Suggestions and Requests

Can I suggest some type of guide in the UHV screen for civs that have to research X amount of techs per era

Something like what Arabia has for thier UHV where you can see who’s the tech leader

Playing as British and can’t figure out who got 8 techs already when I’ve researched 4 techs so not sure if they have research ANY 8 techs in rennisance or 8 unique techs. I don’t think the ones I got to first count towards theirs?
 
Agreed
Can I suggest some type of guide in the UHV screen for civs that have to research X amount of techs per era

Something like what Arabia has for thier UHV where you can see who’s the tech leader

Playing as British and can’t figure out who got 8 techs already when I’ve researched 4 techs so not sure if they have research ANY 8 techs in rennisance or 8 unique techs. I don’t think the ones I got to first count towards theirs?
I agree, some kind of UI update that show the UHVs on your screen without having to click on the icon to see it in the menu over and over would come a long way. Especially as a replacement for the scorecards possibly, or maybe it could be integrated into the scorecard when you mouseover your own civ.
 
Thank you! I don't know if you can call the mod exactly stable judging by my ever growing stack of bug reports, but yes I do try to keep features limited or if they are large, at least self contained and out of whole cloth. Glad you're enjoying the mod.

I'll leave strategy and game help to other players as usual.
Also a larger map would be amazing, with more turns in the ancient/medieval/classical eras, that would be awesome. Would give more space to flesh out the conflicts and developments of the respective eras too. I can't wait. I wish Civ 6 went for realism like this rather than the cartoon toy board game type style. Hopefully Civ 7 will take the feedback into account and go back into the realism trend they had with 4 and 5.
 
Yeah, I agree. I think there is a widening gap between things like Civ and Paradox games for a more abstract game-like history oriented game that Firaxis has gradually abandoned.
 
I don't know if this would be possible but maybe there could be an archeology type system where fallen civs drop artefact improvements that get revealed in the late game? Like in Civ 5? I think Realism Invictus added great works of art type system or something similar
Yeah, I agree. I think there is a widening gap between things like Civ and Paradox games for a more abstract game-like history oriented game that Firaxis has gradually abandoned.
Yes this started with the flop that was Civ Revolution. Streamlining games for the sake of appealing to a wider audience and get their margins up. Ashame. Even the quotes in Civ 6 are pale in comparison to 4. I've played civ 4 since I was around 8 years old. Still going back to it to this day and I would like to think it is not just nostalgia is why. I play Paradox games too especially CK2, by far the best one imo.
 
Should AIs have their holy city shrines be built automatically after a certain amount of turns? Many of them, often, remain unbuilt for the entire game.
You can also boost the AI by auto capture any number of cities you feels they need in possession of the a historical point for it to match history. That way the AI's stupidity would not interfere at all.

Why not focus on the real problem instead of the poor AI. Not make more of these conquer events and similar to temporarily give them and advantage.
 
Harappan Hinduism gets wiped from the earth upon harappan collaps.

I enjoyed persuing true atheism after collecting as much holy cities in my harappan core and then switching to another civilization.
But it almost feels like a bug.

Perhaps a mechanism that determines a new holy city or prevents the holy city from being abandoned would be nice.
 
suggestion:
Failgold (or failresearch) for superfluous bottles from bulbing a great person.

Aiming for double victory as firsth Greeks and second Iranians I know it is the right thing to do to get those UHVs (for Greece) but it still feels bad/wastefull.
 
Some suggestions for China, when we get the big map:
- Silk Road should be available for Chinese controlled cities. Historically Chinese empires fought extensive wars for control and influence over the Tarim Basin, so an aggressive China player should be rewarded. Currently China's econ goes to **** with more than ~5 cities, so this would be a nice reward for an expansion-focused style game as China.
- I had an idea about Mongolia, based on previous discussions. Ulan-Batuur can spawn as a barbarian city shortly after Shenyang. If China takes Ulan-Batuur before (x date, maybe 100AD or something), and never loses it, then Mongolia can't spawn. This represents China pacifying the Mongolia region. However to prevent the player from gaming this, have barbarian spawns be something like double or even triple, with stronger units, in the Mongolia region. This way a player can try and prevent the Mongols from spawning but have to seriously overcommit militarily, much like China would historically. I would note that as a player I've never actually had a problem as China vs the Mongols, just building 30 firelancers is a guaranteed victory against them.
- Maybe Taixue could give a maintenance reduction (-15% or -25%), this would make an expansionist China a bit more viable.
- Consider preventing Chinese inflation and tech rate from going as high as it does if they meet their UHV2 goals (paper, gunpowder, compass and printing). By this point the player can just coast to a UHV but it's a bit weird that at triumphant China that beat the Mongols and leads the world in tech, still has the same late-Renaissance tech glut as historical China.
- I don't know what is already planned, but a Vietnamese independent/barbarian city spawn in northern Indochina. Then, taking this city prevents further war elephant spawns in southern China. Although currently the war elephants aren't a threat anyway, a single skirmisher on a hill can easily kill them.
- Same for Tibet, take the Tibetan city and the Tibetan swordsmen stop spawning.
- Prevent India from getting culture in Tibet. This always happens, so India sends lots of workers to improve Tibetan cotton, then the swordsmen just attack the Indian workers instead of China.

