Suggestions and Requests

I Bolivia/Peru civilization would be nice, but probably not a high priority. Not convinced it will happen, unless Merijin intends to do it.

Bolivia/Peru is currently not on my list of civ I will include soon. But if you can provide me with good ideas for UHV, UU, UB, UP etc. and preferably links to art files I may consider including it to my list. (Basically doing most of the research)

I like having lots of civs in the mods. But having the option to select or deselect all the 60 odd civs in the world builder would be good, that way people could run DOC with as few or as many civs as they want.

I'm considering creating such an option for my "all new civ" modcomp. At least for the new civs. I think it will have 3 options: Forced, Conditional (if applicable) and No spawn.
 
Bolivia/Peru is currently not on my list of civ I will include soon. But if you can provide me with good ideas for UHV, UU, UB, UP etc. and preferably links to art files I may consider including it to my list. (Basically doing most of the research)

I will look into it.
 
Thanks for playing. And, um, same.
 
Incan UP can also include "no penalty in spreading culture to peak tiles".
 
It already does, that just isn't explicitly in the description.
 
after reading the alternative map thread, I thought maybe we can have some ancient wonders (or tie them to existing ones) providing ancient unique resources, like porcelain or glass, similar to how great movies/hits etc. work.
 
Do not make more respawn, at the first time, i see respawn is stupid because we already have % of respawn if stablity low
 
So uhh i don't know if people have suggested this before but i would want the Ancient Civilizations such as the Chinese to be split into multiple playable civs.

Chinese Spawn 1 (3000 BC to 590 AD)

Since there are 3 spawn dates, is it possible to have 3 Chinese civs? The first one is focused on Pre-3 kingdoms period (particularly the Qin and the Han dynasties). There's already the Qin Shi Huang protrait which is good for this case.

Leader: Qin Shi Huang
Unique Power: (Kinda got this idea from RFCA/RFCCW forgot which one) Each captured city provides an archer?
Unique building: Some sort of barrack thing that boosts milltary production/ half exp needed to promote?
Unique unit: I remember vaguely from RFCA, it's the Qin milltia? Replaces spearman. 5 Attack, +25% against archer +25% against fighting a city
Historical goals: 1) Qin Shi Huang's dream?: Unify China, control, conquer or vassalize? Korea and Vietnam by 110 ADish
2) Build the Terracota Army and the Great Wall by 220 BC?
3) Do not lose a city to barbarians or Independents before 590 AD
Notes: Because we are using Qin Shi Huang as the leader, it would be weird for him to build Confucian and Taoists monasteries. He is not a fan of those two religions*. He believes in Legalism*. The conquest of Korea (Gojoson but we'll leave it as Korea i guess) and Vietnam was done by the Han dynasty. The last goal was to reflect the yellow turban rebellion (barbarians) + the three Kingdoms (Wu, Wei and Shu) as Independents?

Chinese Spawn 2 (618 AD to 1644AD)

This one is mainly focused on the Tang/Song dynasty and is more focused on culture and research rather than conquest. Why Culture? Because the Tang Dynasty is famous for its poems and prosperity.

Leader: Tang Taizong
Unique power: Current Chinese Unique Power/ Every building that generates culture, it's building cost would also be added to culture (ex. If the theatre costs 300 hammer, it will add 300 culture to the city)
Unique building: Chinese Pavilion Give culture can turn 2 citizen into artists?
Unique unit: Current unit Cho-Ko-Nu
Historical goals: 1) Make Chang'an (capital) the most culture and most populous in the world in 950 AD.
2) Be the first to research compass, paper, printing, gunpowder (the current one)
3) Do not lose a city to the Mongols, ensure no foreign culture is in the China region by 1644 AD.

Chinese Spawn 3 (1644 AD to End)

This one is mainly focused on Qing dynasty and modern China. We already have Empreor Kangxi so that's good. The Goals would be focused on conquest and tech?

Leader: Empreor Kangxi
Unique power: ?
Unique building: ?
Unique unit: Qing Banner Army replaces heavy horseman
Historical goals: 1) Be the first to complete tech tree
2) Control 10% land and 20% population, Have at least 5 vassals
3) Be the first in GNP, Manufacturing goods, crop yield
 
So uhh i don't know if people have suggested this before but i would want the Ancient Civilizations such as the Chinese to be split into multiple playable civs.

