Suggestions and Requests

Roman Forum and/or Greek Odeon could give :) with Cotton.

Not that I disagree, but it should be with sheep not cotton. Cotton's explosion in use in Europe comes from greater trade with India in the 1400 & 1500s and the Columbian Exchange.
 
I think AI shoul be as picky when trading resources as when trading techs. I hate tech trading but it gives the right difficulty setting.
I agree.
 
Concerning prussian dynamic names, I see Prussia under autocracy as the second reich and Prussia under totalitarianism (that requires fascism) as the thrird reich. So if Prussia runs autocracy it should be called "German Empire" and not "Federative Republic of Germany".
 
An other proposal I had in mind. I remember at some point you wanted to redo Ottomans, so that they are strong in the start and weak later. You can harden their maintainance and stability modifiers. Ottoman empire was always unstable at full extend. Moreover, a game where you have to fight rebellions is pretty historical for an ottoman game. Finally, Ottomans should be able to pay only maintainance at full extend.
 
Good point, maintenance is a good way to weaken them in the long term, especially tech wise.
 
Some comments after an Inca game:
- The core is ridiculously small, it only covers Cuzco. While I get that this may be intended to penalize their expansion, Incan territory was huge, and I'd say that at least Tiwanaku should be considered part of the core.
- The Pagan temple should allow for a priest specialist, I find it to be a bit of cultural imperialism when this ability is given only to the temples of the other, major religions. Non-represented polytheistic religions (i.e.: incan, aztec, viking, etc) could be as organized as any of the represented religions. And while we're speaking about cultural imperialism, there must be a better name than "Pagan" for the building. How about just "Temple"?
- If cities settled on resources will not yield as much as the improved resource will, consider moving the stone out of Tiwanaku, as it would be a pity to miss the extra hammers and coins because of a pre-placed city.

And a final thought - f*** the conquerors. :/
 
I will deal with the Temple issue during my religion overhaul. Good point about Tiwanaku though.
 
giving the Incans Tiwanaku as their 2nd core city probably won't help, since you currently get a higher multiplier if you only have 1 city in your core. (so basically the Incans would only really profit if you could get Tiwanaku to at least the same size as your capitol. Well, apart from Tiwanaku flipping to you, which would help)

The Incans are doable but could really use some love.

I think the Natives shouldn't be allowed to build Aucacs, that makes it really hard for the Incans to get their initial cities.
 
They can't build them, they just start with some. Conquering your initial cities in time is most of the challenge of the Incan UHV, so I don't think I will change that.
 
Tihuanaco should spawn first around 800AD, way before Inca spawn

Reasons:
- It reflect the rise and fall of Tihuanaco empire
- At the time Inca spawn, Tihuanaco will be much more developed than Cuzco, making the battle of Titicaca regions by Pacachuti Inca Yaqatui a real challenge.
- Yeah, Inca shouldn't flip them.
- It gives cool feeling like "conquering a great empire and cause their civilization to fall", rather than just some cities in the region.
^ IRL this is represented by Inca making Quechua the official language and Sun-worshiping the official religion in Tihuanaco.
 
I'm looking forward to the religion overhaul :)

About the 1st Incan goal, it's definitely doable, but also challenging, so I'd say it's alright. I hadn't made it to the other ones, though, when the insufferable Portuguese arrived.

Edit: Another thought on those temples for you to consider with the religion overhaul: Historically, Christianity would only start replacing the native temples after they had State approval. Before Constantine's reforms, Christianity would have to make do in Roman catacombs and before the actual fall of Tenochtitlan, no Mesoamerican temple was transformed into a Catholic one, even though there were missionaries and the religion itself had started spreading. In game terms, I think that if the player/civ is not running a Christian religion as state religion, when Christianity spreads into the city the player should have the choice of either a) adopting it as official religion and let the temple of the city in question be automatically changed or b) keep the native temple and have christianity generate unhappiness, as it happens with the other religions that have no temple.
 
Suggestion:

- could you implement that a new civ can change its civics "for free" during its first turn?
By this I mean that they can switch as if they had a Christo Redentor or the Spiritual leader trait. It is always annoying when you start a game with a civ and you start with several turns of anarchy because of the bad pre-chosen civics. Since there rarely will be a consensus on what are optimal or realistic civic choices for any civilization this would satisfy everyone ;)

Sure, usually those 1-3 turns at the beginning are not too important anyway, since your empire is still small but it would make some civs feel better than when you start on such a negative note.


Concerning the Incas: Their UHV can be won right now, even on Paragon, but they are one of the harder civs to play (as they have always been). Things shouldn't be made any harder for them and small quality of life improvements would be nice, but I don't think too much more is needed.
 
Concerning the Incas: Their UHV can be won right now, even on Paragon, but they are one of the harder civs to play (as they have always been). Things shouldn't be made any harder for them and small quality of life improvements would be nice, but I don't think too much more is needed.
I agree, both on that they should be hard and that they are alright right now. I definitely intend to move the stone away from under Tiwanaku.
 
The Andean road was a thing you know.
 
Is there a way to make DoC use the English settings when opened in another language instead of displaying that "nothingness"? (if you dont know what I mean set your civ-language to anything but English and load DoC)

I tried setting my civ4 to English, even made the ini-file read-only but it still sometimes switches language and since I dont go "civ4 -> load a mod -> DoC" but instead start by loading the 3000BC-DoC-scenario that means I have to exit Civ and then go through the "long way".
When I first downloaded DoC this behaviour (since my client wasnt set to English yet) made me abandon DoC and play other mods instead (because I didn't know I could fix it that easily).
So including some sort of override might not only be a quality-of-life-improvement for people like me who sometimes get their civ-language reset but also could help interested "newbies" to civ-mods get to play DoC
 
Indie Kiev is ahistoric, no?

IRL Kiev was originally the cultural center of Russia. After the Mongols came they essentially made Moscow their capital and gathered all of the tribute they collected there.

I'm not sure how this might best be shown in DoC, but I am sure that Kiev sure as heck shouldn't be indie.
 
Indie Kiev is ahistoric, no?

IRL Kiev was originally the cultural center of Russia. After the Mongols came they essentially made Moscow their capital and gathered all of the tribute they collected there.

I'm not sure how this might best be shown in DoC, but I am sure that Kiev sure as heck shouldn't be indie.

The best idea is to make Russians spawn at Kiev as Kievan Rus and rebirth after mongols at around 1500AD in Moscow. However, it needs planning though.

If viking capital is in Finland, then it should be called "Kingdom of Finland" and not "Viking Council".
 
Yeah, the situation with Kiev/Moscow/Russia is somewhat strange. Having Kiev as initial Russian capital would gimp Poland even more, though (than again, before I removed independent Kiev from my modmod, it was almost never Russian or Polish, but always HRE, Byzantine or Viking - that's why I removed it).
 
As Russia, there are two ways how to make it more historical:
1) Spawn, at Kiev with the City-States civic, collapse, rebirth at Moscow (or just moving the capital there).
2) Make Kievan Rus and Russia two different civs.
 
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