Suggestions and Requests

Also, I'm still a proponent of changing Republic's effect, or at least removing the ability for Great People to add 1 Food to cities. It causes it to be the single best civic for the vast majority of long term games. Arabia, Argentina, Brazil, the Byzantines, Canada, Carthage, the Netherlands, England, Ethiopia, Greece, Indonesia, Italy, Japan, the Khmer, Korea, Maya, Morocco, Turkey, Polynesia, Portugal, Rome, Thailand, and the Viking all do far better in long games with Republic than they do with Democracy, let alone the other civics.

Like, I get that Republic is designed to be best for any civ with a coastal capital, but maybe there should be an incentive to swap off it and to Democracy beyond a tiny +5 stability. Being able to effectively double your excess food is just absolutely insane.
I love the implementation of Republic, of giving all specialists a free :food: to help fuel that early specialist economy. But if we are looking for ways to nerf it for the late game, we could go the route that Monarchy went, and only allow its bonus to apply up to half of the city size. For example, a city size of 10 would only give a total of +5:food: for all specialists in the city, normal or settled.
 
I'm not sure why you would use Republic for the vast majority of civs. I completely disagree that Republic becomes the best civic in long games. Despotism completely blows Republic (and every other government civic before factories and power obsoletes it) out of the water. I very strongly disagree with the idea of nerfing a civic with a pretty small niche use. By the time Republic has to stop competing with Despotism, your cities will has plenty of strong tiles to work, and the happy and healthy caps become much more of a consideration instead of food. In addition, Republic carries a rather heavy stability penality (and, iirc, sharply increases your maintenance costs from number of cities) by the time factories are in play.

The only civs where I would strongly consider using Republic are Korea, Japan (in the early game) and Maya. If you need to do any form of expansion or large scale infrastructure building, Republic is hilariously outclassed.

Just my two cents, of course.
 
I would pay you, Leoreth (100 percent serious) if you made an alternate version of this mod available for download with one key different in mechanics:

One Civs are eliminated, they don't respawn later. And Civs don't collapse unless their original capital is taken from them. This would give what happens in games far more permanent consequences, which is something I'd decisively prefer. It's less historically accurate, but makes for better gameplay in my opinion. It means what happens in wars matter a lot more. Cities will delcare indepdence either when the original civ lost their capital (and thus collapsed) or another historical civ spawned that involved those cities. But that would be the only way. It would put far more strategic emphasis on capturing enemy capitals specifically. And conquest in general would be far more viable.
 
Play another mod. And stop offering me money all the time, it's really annoying.
 
Which mod? :hmm:
One to be created by yourself.

Leoreth is saying that what caketastydelish is describing, is not Leoreth's mod, and thus won't happen here. So in order to make it happen, you've got to do it yourself.
 
In my opinion this idea is fundamentally contradictory to the rise and fall idea behind this mod. But I'm just one guy and everyone can make mods. Good luck.
 
In my opinion this idea is fundamentally contradictory to the rise and fall idea behind this mod. But I'm just one guy and everyone can make mods. Good luck.
Also like, 99% of the challenge in conquest games comes from needing to maintain such an insanely massive empire without stretching yourself too thin or collapsing. The problem with vanilla civ is how snowbally games inevitably become, but in RFC, snowballing is something you have to meticulously study, plan for, and execute. Expand too quickly and your economy will falter under the burden of your acquisitions, your army will be unable to defend your realm, and rebellion from unindoctrinated subjects will near the boiling point. Expand too slowly and your economy will stagnate, your army will drain your coffers, and your neighbours will build a nigh-unsurpassable defense of infrastructure, industry, and military power (Especially Russia and the UK, if you don't vassalize them early on they're going to give you hell).
 