Chinese Spawn 1 (3000 BC to 590 AD)

Since there are 3 spawn dates, is it possible to have 3 Chinese civs? The first one is focused on Pre-3 kingdoms period (particularly the Qin and the Han dynasties). There's already the Qin Shi Huang protrait which is good for this case.

Leader: Qin Shi Huang
Unique Power: (Kinda got this idea from RFCA/RFCCW forgot which one) Each captured city provides an archer?
Unique building: Some sort of barrack thing that boosts milltary production/ half exp needed to promote?
Unique unit: I remember vaguely from RFCA, it's the Qin milltia? Replaces spearman. 5 Attack, +25% against archer +25% against fighting a city
Historical goals: 1) Qin Shi Huang's dream?: Unify China, control, conquer or vassalize? Korea and Vietnam by 110 ADish
2) Build the Terracota Army and the Great Wall by 220 BC?
3) Do not lose a city to barbarians or Independents before 590 AD
Notes: Because we are using Qin Shi Huang as the leader, it would be weird for him to build Confucian and Taoists monasteries. He is not a fan of those two religions*. He believes in Legalism*. The conquest of Korea (Gojoson but we'll leave it as Korea i guess) and Vietnam was done by the Han dynasty. The last goal was to reflect the yellow turban rebellion (barbarians) + the three Kingdoms (Wu, Wei and Shu) as Independents?

Chinese Spawn 2 (618 AD to 1644AD)

This one is mainly focused on the Tang/Song dynasty and is more focused on culture and research rather than conquest. Why Culture? Because the Tang Dynasty is famous for its poems and prosperity.

Leader: Tang Taizong
Unique power: Current Chinese Unique Power/ Every building that generates culture, it's building cost would also be added to culture (ex. If the theatre costs 300 hammer, it will add 300 culture to the city)
Unique building: Chinese Pavilion Give culture can turn 2 citizen into artists?
Unique unit: Current unit Cho-Ko-Nu
Historical goals: 1) Make Chang'an (capital) the most culture and most populous in the world in 950 AD.
2) Be the first to research compass, paper, printing, gunpowder (the current one)
3) Do not lose a city to the Mongols, ensure no foreign culture is in the China region by 1644 AD.

Chinese Spawn 3 (1644 AD to End)

This one is mainly focused on Qing dynasty and modern China. We already have Empreor Kangxi so that's good. The Goals would be focused on conquest and tech?

Leader: Empreor Kangxi
Unique power: ?
Unique building: ?
Unique unit: Qing Banner Army replaces heavy horseman
Historical goals: 1) Be the first to complete tech tree
2) Control 10% land and 20% population, Have at least 5 vassals
3) Be the first in GNP, Manufacturing goods, crop yield
The Manchurians (Qing and modern China) has already been made as a mod by @merijn_v1 so if Leoreth decides to add them, we already have a good base.
 
With the recent reduction in core population weighting in the late game, the current domination victory conditions are near impossible without excessive Golden Age cheese or playing a select few civs. I'm unsure if this is something you can control, but could you possibly lower the numbers required to win a domination victory?
 
1. The Great Canal wonder should require "no river" instead, as a city situated by a river would not need a huge canal. After the Great Canal is built, the city should get +2 health from supply of fresh water. The Great Canal should keep its old effects in addition.

2. Levee should not require a river. Many cities can benefit from this change.
 
Should a lighthouse require a coast, then?
 
Nothing should require anything! Solar Plants in the Arctic! Hydroplants in Tibet! Ships on land! The possibilities are endless!
 
Nothing should require anything! Solar Plants in the Arctic! Hydroplants in Tibet! Ships on land! The possibilities are endless!
Armies on water!
 
How is latitude actually calculated for solar? Because actual latitude isn't really accurately repsresented, especially in the Southern Hemisphere. If it's just based on distance in tiles to the centre or edges of the map I'd predict regions productive for solar such as southern Australia, and Argentina, would be considered "at an angle greater than 45"
 
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