Suggestions and Requests

In general, you can found a religion by discovering its tech while also having a city in that religion's core area.

Special cases:
- Judaism will be automatically founded in Jerusalem if it has not been founded yet
- Orthodoxy will be automatically founded if it has not been founded yet
- Catholicism will be founded when more Orthodox cities are outside of the control of Orthodox civilisations than inside
- Protestantism can only be founded by Catholic civilisations


ok, will try a game with this new understanding.

Can you confirm for the other religions? such as Hinduism and and Buddhism?

reading the thread(s), for Hinduism is the requirement a city in "India" or the suggestion for having 6 luxury items?

Thanks guys
 
That's already the case, as I said. You can only found a religion if you control a city in its core area, which for Hinduism is India.
 
That's not been the case for a while.
 
ok, got it.

thank you.

Finally, is there a final read me txt with ALL the updates, or several sources to get all the details?

Thank you.
 
Wouldn't it be nice to have Roman roads to generate one commerce when present on the improved tile? There are not that many RR built by AI in a first place, but those that are there could have helped whoever owns that tile. Goes obsolete after Medieval Era...
 
I have idea that maybe Egypt's UHV should be changed

Replace one of the culture goals with a goal to control a certain portion of Canaan like they did in the New Kingdom period by a certain date

https://en.wikipedia.org/wiki/New_Kingdom_of_Egypt

(Control Canaan/Levant BY X date/turn) (this way you can lose it later and not required to keep to a certain date, following history)

It could, when combined with one of the other goals as being completed, start a golden age just in the time that historically this was called a "golden age". Talk about immersion!

Maybe this could replace the first "get 500 culture by 850 BC" which is really already going to probably happen from all the wonders anyway.

--

Then you would have one military goal (canaan), one wonder goal (lighthouse, library, pyramids), and one culture goal (5000 culture)
 
I have idea that maybe Egypt's UHV should be changed

Replace one of the culture goals with a goal to control a certain portion of Canaan like they did in the New Kingdom period by a certain date

https://en.wikipedia.org/wiki/New_Kingdom_of_Egypt

(Control Canaan/Levant BY X date/turn) (this way you can lose it later and not required to keep to a certain date, following history)

It could, when combined with one of the other goals as being completed, start a golden age just in the time that historically this was called a "golden age". Talk about immersion!

Maybe this could replace the first "get 500 culture by 850 BC" which is really already going to probably happen from all the wonders anyway.

--

Then you would have one military goal (canaan), one wonder goal (lighthouse, library, pyramids), and one culture goal (5000 culture)

I like it. I always thought the Egyptian game was fairly easy, that mostly plays itself after you manage to grab the contested wonders. Your idea shakes things up a bit, which is nice.

And if I can piggy-back off of your idea... I think Babylon would benefit from the same treatment. Combine Babylon's second and third goals (most populous/cultured city) into a single goal at 750 BC, and add in a third goal: Babylonian Captivity (Control Jerusalem in 600 BC.) This would give Babylon a tech goal, a growth/culture goal, and a military goal. And as a happy side effect, if the AI can be programmed to capture Jerusalem circa 600 BC, this would leave Babylon more open for attack by the Persians. In my experience, the Persians, more often than not, fail to conquer Babylon, and instead opt to vassalize them instead.
 
Regarding Forest regrowth.

First suggestion:
If somekind of formula is used to determine the regrowth of forests I'd like to include a variable that accounts for the curvature of the earth.

Imo the map suffers a bit from Mercatoresque projection deformities so the tiles further away from the equator represent bigger areas.

I suggest allow forest regrowth to happen faster/more frequent the further you get away from the equator. This will make the areas with lots of (forested) tundra a little more valuable gameplaywise and help represent the (real world) vastness of areas like Siberia and Alaska.

