Suggestions and Requests

Add something called Allied Nation, the pact seem like a permanent alliance but quitable, signed by a group of nations whit condition maybe friendly relationship and already have defensive pact. ( Applied to Byzantium and Rome as well as the history )
I played DoC and feel just so rude to nuke Washington to stop his spaceship in 2010s to win time victory while he's friendly, defensive pact and together we did fight war.
 
The Holy Roman UHV is very easy compared to other civs.
Unless you want the HRE to stay as a 'tutorial civ' for DoC, their UHV could be upgraded.
Making them have more GPs settled in Wien is probably good enough.
 
Making them have more GPs settled in Wien is probably good enough.

There's been a lot of past discussion on improving the third HRE UHV in the past buried somewhere in the forum. My personal favorite was a Palace, National Gallery, National Theatre, and Great Artist requirement in Vienna which checked after the Prussian spawn, roughly in the middle of the 19th century, to make the player have to cope with the Prussians, Russians, and Ottomans.
 
Maybe Netherland 3 GMs is not easy as you think. 6 GSs, GE and GAs with 85% of GM(s), so poor :'(

How about changing it to "Build a Stock Exchange and settle 4 great merchants, scientists or artists in Amsterdam by 1745 AD"? After all, the Dutch Golden Age brought many great advances in science and art as well.
 
Question: What happens to unique buildings when their city is conquered? Do they retain their special characteristics under the new civ? And if not, and they're recaptured by the original civ, do they become the ub again?
 
Question: What happens to unique buildings when their city is conquered? Do they retain their special characteristics under the new civ? And if not, and they're recaptured by the original civ, do they become the ub again?

Had this situation recently in a German game where the Russians temporarily captured one of my cities. The Assembly Plant got turned into a regular Factory for them but turned back into an Assembly Plant for me after I recaptured it.
 
It'd be nice if UB remained unique after being captured though. Russians overseeing a German factory would still oversee an Assembly Plant. On the other hand, I do like that Germans capturing a normal factory would turn it into an Assembly Plant. That would give a nice boost to captured cities.

Edit: Another thought. I see the Castle goes obsolete with urban planning, which is also the tech that enables the Star Fort. It would be nice if the Castle could be just upgraded into the Star Fort, so that you'd only have to invest the hammer difference in the construction of a Star Fort (and perhaps a bit extra would be reasonable to compensate for "additional expenses during renovations"). I'm not sure if there are other buildings with a similar situation, but the ideawould also apply for those.
 
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That wouldn't be realistic, star forts weren't built from existing castles generally.
 
Can you bring this up in the thread for the new map?
 
So, the war collapse flip (where a civ takes over the cities of a collapsing civ automatically) is a good idea, but the effect often leaves ah... much to be desired. Most often, it restores cities to a colonizer after a post-colonial civ collapses. In my recent game, my war with Mexico as America resulted in a Mexican collapse and a flip of half of Mexico's cities to the Dutch in the 1700 AD scenario.

The Dutch.

I understand your design goal with it, but some results are pretty inane and seemingly random, with the player not really able to judge what's going to flip to who when.

I would suggest some sort of restriction to the city flipping. Perhaps cities flip to a civ if they are on the same or adjacent continent only.
 
I already have a ticket open to change these rules, but right now priority is not very high.
 
It'd be nice if UB remained unique after being captured though. Russians overseeing a German factory would still oversee an Assembly Plant. On the other hand, I do like that Germans capturing a normal factory would turn it into an Assembly Plant. That would give a nice boost to captured cities.

Edit: Another thought. I see the Castle goes obsolete with urban planning, which is also the tech that enables the Star Fort. It would be nice if the Castle could be just upgraded into the Star Fort, so that you'd only have to invest the hammer difference in the construction of a Star Fort (and perhaps a bit extra would be reasonable to compensate for "additional expenses during renovations"). I'm not sure if there are other buildings with a similar situation, but the ideawould also apply for those.

Does any human player ever use Star Forts regardless? They have to be the least-built building in the entire game. I don't think the AI ever gets around to building them, either.

Suggestion: Get rid of Star Forts, or do something to make them not completely useless.
 
What's the issue? Are they usually outpaced by cultural defenses?
 
What's the issue? Are they usually outpaced by cultural defenses?

That's at least one part of it. My impression at least is that as a player, by the time Star Forts are available, you will never be playing a civ where additional city fortifications are necessary. The Star Fort's position on the tech tree coincides with the point in game flow where a player is almost always going to be taking the initiative in war, both offensively (invading) and defensively (destroying stacks in the field). Basically no civ's (UHV) gameplay at this point would require you to turtle in your cities; if you are, you have already lost or are playing for non-victory reasons. Where turtling is necessary, it is very temporary (1 - 2 turns while stacks re-position) and the cultural defenses are sufficient for that (see e.g. Mughal gameplay against British invaders - Mughals are also the only civ I could conceivably see building the Star Fort).

I'll leave off by saying the only time I ever built a Star Fort since it was added was when Metropolitan was busted, and I wanted another +1 commerce in Berlin.
 
Suggestions for diplomatic texts to Khosrow I:

Greetings

As Shahanshah of Persia, I have inherited the power and richness of a thousand lands conquered under our vast armies. It is wise to you stand dawn your pride and accept my greatness or be a new acquisition for it.


Greetings / Asking tribute

As your name is the King of Kings, all your emperorship over us connotes that your wise men should be wiser than ours. Either you send us an explanation of this game of chess or send revenue and tribute us. (This one is a historical letter envied to Khosrow by a great king who ruled some territory in indian subcontinent. The quote can be find here.)
 
Suggestion: Get rid of Star Forts, or do something to make them not completely useless.

The same goes for bunker and nuclear shelter, too, in my experience. For similar reasons; if you need them you are playing a lost game. Though Star Fort is more obvious.
I also seldom need walls and castles either, although they see much more uses if you have aggressive neighbors.

Ideas...
Don't castles give +1 culture with heritage? If not, make it so. Another +1 for castles with Star fort present, another +1 for a castle and Museum combo. A +1 culture for the castle+monastery combo might be over the top, though great.

On another hand, the (old, tighter) city walls were historically an economical problem, so maybe they could receive a malus (-1 commerce in the city plot?) with discovering (macro)economics or with their obsoletion tech. Then, a (wider) Star fort can offset that malus by removing the walls? (same effect with Park, it removes old pesky walls!)

Or the Star fort could get the defense bonus that the walls have, but only against gun powder and cavalry units. If they currently protect against bombardment through air units, that should be removed though, imo. (no idea if that's an issue, I never was attacked by bombers. Ever. I rarely even use them myself because of their high costs and tiny operation range.)
 
I don't understand your last suggestion. The Star Fort currently provides the equivalent defense of the Walls building against gunpowder units.
 
I think bunkers and nuke shelters are there to protect AIs against crazy ruthless players....
 
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