Suggestions and Requests

It does not only look bad. It feels bad to be the one making that.
 
I unironically support the Berlin Wall. Wir sind die Mauer, das Volk muss weg!
 
Das Volk wollte weg, doesn't work.
 
*cough chinese solution *cough
(Honecker admired the CP in china for their ...efficient way of handling the protests. makes me hate him so much more.)
anyway, the "Mauer" could be an ambivalent wonder. effective opression on the one end, and maybe a nice "Mauerfall"-event on the other?

Also, leo, you like the Great Firewall? It could also become a "don't steal my tech"-wonder, counterbalancing the "Internet"-wonder effects (getting free techs from other civs).
How about make the Great Firewall protect techs that not just you have, but anyone that is joined with you in a defense pact?
 
[Edit: Sorry to return to the debate of the previous page, I hadn't seen that this next page had already left.the slavery.debate again.]

I'm saying it again, slave units should be possible to use anywhere in the world, but have their big benefits under slavery and colonialism civics only.

Slave mines (spend one slave to build) could gIve another +1 hammer or commerce in addition to the regular slavery bonus, but have no benefits if you're not running slavery.
Slave specialists would get a big debuff unless you run them under slavery or colonialism.

Limiting slavery only to the Americas is weird.


[Edit: On the horrible effects of dictatorships, every player can still run a dictatorship and mass-sacrifice people for buildings and units. No need to adress that via a wonder. And if you look closer, the benefits of running despotism in the global era are not outweighing the bad effects it has on the civ, so it's already both covered by the current game AND discouraged]
 
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Case in point for the above idea: the Arab slave trade, which was absolutely gigantic and forms an important part of Mideastern and East African history.
 
Wouldn't the early chinese game more interesting if there would be some native/independent cities to conquer instead of just settling all of China? ("Seven Warring States period."):)
 
Wouldn't the early chinese game more interesting if there would be some native/independent cities to conquer instead of just settling all of China? ("Seven Warring States period."):)

China spawns before the Warring States, but independent cities to represent the Yue might be interesting.
 
Here we go again ...
 
I agree that there absolutely should be some incentive to change your empire's capital, at least for some civs. I mean, Rome is Rome, but even they changed their capital to Constantinople (centuries before most historians consider the ERE to be Byzantine). Even in the Western Roman Empire you get regular capital changes to Ravenna and Milan, etc. And that's not to mention how many times China's center of government has moved over the millennia.

Perhaps there could be a bonus attached to certain governmental civics for moving your capital? Something like a bonus to :gold: or :culture: in the new capital for a certain number of turns, or a significant reduction to maintenance. Once the bonus elapses (after lasting 10-20 turns), each civ would have an incentive to build a new palace to restore the bonus. (Perhaps that could be a bonus attached to a civic like Bureaucracy?

I'd also suggest that the 'Palace' wonder be less expensive, so the production costs are less of a hindrance to moving your capital around.


One other possible incentive for moving your capital, might be wonders that have the palace as their prerequisite. There are quite a few wonders that might qualify, especially any royal tombs (Pyramids, Mausoleum of Halicarnassus, Taj Mahal, etc.) If such wonders were limited so only one could be built per palace, we might incentive moving the palace to clear up a fresh 'slot' for a new wonder.

Just spitballing here, but this might be part of a much more ambitious proposal, to expand the current Palace into an entire 'upgrade tree' -- adding quasi-national wonders like 'royal mint' ('national bank' for democratic civs), 'royal gardens' ('national mall'), 'royal tombs' ('national cemetery'), etc. Each building would be unlocked by certain techs, with more advanced buildings giving better benefits but being more expensive to build. When a new palace is built somewhere else, the new capital would be able to build any of the palace upgrades, but the old ones would remain and continue providing benefits to their city. This would provide an incentive to move the capital, while also providing a competing reason to keep it in a single city. It would also encourage civs to not move their capitals once they hit the modern age, since they'd need to keep the palace in the same spot until they can finish the upgrade tree.
 
Just spitballing here, but this might be part of a much more ambitious proposal, to expand the current Palace into an entire 'upgrade tree'

BRING BACK CIV3 PALACE VIEW!

But seriously your whole idea is very interesting. Maybe the Palace could be reworked into a “capitol complex”?
 
I really like those ideas, except the one about requiring to move your capital around to continue building wonders. Perhaps the palace can give a production bonus to such wonders (incentivizing but not requiring is ok), but I feel the culture level-based cap on wonders is enough of a constraint.
 
Is there a Mongol respawn in the game ? If not I'd like to suggest a respawn as the Dzungars or Kazhaks. Or even modern Mongolia. Though honestly, as far as the 1700 AD scenario goes, Mongolia and Korea should both be vassals to China at the start and should exist that way. Tibet too.
 
Moving capitals around sounds like a great idea if capitals aren't that expensive. An idea from Realism Invictus: When you switch civics (E.g. from monarchy to democracy), the old kings castle loses its bonus and you need to build a parliament. Or from despotism to republic, replace the tyrant's palace with a senate. Economy civics would require different ministeries. The foreign department would also get other names like war ministry for conquest and colonial ministry. Just spitballing, like you said.

Once the bonus elapses (after lasting 10-20 turns)

The cooldown might be longer. While you can switch civics every 5 turns, you don't have to move your capital every century. Egypt, Babylon and China did so every 50-200 years, well sure, we know. But compare France - unless you count several war emergencies (and Versailles which is a glorified suburb 1/3 tile in the south), Paris was always considered the capital.
 
Ready to have this thrown in the Dumb Ideas thread:

In honour, or spite, of Britain's impending exit....
NEW CIVILIZATION: Europe

Spawn: 1930-50AD (Conditional on the end of a continental war in Europe)
Flipzone: West Germany, Netherlands, Belgium, France, Italy
Historic Area: All of the EU's current member states in continental Europe + Ireland

UP: Power of Union, culture spreads to other European cities and much faster to neighbouring cities (Effect is amplified by cultural and economic output)
UU: Diplomat (Replaces Spy: Can flip cities with over 50% "European" culture
UB: HSR Station (Replaces Railway Station: 2+ commerce on Villages and Towns, 1+ Trade Route, 10%+ culture in city)

UHV1: Control 90% of (non-Russian?) Europe without conquering any cities by 2000AD
UHV2: Connect by HSR routes Paris, Rome, Madrid, Berlin, Vienna and Stockholm with HSR stations and build the Channel Tunnel by 2000AD (requires the addition of HSR as a route-type)
UHV3: Have the highest economic output by 2010
 
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