Second suggestion: Allow forest growth to tiles that already have improvements.
Maybe with an accompanying penalty for forested tiles with nonlumbermill improvements (like the -1:commerce: for forested tiles next to rivers) to counter the +1:hammers: they give to the tile.
And/or allow for improved tiles that are no longer worked to be swallowed whole by the encroaching forest.

(lets include some Macbeth and Inspiration for Tolkien in the the mod ;))
"I looked toward Birnam, and anon methought
The Wood began to move."​

Third suggestion: I have some concerns with tying regrowth to the reciprocal of turns left in the game with a positive correlation (eg forests (re)grow faster/more frequent in early turns compared to later turns).

The yield for forested tiles is short term higher than for unforested tiles. As the (avarage) cost for scientific advances and military units grows with each advance made, afther the point is reached when the map is filled with cities, which in my games (mostly marathon, paragon) happens at the early industrial age, necessary economic growth is only achieved by improving quality of tiles and cities.

So if growth of forests is tied to the reciprocal of turns left in the game with a positive correlation I suggest adding an additional mechanism to add forests (especially during the Industrial and modern ages) (eg the replant forest option for workers)
 
Improved yield for (forested) tundra.

During the walk with my dog this morning I figured not all tiles represent the same amount of area. Generally grasslands represent smaller areas than plains or tundra (grasslands represent a significant amount of grassland in the tile whilst plains and tundra represent predominantly plains (or tundra) in the tile with a (comparable to grasslands) insignificant amount of grasslands (and forests, hills etc))

Since tundra is also found a lot to the northern and southern sides of the map I figured they represent huge less hospitable areas.

To simulate their vastness and difficulty to exploit perhaps building railroads could give additional yield to the tiles?

Personally I was thinking an additional :hammers: (iirc that would bring them on par with plains with forests, lumbermills and railroads)

(if forests on tundra would regrow faster compared to plains or grasslands I don't think additional :hammers::hammers: for chopping would be necessary to represent the bigger area the plot represents, but increased chopping yields could also represent a bigger area. Then again, maybe the increased chopping yield for tundra should be connected to a scientific advance to represent the difficulty of exploiting cold forests far away.)
 
The game crashes before the victory comes.
I checked this and it works for me. I'm pretty sure it's a soundtrack related issue I fixed recently. If you're on git, try again after updating. Instead you can also temporarily turn off sound entirely (check "no sound" below "master volume" in the settings) to avoid the crash.
 
I have some ideas about the independent cities.

1. It is no reason that some cities faraway are ruled by one independent civilization. So can we make the independent cities be ruled according to the continent (2-3 independent ruler in each continent)?

2. Now the system of independent cities is need improving. For example, human player cannot see whether they are peace with independent cities or not. If independent cities can play some base diplomacy like opening border, war-declaration and peace-making, but cannot trading resources or technology, gameplay will be better.

3. As the fact of history, the winner of the civil war would unify the civilization. If the independent cities unify a civilization core, maybe we can make the civilization reborn, replace original independent cities.

Thanks for reading.
 
DoC is the most wonderful mod that I played,
but the system of independent cities holds for years without great development
 
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The Tibet unique building "Gomba" has 25% faster building with secularism (probably because it is a replacement for university)

But this does not make much sense, since it is a fortified monastery.

Is it possible to amend it to be 25% faster with monasticism civic? Just a random thought while I was playing the game. Don't know if its possible to code such a thing if it is a replacement for university
 
Yeah, that would be too complicated.
 
I feel like I may go to my grave saying this but I'm just going to drop in and say: Civil wars should not result in an automatic game over. Civil wars should be civil wars...

And there should be three different types of civil war:

1. Rebellions/revolts: These would be relatively minor and would constitute a barbarian faction rising up in your land, like a revolt.

2. Separatism: A nation in your empire breaking off.

3. An actual civil war: Somewhere up to 50% of your cities would break off and become independent, leaving you to fight to restore order to your empire.