Basically I dislike how China has to basically be half the size they were historically. IRL China was constantly invading and influencing Vietnam, Burma, Tibet, Mongolia, Manchuria and Turkestan, but in game China goes to 10% tech rate if it settles more than 5 cities before 600 AD.

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Edit: In general I think maintenance could do with a rework. Far-flung cities were often hugely important for empires economies, China's Tarim Basin outposts for silk-route trade, Portuguese trade posts in Asia for spice trade, etc. but in game they just result in a huge deficit due to maintenance. Personally I would suggest:
- Trading Company and Silk Route to automatically spread. Idk if this is game possible but rather than taking a variable number of turns, they are always present in a valid city, and disappear when invalid.
- Colonial powers after (exploration?) can get a "trading city" building which has very few hammers. -100% maintenance, -100% hammers. Makes founding trading cities for the trading company a net positive always.
 
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Edit: In general I think maintenance could do with a rework. Far-flung cities were often hugely important for empires economies, China's Tarim Basin outposts for silk-route trade, Portuguese trade posts in Asia for spice trade, etc. but in game they just result in a huge deficit due to maintenance. Personally I would suggest:
- Trading Company and Silk Route to automatically spread. Idk if this is game possible but rather than taking a variable number of turns, they are always present in a valid city, and disappear when invalid.
- Colonial powers after (exploration?) can get a "trading city" building which has very few hammers. -100% maintenance, -100% hammers. Makes founding trading cities for the trading company a net positive always.

It would be a big overhaul, but there are few potential features I like more than the idea of a colonial outpost, that cannot create units, has a minimal upkeep and only serves to take possession of certain resources. Historically, most colonies did not consist of more than a trading post and a garrison until the beginning of the 18th century (with the exception of the Spanish Empire?) or even later in Africa and Asia.

One could add a lot of interesting features, like a 'colonist' unit that can found colonial forts, restriciting the settlement of colonies to these kind of colonial forts, upgrading the colonial fort to a full city with the required tech +- 100 years after one can build caravels or restricting resources a colonial fort can gather too luxury resources to encourage upgrades to full cities in the industrial era to simulate the transition from the colonialist to the imperialist era (this would also greatly synergise with an overhaul to make strategic resources limited if that were to ever happen).

I know this is probably a dream scenario, but it is exciting to think about it!
 
- Consider preventing Chinese inflation and tech rate from going as high as it does if they meet their UHV2 goals (paper, gunpowder, compass and printing). By this point the player can just coast to a UHV but it's a bit weird that at triumphant China that beat the Mongols and leads the world in tech, still has the same late-Renaissance tech glut as historical China.
China being a tech leader during e.g. the Song dynasty, and then falling behind during the Ming and Qing dynasties, sounds very historical and I'm not sure why we'd want to deviate from that, even if China resists the Mongols.

- I don't know what is already planned, but a Vietnamese independent/barbarian city spawn in northern Indochina. Then, taking this city prevents further war elephant spawns in southern China. Although currently the war elephants aren't a threat anyway, a single skirmisher on a hill can easily kill them.
- Same for Tibet, take the Tibetan city and the Tibetan swordsmen stop spawning.
I'm not sure I agree that "pacifying" a region is best represented by controlling a city there. Pacifying should be active work; rebellions, represented by barbarians, are totally justified.

I do agree with your general point that China should perhaps be able to invade its neighbors more often.
 
Any China that doesn't reach from Iran to Indonesia is a China that is too small.

But enough about real life politics, on to game mechanics, heh.

Fall From Heaven II has a civ that has a limited number of super-cities proportional to world size that can work their third ring, and any additional cities they settle or conquer are only glorified forts used to claim resources and strategic locations that control only their first ring. These settlements neither grow nor do they produce any yields or commerces, but in turn they also cost no maintenance. A garrisoned unit can upgrade such a settlement into a proper city at any time if the civ isn't already at their limit, e.g because a super-city has been conquered and razed by an enemy. Perhaps this mechanic can be copied for the purposes of simulating trade outposts? If these settlements count as colonies for the purposes of UHVs and Colonialism's extra commerce in capital effect then there's plenty of incentive for Portugal and the like to spam them all over the place, and to only upgrade the really well located ones into proper cities.
 
