

-Making it so city population (what it says when you hover over the name in the city screen) increases more linearly early on and more exponentially as the city's population points grows. Right now, it's almost impossible to have such a large population in the early game that your total population reaches >100 million, as was the case for lots of Chinese dynasties and it's even harder to ever reach >200 million in the late game.
 

Attachments

  • civ 4 rfc doc population suggestion.png
    civ 4 rfc doc population suggestion.png
    11.4 KB · Views: 71
Do you have the formula for that?
 
Hi,

A few questions/suggestions:

Question1 - why isn't the city of Carthage in the 600 A.D. scenario, either as part of the Byzantine Empire (it would be the launch pad for the future emperor Heraclius' revolt) or independent (symbolizing the revolt of Gregory the Patrician) ?

Question2 - why isn't modern-day Tunisia, or at the very least the more heavily romanized coastal areas, part of the Eastern Roman Empire's "Historical Area"? Byzantine Carthage was a hell of a lot more valuable to the Empire than their fleeting possesions in southern and eastern Spain

Question3 - Would it be possible, in the new map, to include a representation of the fall of the Byzantine Empire's western holdings, in order to underscore the general theme of collapse? Maybe something like this:
Untitled.png


Question4 - Would it be possible, instead of the current system, to give the Arabian A.I. unit stacks outside the Byzantine cities in the Levant, and then script the "your units are deserting" event to trigger only if the Byzantine player is losing (to symbolize the switching of allegiance of the local Myaphisite population)? Then, do the same in Egypt and Anatolia, and if either falls, repeat for Carthage and/or Constantinople? Maybe script the AI to make its opening move by attacking either the cities or whatever enemy units are in its path, to prevent unwanted outcomes like them wondering off into the desert, doing nothing? After all, in real life, the Arabs managed to get all the way to the gates of Constantinople, something which the AI is utterly incapable of doing

Question5. - If, for whatever reason, the Arabs failed to take Egypt and/or Roman Africa (and/or if Islam failed to spread to the area), would it be possible to have the Moors start with a pagan religion instead of Islam?

Question6. - Any plans to introduce the Sunni-Shia split ?

Question7 - Are there any maps showing which religion can spread where?

Question8 - Would it make sense, in addition to Avar, Cuman, Pecheneg etc barbarian horse archer hordes, to have "Rus" barbarians spawn, load unto their ships, and then proceed to attack Constantinople? Or even make them belong to the Viking A.I., like so many other similar events? After all, there were a total of 3 sieges of Constantinople carried out by sea-borne invasion of these people in the IX-th and X-th centuries.
Untitled2.png


Kind regards,
 
I think AI civs that adopt Isolationism (especially those with leaders with that as favorite civic) have to be encouraged to switch out of it at some point in time.
 
1-4) That's too narrow of a focus or to scripted for how DoC works (broad strokes and specific scripted events only for events that had a long term effect). You always need to consider that DoC is subject to the inertia rule: things introduced into a given game will stay around until something else comes around to change them. Using scripts only to "represent" these short term developments is therefore the opposite of good use of scripting.

5) In that case I guess the Moors should not spawn at all.

6) Explicit plans not to implement it.

7) No maps per se, but you can see the region map in Assets/Python/RegionMap.py, below it are lists which regions are part of the core/historical/periphery/minority area of a religion. Maybe there is already a WB overlay for regions in the game as well, I always lose track of that.

8) I guess Varangian themed barbarians would make sense.
 
7) No maps per se, but you can see the region map in Assets/Python/RegionMap.py, below it are lists which regions are part of the core/historical/periphery/minority area of a religion. Maybe there is already a WB overlay for regions in the game as well, I always lose track of that.

Yes, there is.:smug:
 
I was at a talk on Maya urban beekeeping today, which got me thinking about the Maya UP.

I think it was Leoreth who suggested +1 commerce in tiles adjacent to cities. I like that one. What if there were an additional effect, where overlap with these tiles gave +3 commerce (instead of +2), or +1 hammer or food or something?
 
What do you mean by overlap? Being in the first ring of multiple cities?
 
Back
Top Bottom