Settle a worker in a cottage/village and have the development advance 10 turns. Action costs 20 gold, too. Not OP, but nice.
Also, the game needs a 5th stage of cottages. "Metropolitan area" maybe, needs again the double time to develop from town. Only available in industrial age.
Suggestion: vassals should be immune to/protected from stability penalties from foreign relations a) as there is no way for them to determine their own diplomacy and b) to tone down the frequent AI collapses.
Also about communism:
IMO communist/socialist civics comes too late in the game (Global Era). So a rapid transition from a pre-industric society to a communist/socialist state as in IRL Russia and China is near impossible. (Tech differences is too big and you get a lot of outdated civic malus)
Not sure if this has been previously discussed but I would like to see a ship healing/resupply mechanic added. Collateral damage would be nice too for late game ships.
Ships should only be able to heal in friendly cities (or any cities for caravels). Much of the south pacific imperialism that Britain and the US was for the sake of having naval bases and allowing them to extend influence in regions that they otherwise wouldn't be able to. China is playing the same political game today with the Belt and Road Initiative to acquire naval bases in the Indian ocean.
Essentially in the mod, colonization of the south pacific doesn't do much good because it isn't resource rich and none of the potential cities have much production capability.
If ships could only heal in friendly cities, a British player would have incentive in settling the Falklands or the South Pacific in order to maintain a strong naval presence. If the US and Japan were at war, they would need to make South Pacific islands priority military targets. It would take an overwhelming naval force to make a direct assault, therefore naval bases become tactically important.
While I don't think this mechanic would be difficult to implement, I'm not sure about how well it will work with the AI.
Shouldn't be too complicated. Update the AI to retreat to friendly cities when the need to heal. Grant extra importance to the attack of cities owned by enemy Civs proportional to their proximity to your cities and strength of their owner's navy.
Could we add some spawning Native or at least Barbarian units in Australia... at least Queensland. Any Australian Aborigine warrior models out there on the forum? Australia being this empty country with no resistance to colonization is a bit ahistorical. As Britain, I literally just send a settler undefended to Australia and first thing I do is build a defending unit only to prevent unhappiness, then I build two settlers and boom Australia colonization goal fulfilled. While we're at it lets get a couple Maori warriors in New Zealand.
EDIT: Did my best to find an Australian unit, could only find a boomerang unit for Civ 3... sad. That said, spear throwing was common amongst Aborigine warriors so perhaps the skirmisher or similar unit could be used. Would be cool to have a boomerang or woomera unit though
Could we add some spawning Native or at least Barbarian units in Australia... at least Queensland. Any Australian Aborigine warrior models out there on the forum? Australia being this empty country with no resistance to colonization is a bit ahistorical. As Britain, I literally just send a settler undefended to Australia and first thing I do is build a defending unit only to prevent unhappiness, then I build two settlers and boom Australia colonization goal fulfilled. While we're at it lets get a couple Maori warriors in New Zealand.
EDIT: Did my best to find an Australian unit, could only find a boomerang unit for Civ 3... sad. That said, spear throwing was common amongst Aborigine warriors so perhaps the skirmisher or similar unit could be used. Would be cool to have a boomerang or woomera unit though
IMO communist/socialist civics comes too late in the game (Global Era). So a rapid transition from a pre-industric society to a communist/socialist state as in IRL Russia and China is near impossible. (Tech differences is too big and you get a lot of outdated civic malus)
I encountered a lion when I landed my settlers recently. Had to reload and wait a few turns until the garrison arrived. I think crocodiles would represent Australia's dangerous fauna better. They could also be around in South America. Always sticking to rivers, though.
In Australia, there could also be a few native warriors on the walkabout, but yeah, nothing serious. And the Polynesian civ could probably be auto-expanded at some late point in the game to cover at least New Zealand and Hawaii. Also, when the Polynesians get destroyed, they need to be natives, not Independents.
It would be cool if using a Settler to rebuild a city renamed the city according to the civilization's settler map (if it has a name for the tile). For example, if the English rebuild Canton, it should become Hong Kong, or if they rebuild Delhi, it should become New Delhi.
I have to ask is anyone bothered by the vassal names.
My guess is that vassals in game represent "formally" independent states (late Ptolemaic Egypt to Rome, some Korean Kingdoms to China or Vichy France to Nazi Germany), but problem is flavour names often depict them as if these vassals are regional units of their master.
