Suggestions and Requests

I have to admit it's sort of nice to see someone write forum posts like Charles Dickens but on the other hand I won't be reading either.
 
Three ideas:
1) The defections mechanic should be removed. It's ridiculously unrealistic and arbitrary- e.g. why would half the Persian army defect to the invading Arabs just because I refused to hand over a large amount of territory?
2) Razing cities shouldn't have a negative stability penalty applied. The destruction of Carthage didn't cause the Roman Republic to suddenly fall apart, for example.
3) Certain civs should only be able to spawn if certain conditions are met- e.g. the Moors shouldn't spawn if Carthage still exists, the Mughals shouldn't spawn if India still exists etc.
 
I have plans for all of these in later stages of development.
 
Consider changing the second English historical goal, I have now played three separate games where I spent large spans (100-200 years) at war with at least two of Portugal, Netherlands, and Spain, and couldn't fulfill the sink 50 ships thing due to not enough enemy ships, at one points I blanketed large swathes of the Atlantic with ships, enough to see most of it, still had issues scaring up enough enemy ships. Another issue is that with the new ship set up, unlocking ironclads makes it harder to hit the ship goal due to being the upgrade of frigates, consider allowing ironclads to count for the goal.
 
Consider changing the second English historical goal, I have now played three separate games where I spent large spans (100-200 years) at war with at least two of Portugal, Netherlands, and Spain, and couldn't fulfill the sink 50 ships thing due to not enough enemy ships, at one points I blanketed large swathes of the Atlantic with ships, enough to see most of it, still had issues scaring up enough enemy ships.

One solution to this could be to tie this kind of UHV goals to the difficulty level. For example: 20 ships for Regent and 50 for Emperor level. Numbers are just an example we would need to playtest it.
First, it would mean the goal is more challenging at the higher difficulty level and secondly, there are simply more enemy ships at that level to make it possible.

I played Moors at Emperor, normal 600 AD start and there is a similar goal of raising the cash by piracy. I noticed people complained about this goal as they covered the whole oceans with ships and still had troubles to make it. For me it was very easy. I just sent corsairs to the western Europe coast and a few to the Mediterranean and that was all. There were so many ships with the AI production bonuses so that very few of my ships even made it to the North Sea. And the goal to raise 50 % more cash would be a challenge as AI was close to frigates in the end.
 
The English UHV can be won easily by building Privateers
 
An old strategy is to give away old, weak ships and destroy them with privateers. Typing this makes me remember that gifting units is only possible with defensive pacts so this strategy is not really viable anymore.
 
In the spirit of BUG, I made a small indicator in the city screen that indicates that number of present and maximum number of national and worldwonders. Should I make a PR of it?

Currently it doesn't have a hoover help text, so it might be unclear what the values mean. Should I also make a hoover help text so it is clear what the silver and gold star stand for?

Spoiler :
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I actually prefer merijn's solution, including position and icons. A hover tooltip would be nice, I think it would be sufficient to have a short text like "x out of y world/national wonders at <culture level> culture". Pull request welcome.
 
I blanketed large swathes of the Atlantic with ships, enough to see most of it, still had issues scaring up enough enemy ships. Another issue is that with the new ship set up, unlocking ironclads makes it harder to hit the ship goal due to being the upgrade of frigates, consider allowing ironclads to count for the goal.

I believe declaring war and blockading their cities to be more effective. Skip the oceans, there's no one there. Also, there's ships of the line after frigates get obsolete.
 
The more I learn about the Silk Road, the more I realize how hard it is to do justice to it in a game. Probably the biggest problem with the current mechanic (a 'Silk Road' corporation) is that civs with cities along the Silk Road benefits from hoarding resources -- the corporation yield depends solely on the resources possessed by that single civilization.

Would it be possible to introduce a slightly different mechanic, where the Silk Road corporations produces commerce/science/culture depending on resources owned by every civilization that owns cities with that corporation? Example: +1 :commerce: per silk (etc.) owned by your own civ, +0.5 :commerce: per silk owned by other civs along the Silk Road (perhaps with the limit that you must share open borders with others civs for their resources to count). Or +0.5 and +0.25, respectively. The specific values matter less than the principle.

