Suggestions and Requests

1. I'm working on doing some tests on the vassals collapsing-thing, which I talked about a couple weeks ago. I was wondering where I can find a list of stability effects and if there is a way to see a civs stability in the Worldbuilder? That would go a long way.

There is a stabilty guide in the Pedia. (Concepts section)

You can veiw some stability parameters in the StoredData editor in the WB. (Player mode)
 
1) To see how the code overall works, look into Assets/Python/Stability.py. In the game, in my opinion the best way to survey someone's current situation is to open the Python console (Ctrl + ~) and use:
Code:
from Stability import *
print calculateStability(iChina)
Or whatever player you're interested in.

2) So do I understand that right, you envision that as a promotion for naval units affecting the units they carry? I think the concept is interesting because there generally is very little to upgrade your transports with. On the other hand it would also make sense as a land unit promotion that requires Amphibious.

I am mostly concerned with the power imbalance this creates. Naval shock attacks were already too powerful without this addition in my opinion, which is why I implemented the rule that entering enemy waters consumes all remaining movement. Otherwise you can do stuff like keep your transports in Hamburg as Germany and capture a city in Great Britain in one turn without ever exposing your ships to a naval defense, which seems wrong. On the other hand I would love a mechanic that allows you to capture workers and raid improvements without leaving your ships. Maybe ships should just get the ability to pillage improvements on adjacent land tiles?
 
I think that it's great improvement that culture levels boost specialists, but the settled great people seem to expection .
Also the last level, Legendary, doesn't do much compared to previous levels.
So I would suggest that the Legendary Status would boost the settled great people.
Here are my suggestions.

Great Artist and Merchant: +1 :)
Great Scientist and Priest: +1 :health:
Great Engineer and General: +1 exp to military units
Great Stateman and Spy: +1 exp to spies
 
So, Indonesia's UP gives them a tiny bit of gold every now and then, but requires ships to pass through their core. But their unique unit is a privateer that allows them to kill ships without declaring war, which goes completely against their UP.

Given that their UP is meant to represent the profitability of trade in their core, perhaps they could get something that interacts with trade mechanics? Perhaps their resources could be more highly valued by the AI, like Byzantium's UP is with gold.
 
I think it has a lot more to do with the sheer amount of sea trade passing through that area and it's supposed to motivate them to open their border to get advantages from trade. That said, the amount of ships passsing through is probably not the best indicator for that.
Maybe something on the lines of:
Sea trade routes to and from Indonesia (in it's core?) give and extra 100% yield. Extra food per foreign trade route or % trade route yield in food.
But that only takes into account the trade going into Indonesia and not through Indonesia, and dilutes the advantage that's supposed to come from the control of the south china sea and the strait of singapur through all the cities, not to mention that extra movement in ocean tiles also reduces it's strategic importance.
All said, maybe someone has a better idea :p
You could also have something on the lines of:
The Indonesian Capital gets extra gold/commerce for the population in Indian, Southeast Asian, Chinese, Korean and Japanese coastal cities, to reflect it's importance as the region trade hub.
That said, I don't know if any change is needed.
 
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So, Indonesia's UP gives them a tiny bit of gold every now and then, but requires ships to pass through their core. But their unique unit is a privateer that allows them to kill ships without declaring war, which goes completely against their UP.

Given that their UP is meant to represent the profitability of trade in their core, perhaps they could get something that interacts with trade mechanics? Perhaps their resources could be more highly valued by the AI, like Byzantium's UP is with gold.
Yeah, it always ticks me off when I'm going through Indonesian waters and the AI uses the Orang to destroy my ships. Like, "You know I'm giving you gold right now right!?"
 
maybe indonesia should get production from foreign+intercontinental+overseas trade routes, idk if it would be too powerful, but I think they need something like that. Even 1 production per route would be ok.
 
Has anyone ever suggested adding coral reefs? I know there are islands but I think they serve a different purpose. Reefs could give added +1 food with the discovery of exploration (or something), then in the industrial era and later +2 food but if nearby cities are unhealthy you risk losing the reefs altogether unless you implement whichever civic replaces environmentalism then you lose the food bonus but get like +2 gold for each reef due to tourism. Also maybe hotels could have a happiness benefit for things like reefs and preserves, not sure what the hotel benefits are off the top of my head.

Also, maybe certain ships couldn't pass through reefs. Or were slowed through reefs providing a kind of defensive bonus. Or reefs can't be blockaded?

Pros: It's interesting, could make for some good gameplay. Not sure about the numbers but just spit-balling. There should be cost/benefit to exploiting them or preserving them. It should be a real choice.
Cons: If implemented poorly it could really crowd the map in an unpleasant way. Ideally they'd be visible but just barely and they would be dynamic like islands when you group them on multiple tiles. Also, if combined with seafood resources it could give places like Indonesia crazy high population. That said, Indonesia does have crazy high population in real life. To remedy this it would be best to only put them in the areas of greatest concentration.

EDIT: I suddenly realise this suggestion relates to the current topic but that was unintentional.
 