Names like Autonomous Province of France, Austrian raion or Byzantine protectorate during the middle ages, really break immersion.
I suggest that vassal names should stay same as they were before conquest or vassal agreement and change with their civic's, exception being situations where they would fit historical context ( Italian Socialist Republic as Totalitarian Italian Vassal, Duchy of Warsaw as vassal Polish Kingdom controlling one to two cities, Latin Empire as Catholic Byzantium vassal to Catholic state etc.).
Also if conquered capital that during the unrest is returned to original civilization, could be again reestablished as capital would be nice.
I definitely think it should reward discovery most of all. I always wanted to have more stuff that rewards you for doing stuff on the map like circumnavigation and this definitely is it.
I saw this snippet from the 'Natural Wonders' thread, and it made me think: what other major exploration goals would be possible in the game? These seem interesting:
Arrival in New Zealand by the Polynesians
Crossing the Rocky Mountains? (a la Lewis & Clark)
Exploration of the North Pole
Exploration of the South Pole
One thing I would love to see in the game, is an ancient-era 'circumnavigation of Africa' goal. The Phoenicians managed it (on an expedition funded by Egypt) though it took them three years to manage it, planting temporary settlements each spring to grow and harvest enough grain to keep sailing. Perhaps it could be limited to 'circumnavigate Africa in a galley', to limit the prize to the proper era and units. I don't know how this would work with the 'Cape' feature that's meant to keep galleys out, but perhaps we could alter the 'Cape' effects so that rather than being outright 'impassible', it would be severely damaging to galleys and other pre-modern ships (and fatal to any units loaded onto a galley, so the galley can cross the cape, but preventing any settlers or scouts).
Even if it's not limited to galleys, it could still be a worthwhile goal, given how important Vasco da Gama was for the development of the Portuguese empire. Given that Phoenicia and Portugal were both commercial empires, perhaps this 'circumnavigation of Africa' could provide a reward of "+1 trade route in your capital"?
There are some Wonders that should be more encouraged to be built by their historical constructors, the same way we usually see Spain building El Escorial and America building the Statue of Liberty. For example:
Al Khazneh is nowhere to be found in the 600 AD and 1700 AD scenarios. It should be either in Syria or Jerusalem.
The Bourse is a Wonder Dutch players often don't have time or the priority to build.
Civs owning Jerusalem, especially Arabs and Seljuk and Ottoman Turks should be encouraged to build the Dome of the Rock.
Not sure if Greece, Rome, Egypt, and Persia have been given personalities of generally aggresive Wonder builders already, especially regarding their historical Wonders.
The Krak des Chevaliers mostly has no chance to be built accurately or at all. I can usually only build it when I'm Catholic and Islam makes it to Constantinople or Italy.
Is it me or Turkey usually builds the Louvre?
The Old Synagogue is located in Poland but in-game it's mostly built by France at Marseille.
I just completed two of the three UHV's for the Maya on paragon/marathon.
I'm curious if I need to build cities on the most extended points of the map or if naval vessels will suffice for the third UHV.
But for my request/suggestion.
The temple of Kukulkan gives a bonus to rainforests only in the city it is built. This is a very minor bonus for the huge investment in hammers in my capitol (one north of the original spot, for faster research and more food), so I built it in Danibaan (the city on the stone) which has zero jungles
Could it perhaps give its bonus to all citiest with rainforest tiles?
For Maya's third UHV I found out that a good plan is to place a scouting troop on Greenland so it will overlook Iceland.
Once Vikings settles a city there you will meet them.
But to get to Greenland you also need a city on the eastern tip of Canada allowing your ships to travel through.
For Maya's third UHV I found out that a good plan is to place a scouting troop on Greenland so it will overlook Iceland.
Once Vikings settles a city there you will meet them.
But to get to Greenland you also need a city on the eastern tip of Canada allowing your ships to travel through.
That sounds nightmarish to arrange -- not just counterproductive, but incredibly ahistorical. Are there no other ways to complete the third UHV? (And if not, shouldn't the UHV be changed to something else?)
Well at Paragon difficulty you will not make Caravels in time to reach the Europeans before they get to America, thats for sure. I did not even manage that at Monarch difficulty.
Yes, this is ahistorical way to complete the 3rd UHV. But its not so hard to arrange if you plan for it.
As for changing the UHV, maybe since Maya hardly did anything like it in their history, or give Maya some sea traveling ship that does not require you to go this deep in the tech tree.
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