Also it should be much more random. Like sure having bad stability should make these events more likely, but there should always be a chance that even when your empire is going well you might face stability issues. Similarly maybe sometimes you'll go through a long period of instability and yet you'll just get lucky and not have any problems. That would feel less artificial than it currently is when you have the big negative number that essentially guarantees collapse.

And speaking of, here are some things that should lead to civil wars:

1. Hereditary rule civic. Based on my cursory knowledge of my own country's history I'm aware that it was not at all rare for succession to result in a civil war. Likewise, the same should be true for all countries running hereditary rule. Every 25 years there should be some risk of a civil war event. Because... that's what happened in real life.

2. Changing from the hereditary rule civic. Most monarchs don't go down without a fight and it's likely to take a revolution to overthrow them.

3. Changing any civic that adverse affects one area. So let's say... for example, you have one territory with loads of plantations, and then you move from a civic which prioritises plantations to a civic which prioritises workshops. Well... with that there should be a risk of this territory breaking away. And there could be loads of examples of this. Elective prioritises undeveloped land, so maybe if Russia ran elective because they had loads of unimproved land, you might expect to see St Petersburg break away because they've got lots of improved land which isn't reaping any benefits from civics.

4. Transition to a radical ideology like fascism or communism. This is pretty obvious. Again, there should be a chance that it could happen peacefully, but not a big chance.

5. Religious conversion. Changing religion should probably at least result in revolts and possibly even breaking away. In fact, I think that the process of using missionaries in your own territory could in some sense be replaced with this. So let's imagine that I'm playing as china say... and I decide I want to convert to Christianity. So I convert and then suddenly my name changes to Taiping Heavenly Kingdom and I'm left controlling a small portion of China while the rest of China breaks away as part of the Qing dynasty. I then have to fight to take control of all of China, and then upon winning this civil war, most of China then converts to Christianity and many traditional Chinese religions might even disappear.

6. Religious persecution. Ok so the religious persecutor is cool and all, but the best way to drive out a religion is with soldiers. So I would think that the religious persecutor should be much easier to build than they currently are, but then when they persecute a religion it doesn't simply get rid of them, but rather causes that religion to rise up as a rebellion and then the soldiers have to put down the rebellion, thus removing the religion. I think this would just be more realistic than having one guy who shows up and suddenly there's no more Catholics. Those Catholics would put up a fight.

7. Overexpansion. So right no overexpansion is the number one way that an empire seems to collapse. And frankly... I don't really get it. Because I can't think many empires that could be said to have collapsed because they were too big. Especially when we're talking about European colonialism. In fact I would say that revolts and separatism are a constant for all empires, and what determines the longevity of an empire is their ability to put down those revolts. Thus when an empire has collapsed it's been because their military capacity has been significantly reduced. Spain and Portugal collapsed because the Napoleonic wars made it impossible for them to fight the Latin American revolts. Britain, France, and the Netherlands collapsed because World War Two made it impossible for them to put down revolts. And based on the fact that this is how it happened historically... this should be how it is in real life. If you are Britain and you control all of India... ok... maybe you have some negative stability. That should really just mean that you have revolts to fight and occasionally cities break away. So you need an army that's big enough to capture a few cities and meet weak revolting units out in the field. If you suddenly get pulled into a total war with Germany that reduces your military and industrial capacities going forward, then you would find that you're no longer as able to put down these revolts. And maybe the revolts last a little longer because you can't put them down. And eventually you haven't put down one revolt before another revolt starts. Until eventually you get the prompt saying that your army can no longer keep order in India, and the people are demanding independence, and you would at that point most likely agree to make India independent in exchange for future good relations with them.

I think these changes would substantially improve not just the historical accuracy of the mod, but also the fun of playing the mod. It would be much more fun to have to manage an empire with revolts happening everywhere and having to prioritise how many units you can sacrifice putting down revolts halfway around the world, than it is currently to basically just say, "Whoops my magic stability number went too low... I guess I'm just going to die now."
 
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