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Not so much a suggestion as a recount of some pondering with a friend over an oft suggested topic.

My friend and I were talking today about RFC (even tho he's only ever played Civ 5) and the topic of the Native North Americans came up.

He was at first confused but ended up understanding that it'd be pretty hard to represent the north natives (even if we ignore the lack of Agriculture), but our conversation turned up an interesting thought:

A good way to represent their raiding, and lack of conquests could be by giving their units very poor vs city strength, a really high withdrawal chance, and a portion of pillage gold upon withdrawing from combat with a city
 
Not so much a suggestion as a recount of some pondering with a friend over an oft suggested topic.

My friend and I were talking today about RFC (even tho he's only ever played Civ 5) and the topic of the Native North Americans came up.

He was at first confused but ended up understanding that it'd be pretty hard to represent the north natives (even if we ignore the lack of Agriculture), but our conversation turned up an interesting thought:

A good way to represent their raiding, and lack of conquests could be by giving their units very poor vs city strength, a really high withdrawal chance, and a portion of pillage gold upon withdrawing from combat with a city

When you say north natives, do you mean Arctic? Or just North American, because North American natives certainly had agriculture. I do find it troublesome that it is impossible for the Natives to form any kind of settlement especially pre-Columbian. Upon first contact with Europeans there was a substantial settlement every 50 miles along the Mississippi. They were shortly wiped out likely by disease but they were there. That said I like the idea that Natives would have difficulty conquering cities. Except maybe new settlements (like Roanoke). Or, if new colonies started with substantial Native population maybe Natives would have an easier time conquering cities that had Native influence. Not sure to what end. Just a thought.
 
When you say north natives, do you mean Arctic? Or just North American, because North American natives certainly had agriculture. I do find it troublesome that it is impossible for the Natives to form any kind of settlement especially pre-Columbian. Upon first contact with Europeans there was a substantial settlement every 50 miles along the Mississippi. They were shortly wiped out likely by disease but they were there. That said I like the idea that Natives would have difficulty conquering cities. Except maybe new settlements (like Roanoke). Or, if new colonies started with substantial Native population maybe Natives would have an easier time conquering cities that had Native influence. Not sure to what end. Just a thought.

I am well aware of the mississippi mound builders, but I disregarded them as it's hard to make a UP, UU, and UB for a nation you have no idea about, let alone a Leaderhead or general gameplay. Plus if we really do implement them, the only nation they'll ever meet is the Aztecs, as you said they never met the Europeans.

I guess they could be a set of Independent cities with strong enough units to fend off player controlled Aztec/Mayans which get razed when hit with plague...
 
Has anyone ever suggested adding coral reefs? I know there are islands but I think they serve a different purpose. Reefs could give added +1 food with the discovery of exploration (or something), then in the industrial era and later +2 food but if nearby cities are unhealthy you risk losing the reefs altogether unless you implement whichever civic replaces environmentalism then you lose the food bonus but get like +2 gold for each reef due to tourism. Also maybe hotels could have a happiness benefit for things like reefs and preserves, not sure what the hotel benefits are off the top of my head.

Also, maybe certain ships couldn't pass through reefs. Or were slowed through reefs providing a kind of defensive bonus. Or reefs can't be blockaded?

Pros: It's interesting, could make for some good gameplay. Not sure about the numbers but just spit-balling. There should be cost/benefit to exploiting them or preserving them. It should be a real choice.
Cons: If implemented poorly it could really crowd the map in an unpleasant way. Ideally they'd be visible but just barely and they would be dynamic like islands when you group them on multiple tiles. Also, if combined with seafood resources it could give places like Indonesia crazy high population. That said, Indonesia does have crazy high population in real life. To remedy this it would be best to only put them in the areas of greatest concentration.
I'd also like to add them, although I would give extra health instead of food, and enable Marine Preserves on them for late commerce.
 
I am well aware of the mississippi mound builders, but I disregarded them as it's hard to make a UP, UU, and UB for a nation you have no idea about, let alone a Leaderhead or general gameplay.
Mississippi are in History Rewritten, so it's not impossible.
I'd also like to add them, although I would give extra health instead of food, and enable Marine Preserves on them for late commerce.
...and coral reefs are in HR as well.
 
We've had some big discussion about how to make the North American native civs present without getting in the way. I like the idea of their cities auto-razing without ruins appearing when captured.
 
I would love a mechanic that let's a civ convert other cities into other types of settlements (eg, a town) under some conditions. For example, in North America, a Native American city could become a reservation when it was conquered by a colonizing civ or when/if it flipped. Ie, "Incorporate as minor settlement" could be an option in the pop-up, next to "raze it" and "install governor". Reservations could be treated like another type of tile improvement, that provides some commerce or hammers (like villages). In the rest of the world, conquered cities could simply become towns. If this distinction between town and reservation was implemented, it would allow for some neat gameplay options, such as reservations causing unhappiness in their neighboring city under specific civics. This way you don't need to raze cities (which I don't think was the norm in history) when conquering land).
 
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