This would incentivize players (human and AI) to work to keep multiple civs involved in the Silk Road, and to maintain trade relationships (open borders) with those other civs. It would more accurately model the 'Pax Mongolica' when the Mongol Empire unified the Silk Road (open borders with a single empire stretching from Russia & Middle East to China), and the disruption of the Ottoman Empire shutting down those trade routes.


Separately, would it be possible to tailor some of the common trade/commercial buildings to give benefits to the corporation? This might apply to markets & bazaars, but also to Unique Buildings like Iran's caravanserai buildings.
 
I talked about my plans for trade mechanics changes in the past, as part of that I plan to address this.
 
Regarding stability maps:
1) China should have Manchuria, Mongolia, Xinjiang and possibly Korea and Vietnam as historical/contested areas.
2) The areas around Paris, Madrid and Lisbon should be contested areas for Rome.
 
In RFC Classical World they have the Roman civ and a Chinese civ where you can select which uhvs you want to follow (such as Roman Republic or Roman Empire UHVs).
Might this be beneficial for DOC for certain civs? You could select for the English whether you wanted English Empire UHVs or British Empire UHVs, or choose UHVs for different Chinese dynasties.
 
The Parthian horse archer spawns in the middle of Afghanistan and Central Asia should be toned down I feel. Its impossible to meet the expansion goals of the Persian UHV whilst fighting against horse archers which require more military presence in the heartland. Also, I don't recall Parthian horse nomads threatening the Median and early Achamenid empires.

On a different note, how about instead of Japan spawning on an empty landmass, have about two three independent cities there which must be conquered? This way you start out with one city, culture bomb it for the UHV and then proceed to unite Japan and turn it into a powerhouse later on, and it won't feel weird :P .
 
Are you immediately pushing to Egypt and Greece? If you postpone and let greek and maybe roman invasion events trigger you might be able to hold against barbs too
 
Are you immediately pushing to Egypt and Greece? If you postpone and let greek and maybe roman invasion events trigger you might be able to hold against barbs too
My first target is either India or Babylon, India is the weaker target and they fall if you deploy your main army against them, but then your core territory is exposed to the Parthians, who are too numerous to defend against only with a token force of archers.
 
Hope this is a good place to post this but I have a suggestion for a civ:

Australia. Now that Canada is there... it makes literally no sense to me that Australia isn't. In the late game there's no option other than to have Britain unrealistically retain control of a massive continent or leave it as independent for other civilisations to gobble up.

So yeah... Australia...

A few ideas for how it would work: Bearing in mind that any of these ideas can be taken, left, or modified. They're just ideas.

Start Date: January 1901

Unique Historical Goal 1: (Anzac) Conquer a European city before 1945. This would simulate the Australian role in the British army and would provide a reflection of Australia's historical involvement in world war one.
Unique Historical Goal 2: (Surf's Up) Control all Australian and New Zealand coast by 1950. This would reflect how Australia is quite famous for surfing while also encouraging the player to extend their cultural influence over the entire area.
Unique Historical Goal 3: (Nation of Two Continents) Be the first to found a city in Antarctica OR found x number of cities in Antarctica before 1960. This could reflect the fact that Australia and New Zealand between them control the majority of antarctic territory. I'm not sure if it is currently possible to found a city on ice, but if not then there could be a tech that makes it possible, and thus to win this victory you'd need to discover that tech.
Bonus Historical Goal: In case you don't like one of the previous 3 the other one I was thinking was maybe to gain control of a Hit musical, film, play, and sports event before 1990, to reflect Australia's growing media prominence. Just a thought.

Unique Power: (G'day mate) Australia has an automatic relationship boost with other civs. This just makes sense to me as Australians are stereotypically viewed as being nice and friendly and easy to get along with.

UU/UB: I don't know, but I'm sure there would be some obvious options.
 
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