You can also boost the AI by auto capture any number of cities you feels they need in possession of the a historical point for it to match history. That way the AI's stupidity would not interfere at all.

Why not focus on the real problem instead of the poor AI. Not make more of these conquer events and similar to temporarily give them and advantage.
Or make the AI focus on priest specialists whenever it owns a holy city with no established shrine? I don't know how feasible implementing that is.
 
request for an additional promotion against barbarians.

Local garisson or Partisan (until a better name is thought of)

requires combat 1 or citydefender 1

+10% strenght (only against barbarians?)
victory against barbarians gives one additional xp

Battles against barbarians are too much of a two outcome game(tie or defeat) to my tastes. Victory against a barbarians brings very little rewards compared to victory against ai civilizations.
Some civilizations face some very stiff barbarian opposition. Succesfully overcoming that challenge comes with (imo) to little reward.

This promotion aims to ameliorate that problem somewhat. (I figure less rewards for overcoming barbarians is intentional, but the sheer amount of barbarian pressure is on a few occasions (Persia, Rome and China, arguably India) even harder to overcome than the treath their rivals pose.)

As an alternative (or addition), missed xp could be handed out as failgold.

Historically (I would not be surprised if) military units with a tie to the land outperform their non local counterparts. (due to higher morale)
(unfortunately I have no sources to back up this claim though)
 
Any China that doesn't reach from Iran to Indonesia is a China that is too small.

But enough about real life politics, on to game mechanics, heh.

Fall From Heaven II has a civ that has a limited number of super-cities proportional to world size that can work their third ring, and any additional cities they settle or conquer are only glorified forts used to claim resources and strategic locations that control only their first ring. These settlements neither grow nor do they produce any yields or commerces, but in turn they also cost no maintenance. A garrisoned unit can upgrade such a settlement into a proper city at any time if the civ isn't already at their limit, e.g because a super-city has been conquered and razed by an enemy. Perhaps this mechanic can be copied for the purposes of simulating trade outposts? If these settlements count as colonies for the purposes of UHVs and Colonialism's extra commerce in capital effect then there's plenty of incentive for Portugal and the like to spam them all over the place, and to only upgrade the really well located ones into proper cities.
It would be a big overhaul, but there are few potential features I like more than the idea of a colonial outpost, that cannot create units, has a minimal upkeep and only serves to take possession of certain resources. Historically, most colonies did not consist of more than a trading post and a garrison until the beginning of the 18th century (with the exception of the Spanish Empire?) or even later in Africa and Asia.

One could add a lot of interesting features, like a 'colonist' unit that can found colonial forts, restriciting the settlement of colonies to these kind of colonial forts, upgrading the colonial fort to a full city with the required tech +- 100 years after one can build caravels or restricting resources a colonial fort can gather too luxury resources to encourage upgrades to full cities in the industrial era to simulate the transition from the colonialist to the imperialist era (this would also greatly synergise with an overhaul to make strategic resources limited if that were to ever happen).

I know this is probably a dream scenario, but it is exciting to think about it!

I think we're onto the basic idea here. One thing DOC does really well is that the gameplay basically enables roleplaying in a sense. What I mean is, often as a civ I will do something because of a particular gameplay rationale that translates into the historical rationale of that civ. Eg in the China example, I conquer Shenyang to prevent further barbarian spawns. Historically, China pacified Manchuria to prevent Manchu raids into China. Ludonarrative harmony, to be wankish. When ludonarrative dissonance occurs the fun is broken. In the discussed example, this is as China when I want to conquer the Tarim Basin cities, but don't because it will hurt my science. IRL China never thought this, and probably benefitted from conquering the Tarim Basin due to increased connections to Persia and Europe. Another example is as Portugal: I'm not settling far-flung cities to bring in large sums of luxury resources to enrich the crown, but rather to complete the UHV.

