Suggestions and Requests

Some suggestions on routes:
  • Roman Road (currently 3x :move: w/ no upgrade): +1 movement with Engineering
  • Paved Road (Commune): 4x :move:
    • +2x :move: with Urban Planning
    • Can use the same art as Roman Road, or edit either art a bit to differentiate
Here are some possible points for improvement from above:
  • If Paved Road not enabled by Commune, some other column 8 tech?
  • If Paved Road not improved by Urban Planning, some other column 11 tech?
  • Upgraded Paved Road could be +1x :move: instead of +2x :move:
I think this will be more helpful with the upcoming bigger map. This will also serve as a transition from the 2-3x ancient (vanilla) Road to the 10x Railroads and Highways.

Also, after playing Civ 6, I realized how messy the line shapes of vanilla Road art are. I've created a version of the Road with the same texture as the vanilla one but using the railroad NIF's, but I think it needs some polishing. It currently looks like this:

Spoiler :
New Roads.jpg


If desired, I can make a pull request with all of the above suggestions included.
 
I like the "messiness" of the current road, because it looks like, a road.
 
@Leoreth I was thinking that once the new map is implemented, we should do a community run-through of each civ one at a time to make sure they're working as intended, perhaps each civ in a separate thread. This would probably be a good thing to do before new civs I guess. Does that sound like a good idea?
 
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Definitely, but not much we can do on that front until the map is ready.
 
It should, doesn't it?
 
Okay, it looks like there's a bug then. I've made a note.
 
also, does anybody know where the name olximché comes from? there are no google results outside of the cfc fora
you could potentially use nicānāhuac (~= nicaragua) for that city if founded by the aztecs, it's likely that that's a contemporary name
 
Yeah, some of the city names in Mesoamerica have very mysterious origins that probably only Rhye knows. Since we are currently in the process of creating an entirely new (larger) map for the mod, I would prefer to focus city name efforts there to get everything right from the start, instead of correcting the existing map.
 
Panzers should also have the Commando promotion back. Otherwise, it's hard to represent most of Europe being conquered within three years.

Speaking of roads, when able to build highways, they should be the default road workers build, instead of railroads, unless they are built on something a railroad benefits more, like a mine or a lumber mill. Also, Roman Legionnaires should be able to move while building Roman Roads.
 
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So, I had another idea after I saw that the Phoenician/Carthage stability map does change - the core switches after settling Carthage.

Once you have reached all three UHVs - could you play "just the next turn" with a renewed stability map? My suggestion is that after winning...
... all plots in your "historical" area that you own by 100% or more, then belong to your "core"
... all "contested" plots that you own by 90% or more, then belong to your "historical"
... all "foreign" plots that you own by 100%, also belong to "historical"
Foreign cores are unaffected, flipzones are unaffected - you would still lose "new core" cities when a flip occurs.

I think that would be a nice "reward" feature - although the reward is very different depending on which civ was played.
And while it would certainly be gamebreaking in favor of the player while the game is still on - this feature would apply only after the game is already over.
 
Why not simply do this in the worldbuilder after you win the UHV? It can be done very quickly since 1.14/5
 
Why not simply do this in the worldbuilder after you win the UHV? It can be done very quickly since 1.14/5

Cool, I tested that now, it's really easy. In general, I try to use as little of the WB as possible to avoid cheating. Changing the stability myself, on a whim "because I already won" IS cheating. But, if I give myself clear limits, I might just be able to justify it.
With regards to some colonial powers like Spain, I think the proposal was leading towards "after winning, your civ can never fall", as Colombia is marked as "only spawn if parent civ is unstable", and with all the historical spanish colonies as a new core... ah, just forget it, the idea was stupid. You can tell I'm new to this mod.

Hm. Huh. Shouldn't several other civs also only spawn once "controlling civ become unstable"? At least in the stable 1.15, civ spawn dates seem to be tied to dates, not conditions.
 
Couple suggestions to balance buildings:
Move one merchant slot from Marketplace to Coffee House and reduce the Coffee House's culture from two to one.
Move one scientist slot from Library to University.
 
I think I considered that when designing the new tech tree and buildings, but I decided it's important that you get two slots relatively early in the game. It's not that easy to go all in on one specialist type in that stage of the game but it should definitely be possible. Not having that option screws with the possible strategies for certain constrained UHV so it's better to have it.
 
I have a question that last for years, but I haven't mentioned it before. Why every civ in 1700ad scenario doesn't have any workers at the beginning? It's very odd, because in 600ad scenario, China and Byzantine have workers at the beginning.
 
Honestly I don't know.
 
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