Oh, and another thing from my game, ever since the Thai spawned in 1350, the Khmer stayed alive, first as a vassal of the Tamils, then as an independent kingdom, the "Kingdom of Kampuchea". The two civs frequently slipped from Unstable to Collapsing and back, and here they still are alive in 1650. That's not the issue though:

The "Kampucheans" are actually a Kingdom of Bengal, and I think that should be an option in their civ names. Or, calling them Burmese if they lose Kolkata.
Chittagong_Kingdom.png
 
Play another mod. And stop offering me money all the time, it's really annoying.

If there is a way for me to take your mod and implement the changes myself and then just play that, I would do it myself. The problem is I know nothing about modding/coding.

edit: although, there is a suggestion I have that a) doesn't involve offering money and b) I think you are more likely to take seriously, because (from your point of view) it doesn't contradict the philosophy of the mod:

Give the Persians another unique unit, possibly also called immortals in the medieval era. They had immortals from two eras, both of which were crack units. The earlier one in the ancient time were infantry. The second one, a later time period were calvary. Both both were crack units, and incredibly prestigious and respected.

You could say they are both more expensive to train than the unit they replace, but in return are much stronger.

edit: another suggestion would be to change the unique ability of Germany. the third reich never advanced to the modern era so idk about their military advancing quickily. Presumably, it would. But I would prefer historical fact, so I'll take a line out of the playbook for Persia's special ability in Civ VI, that I think would be better suited here. + 2 movement in enemy lands once you declared war on that civ. This would be similar to the "blitzkreig" tactic they used to surprise attack an enemy and wipe them out before they had a chance to prepare.
the ancient era immortals should replace swordsmen instead of chariots and the later on version should replace maybe knights. There is more to Persias (or Cyrus's more specifically) unique ability to that in Civ VI, but is the only part I think that would be relevant for Germany. Also I'm thinking instead of upgrading military units for free in each era, maybe just a production boost to era

another idea of mine (but idk how realistic this is to implement) is each civ gets a production boost to each world wonder it built in real life. Still far from a guarantee that they will build it each game, but it makes historical accuracy more likely to happen.
 
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Is it possible to change the standard retreat sound for naval units so that it's no longer the sound of marching boots?
What kind of sound would you expect?

If there is a way for me to take your mod and implement the changes myself and then just play that, I would do it myself. The problem is I know nothing about modding/coding.
That's unfortunate but not really something that has anything to do with this mod.
 
That's unfortunate but not really something that has anything to do with this mod.

What about my other suggestions underneath that that were more relevant?
 
What about my other suggestions underneath that that were more relevant?
I'll try to answer your points. The Persians actually already have a second unique cavalry unit, the Savaran. The Prussians don't upgrade their units for free, they just keep all their XP when they upgrade. For other civilizations, units lose some XP once they upgrade. You might be on an old version?
 
My mistake on both counts. For the Prussians I still think a military production boost would be more appropriate than they keep xp upon promotions.

"keep xp upon upgrade" wouldn't be accurate because they are different people with different lifetimes for the most part. The Blitzkreig a strategy they specifically used that has everything to do with their unique historical victory.
 
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If there is a way for me to take your mod and implement the changes myself and then just play that, I would do it myself. The problem is I know nothing about modding/coding.

Then perish learn. Your suggestions both sound like they're relatively easy to implement to me. Heh, maybe I could even guide you through making them yourself, though I currently don't have access to a proper PC so it'd be a bit of a hassle. If you're willing to give it a shot, let me know, but maybe it's better if you reply in the modmodding thread or DMs.
 
Then perish learn. Your suggestions both sound like they're relatively easy to implement to me. Heh, maybe I could even guide you through making them yourself, though I currently don't have access to a proper PC so it'd be a bit of a hassle. If you're willing to give it a shot, let me know, but maybe it's better if you reply in the modmodding thread or DMs.
at least squeeze the money out of it
 
at least squeeze the money out of it
I'm already two steps ahead of you, I'm gonna hack his bank account and use his PC to mine bitcoin.
 
subverting wage labour and skipping right ahead to the Tiflis heist I see
 
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