So taking Imp. Knoedel's suggestions and Paco's suggestions here's mine:

"Colonial Garrison"
Building, requires currency
Costs a minimal amount of hammers to build
-75% maintenance
Does NOT reduce expansion stability
City can only work first ring of tiles around it
+25% corporation commerce

And additionally:
Silk Route can spread in Chinese cities
Trading Company is not civ limited (eg, any civ can get it if they fill the criteria of sub-saharan africa/carribean/southeast asia and a luxury resource)

This then changes the game rationale a bit. As China, I am thinking "if I conquer these Tarim Basin cities I can bring the fight to the barbarians, keep contact with Persia, and establish valuable trade routes", as Portugal I am thinking "if I settle these African/Asian cities I can establish new trade routes and get even richer"

---

I would also consider:
Silk Route can spread to even European cities if they have open borders with a civ(s) who has a clear route from China to Europe, have held that territory for a certain amount of time and are at peace with the European civ.
* This means if Persia/Seljuks are stable and mega they can even spread the silk road into Europe. There might be some way we could give a role for Italy in this so that we can represent the Venetian trade monopoly over Eastern trade, though I'm just spitballing here.
Something like "Mediterranean Trade" corporation, to encourage the Phoenicians and Greeks to set up more colonies throughout Europe.
* These could persist after Roman conquest so that certain important trade cities like Massalia and Emporion remain relevant.
 
Some suggestions:

Toleralism civic is quite weak so I think the +50%:culture: bonus could affect all your cities with state religion.
And the +50%:culture: bonus for capital could be moved to Democracy.

Wording of republic civic could be more elegant, like this:
+1 :food: for specialists and orchards.
-1 :food: for flat land tiles.
Free Artist and Statesman slot in all cities.

I think there are some flaws in the current city placement in current map:
Ankara in 3000BC should be either 1W or 1S so that it can reach all Anatolian hills.
I suggest moving Chang'an(Xi'an) 1S for game play reasons; less overlap with Beijing, get's river access and more hills to work with.
Oslo should be moved 1W for same reasons ; less overlap with Stockholm/Copenhagen plus more coast and a hill to work. There no need to leave room for Bergen, Norway already has spots for many cities. Also Baltic sea could have some islands near Copenhagen, Stockholm and/or Riga.

It would be also nice have a another coastal feature: a Strait, which would give +2:commerce:, it would fit nicely between Denmark-Sweden, France-England, Singapore-Indonesia, Ethiopia-Arabia, Japan-Korea, Morocco-Spain, and other similar locations with historically had a lot of trade going through. Graphically it could be just different kind of islands and/or merchant ships.

You can get Warriors from goody huts, but they are identical to Militia, except they can be upgraded to Axeman.
So I suggest changing the Warrior's +25% city defense bonus to +25% against Barbarians or Animals(like scout) or Melee(like axeman).
 
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"Colonial Garrison"
Building, requires currency
Costs a minimal amount of hammers to build
-75% maintenance
Does NOT reduce expansion stability
City can only work first ring of tiles around it
+25% corporation commerce

in Sengoku mod for Civ4 (which is really good btw) iirc there are two types of cities, fiefs and towns, you can build a 'town' building in a fief with 6 population to upgrade it which increases the maintenance and unhealthiness, but gives access to more buildings like markets etc.

With the same idea, some buildings that are more associated with core cities can be tied to this new building, like universities, factories etc. As you unlock more buildings, opportunities missed for keeping colonies would increase so you would eventually switch between the two which is both historically and gameplay-wise a nice solution.
 
I took the liberty of compiling a few of the minor fixes I made in my modmod and making a Pull Request of them:

Fixed Communist City Names, so we can at last see Leningrad again.

Latin American Vassals of other Latin American civs are now called Protectorates instead of Colonies.

AI Phoenicia receives a Mine and Road on Cyprus upon Carthage being founded.

Fixed Hindu Holy City being razed if it's Harappan

Fixed a minor mistake in the description of a random event outcome that referred to the wrong civ.

Added some German translations.

Of course my timing couldn't have been worse, heh. Literally two minutes before I was about to make it I find Leoreth adding a new commit and now the branch has conflicts that must be resolved. Ah well.

Edit: Looking over the "Using Git to contribute" guide again and found this:

Traditionally, it is up to the person making the pull request to make sure it is mergeable.

Okay, fine, I'll fix it, urgh. Curse you and your timing, Leoreth!

Edit2: So apparently the file CvRFCEventHandler.py has been removed entirely? I take it you found your own solution for communist city renaming not working?

I adjusted all files that supposedly had conflicts and yet it still wasn't able to automatically merge. So now I cut all files I changed, moved them elsewhere on my computer, and copied the entire up-to-date DoC folder into my branch or fork or whatever folder, then reinserted the files I had changed, committed and pushed, and now... it still says I'm 31 commits behind dguenms:develop and it can't be automatically merged? What?

Ah screw it, have my changes as an archive uploaded to this post. Take them or leave them, I am done with this mess.
 

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When you change to a civic that abolishes slavery, could a percentage of settled slave specialists then perhaps be converted to regular citizens instead of vanishing? Maybe half of then, but they are angry for x turns for having been slaves, something like that?
 
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