Suggestions and Requests

It's not possible because currently DoC uses scenarios, where there is a fixed set of civs to choose from. When DoC has moved away from that I can easily add a random option.
 
When is better than if.
 
I don’t know if anybody has suggested this yet.

During my games, every 4/5 turns i check how is every city doing in terms of production, growth, economics... and i do it by swapping cities with left and right arrows from the city screen.
Besides doing this i also use a tab in the upper-right part of the user interface (can’t remember, but it should be the first one), which is basically a recap of every city.

Would it be hard to implement a way to arrange the order of the cities and/or a way to arrange them in groups?

If implemented, one could swap between cities of the same “area”, or one could arrange the order of the cities in a way that is more confortable.
This should get more and more useful for bigger empires.

Also: i tried to do something like this in the Worldbuilder, but i couldn’t find anything. Is there a way to do this already?
 
So you want to be able to edit the order of cities in the advisor and when tabbing through them, or also anything else?
 
At least it makes sense why you'd want to do that. I've made a note for it.
 
Could we possibly add another tier of cavalry unit that is motorized infantry or something? I was playing as the turks and ended up with a bunch of useless cavalry once I entered the modern era, it would be nice to have something they can turn into before gunships. Maybe just represented with some sort of Jeep or something.
 
I have a somewhat half-baked idea to suggest, but maybe it piques your interest.

In the late game, a respawning civ will typically have all the culture buildings in its cities, and regain easy control of its core area. However, its coast can be barred to it due to other nearby civs having been outputting culture there for centuries prior, so in practice they'll never regain access to its resources. An example could be China and Japan getting hold of all the Korean coast after they collapse, and Korea being unable to regain a hold in it after they resurrect.

Would it be practical or desirable for settler maps to also be able to define Coast terrain in their Core area? So that the civ can keep control of it even with only 20% culture like it does on land.
 
That seems sensible to me, at least we can introduce this principle with the larger map.
 
Is the beaker cost increase from city numbers still a thing?
I am trying to find out why my tech cost is 10000+ and others' are 2000~3000
 
I find it strange the you will get free railroads to every city after getting the Railroad tech, its not very historical.
It would be better that instead the cities would get the railroads from the Railway Station, or the railroads have to be built by workers.
The Public Transportation could give free highways to cities in similar manner.

The highways could also boost the city tile by giving one :commerce:.
 
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So you'd be forced to build these buildings or otherwise your cities are not connected?
 
So you'd be forced to build these buildings or otherwise your cities are not connected?

The cities always have the basic road, and you can also use workers to build the better roads.
Even now you can build a highway on your city on top of the railway if you want...
 
Huh, really, I didn't know that.
 
Fun fact: The free roads/railroads on cities are a feature that was introduced either in Warlords or in BtS, in the vanilla game you had to build roads/railroads on city tiles yourself.
 
Perhaps Public Transport and Railway Station could replace all routes in the cultural BFC with the corresponding route? It's really annoying to set my workers to idle for 50+ turns only for them to spend ~10 turns improving the nearby areas.
 
Perhaps Public Transport and Railway Station could replace all routes in the cultural BFC with the corresponding route? It's really annoying to set my workers to idle for 50+ turns only for them to spend ~10 turns improving the nearby areas.

The only thing about this is that building a Railway Station doesn't (I think) require access to coal, but building a railroad route does. Likewise, building highways (I think) requires oil.

There's also the issue that different improvements receive different bonuses based on the route on it: railroads boost mines, pastures, and lumber Mills, while highways boost workshops and towns. Of course this later point can be changed but it should be acknowledged for a point against a blanket improvement of all tiles in a city's BFC.
 
I don't particularly like the idea of making railroad- and highway-building more abstract by tying them to city buildings. I like using workers to build them.

It would be nice, however, if the Railway Station building interacted with railroads on the map in some way. And possibly likewise for the Public Transport building, or some new building, with highways.

For example: Increase map yields of highways on villages/towns, but they give unhealth—unless you build Public Transportation.
 
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