Suggestions and Requests

Settling a city on a town tile could also make it start with some extra pop and a building or two.
For a while I've wondered if Towns are really any more useful than Farms in core territory, due to the huge advantage +1 Food gives. Because of this, I've been wondering if there would is a reasonable way to buff them. Obviously giving them a Food bonus equal to or greater than a Farms' would be really strange flavor-wise, and giving them extra production or commerce would make them appear overkill. So perhaps we could take a mechanic from Civ 6 and implement adjacency bonuses. In this way, improvements would be much less "one size fits all" and instead rely on city placement and nearby resources and thus completely bypass the issue of "is X > Y" by making the dominant strategy "is X > Y on this tile".

I'm going to jot down some ideas:
  • Towns: +1 Production if adjacent to a City, +1 Commerce if adjacent to a Luxury Resource
  • Farms: +1 Food if Adjacent to a Crop Resource +1 Commerce if adjacent to a Livestock Resource
  • Workshops: +1 Production if adjacent to a Strategic Resource +1 Commerce if adjacent to a Luxury Resource
  • Watermills, Windmills: +1 Production if adjacent to a Crop Resource +1 Commerce if adjacent to a City
  • Mines: +1 Production if adjacent to a Mineral Resource, +1 Production if adjacent to a Mountain
  • Solar Farm (CMC): +1 Commerce if half of adjacent tiles are Flatlands, +1 Commerce if half of adjacent tiles are desert
  • Lumbermill: +1 Production and Commerce if half of adjacent tiles are Forest
  • Forest Preserves: +1 Commerce if adjacent to a Mountain (Mountainclimbing Tourism and such), +1 Commerce if adjacent to a Livestock Resource or Deer (Seasonal hunting)
Obviously close attention would need to be paid to the balance should this be implemented, but I feel like it'd make the map feel much more lively than the current strategy of "place improvements that match my civic, doesn't matter where"

Also, can we buff Forts please? They're useless. Increased speed of cultural influence gain over nearby tiles and trade routes can always pass through adjacent tiles alone would give them an actual use, even if it's pretty niche. It's also an elegant and historically-accurate way to influence which tiles my culture spreads to.
 
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Also, can we buff Forts please? They're useless. Increased speed of cultural influence gain over nearby tiles and trade routes can always pass through adjacent tiles alone would give them an actual use, even if it's pretty niche. It's also an elegant and historically-accurate way to influence which tiles my culture spreads to.

The first part of this is already in the game: tiles with a fort on them have 0 culture cost for culture expansions. Easy to test in Egypt with its luxuries and strategic resources on deserts and desert hills, both of which have very high base culture costs to cover.
 
The first part of this is already in the game: tiles with a fort on them have 0 culture cost for culture expansions. Easy to test in Egypt with its luxuries and strategic resources on deserts and desert hills, both of which have very high base culture costs to cover.
That's amazing! Why isn't it documented in the Civilopedia? Also, what's your thoughts on halving adjacent tile culture costs so that fort culture expansions aren't a one-and-done move?
 
You have an idea on how to improve the modmod or add an interesting new feature to it? Then this is the right place for you! I intend to read and consider every idea here.

The more detailed your suggestions are, the more likely it gets that I'll consider them. Images help to picture what you're talking about (for example for terrain changes), and when you've already considered the repercussions it may have on the rest of the game, it helps to calm down my worries in this regard ;)

Please note that just because I don't directly reply to a suggestion doesn't mean that I didn't read or consider it. Maybe it has already been brought up recently, or I need time to think about it and currently have nothing to say. Also, more complicated things might need some time to get done, especially when they concern other aspects of the game than those I'm currently working on.

How about incorporating some viola de gamba music into the Renaissance European soundtrack? Some of us play this mod so much that having dozens of hours of music would actually probably be a good idea :)

 
I don't know if someone else asked this but is there a place where you can download the last version before the tech tree change, I just don't want to figure the new one out right now and I'd prefer to play with the older one.
 
Maybe Elective should yield +1 Commerce from City Ruins as well?
 
Hey, this is maybe a dumb question but considering there are so many civs in DOC and its modmodmods that often the name list is too long for the screen. Is there a way to engage with a civilization in diplomacy without clicking on the name list? Or we just doom to never be able to talk to the most powerful civs in the lategame?
 
I never had this problem with DoC, can you share a screenshot? What is your resolution?
 
Hey, this is maybe a dumb question but considering there are so many civs in DOC and its modmodmods that often the name list is too long for the screen. Is there a way to engage with a civilization in diplomacy without clicking on the name list? Or we just doom to never be able to talk to the most powerful civs in the lategame?

Right-click on the civ's coat of arms in the Foreign Advisor. That should do the trick.
 
I never had this problem with DoC, can you share a screenshot? What is your resolution?
It's only happened a few times in regular DOC when there is a crazy amount of civs in the lategame. Like, the top 1 would be cut off. It became a bit more of a problem playing the Modcomp mod, more civs, bigger list. It was mostly solved by adjusting the resolution as suggested though my screen seems to max out at a certain point then I lose part of the interface. This might be because I run in windowed mode rather than fullscreen.
 
The Earth 2010 (or is it 2012? 2015?) mod has a scrollable scoreboard to resolve this issue.
 
In the world builder you can deselect certain more minor civilizations. Out of interest is it possible to deselect other civilizations so you can play out alternatives histories? For example what would happen if the Moors had completely overrun Iberia and thereby not have the Spanish enter the game.
 
In the world builder you can deselect certain more minor civilizations. Out of interest is it possible to deselect other civilizations so you can play out alternatives histories? For example what would happen if the Moors had completely overrun Iberia and thereby not have the Spanish enter the game.
Hmmm...
 
Are there plans to add more leaders in the modern era? America could need maybe Reagan and Obama as leaders? Putin could also be added, and maybe Angela Merkel for Germany. Remember, it's not only the good or great leaders that are represented.
 
Food for thought: Perhaps some civic or unique power could grant a massive military unit production bonus for cities outside your core area. The closest thing we have to that is the Ottomans' UP, but reliance on conscripting auxiliary forces of subjugated or allied peoples is something that the Romans, Persians, and many others did as well.
 
Food for thought: there should be a civic or unique power that converts research into food
 
Why? Not that it doesn't sound original, but what would that be emulating, exactly?
 
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