Suggestions and Requests

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 another idea, maybe cold-war M.A.D type mechanics in the late game? Where you can stockpile nukes and target lock on cities like in Rise of Mankind and if the parties declare war and use them the nukes are exchanged?
That's an interesting idea. I would like to have a more MAD angle to nuclear weapons that also influences how civs see each other and consider war more explicitly. Instead of just a random nuke you can blow up whenever.
 
Thanks for your reply, I love your mod so much there's so much care detail and attention in it, I think arguably the best mod on Civ 4. It is also surprisingly very stable unlike a lot of other bloated mods. Congratulations to you good sir!
I fail getting the historical victories often but I don't even mind the mod is so good. What's the best way to manage stability playing e.g. Rome? It's a struggle conquering the required territory without collapsing.
For Rome, I recommend switch to Despotism when you start conquering your empire. Despotism is great when conquering to expand the empire for two main reasons: First, it allows you to "whip" additional military units in cities that you have just captured, keeping your military fully staffed and on the front lines. Second, due to stability, you are incentivized to keep cities outside of your core low in population. "Whipping" the population of these periphery cities allows you to build up the infrastructure you may need, without needing to have a high population to work all the :hammers: tiles.

And one more thing: The Statue of Zeus, if built by the Greeks, should be one of the first cities that you capture as Rome: It removes the city unrest on conquest, allowing you to instantly "whip" out more military units in the new cities, thus leading to faster conquest!
 
Oh another suggestion, the Wall Street/Stock Exchange national wonder needs a tweak, it is a bit strange to see a modern skyscraper building pop during the renaissance or medieval era lol with the digital signage on and everything.
 
That's unfortunately already in use as art for the Central Bank national wonder.
 
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 horsehocky 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.
 
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