Suggestions and Requests

It just occured to me that I am (as Japan) the tech-leader in my world. I don't have access to either Oil nor Uranium. Sure, I know where I can get both, but if I choose not to take control of some Oil/Uranium source, I am still able to build Airports without ever having seen Oil. And down that path is steampowered Spaceflight.
As I see it, that shouldn't be allowed. So the rule would be:

Nuclear Power is not possible to research without either
  • access to Uranium
  • or Open Borders with another nation that has researched this technology already
Same goes for Aviation, cannot be researched without
  • access to Oil
  • or Open Borders with another nation that... see above.
I don't see any other techs that would need such a rigid resource restriction, except possibly Steel (requires Iron) and Steam Engine (requires Coal): but I think those two are easy to handwave, as the raw materials are possible to get somehow.

Flight by itself can similarly be handwaved (some coal-powered steampunk engine, or run the plane on salad oil), as can Fission (small amounts of nuclear material are available somehow).
But to develop the Aviation industry or to go for Nuclear Power: you'd need either access to large quantities of the resources; or you get the inspiration from a friend.

Trading for the tech, and espionage are also both viable, my issue is only with initial research when you have no access to the fundamentals.
This would leave you unable to finish the tech tree...?
 
Legion: Can build Roman Roads and be sacrificed to found cities (req Tech: Engineering). To found a city, a Legion needs to be Level 3 (10XP) and be fully fortified in the spot. The new city gets a barracks, but has only 50% commerce and food output for 20 turns (temporary "military foundation" building).
That would allow the player to start much later like Methodius suggests (and the reasoning is good.


In a similar fashion, Greece shouldn't appear 1600 BC but more in 800BC, similar to real life. The Mycenean culture was as "Greek" as the Celts/Picts were "English" and as Gauls were "French".
For those interested in history, I have created a cheat sheet (still not translated to English, but I'm preparing on that. At least the color coding should be understandable.)
Why give the settler ability to Roman Legions and not Greek Hoplites? Also, I think that's a bit overbalanced. The level 3 requirement alone is probably enough.

Honestly though, as long as the AI knows when not to build cities, I feel like the game would be balanced even if players had access to an infinite number of settlers. IMO, the primary cost of building a city is the initial commerce investment from paying it maintenance, not the 4 to 8 turns without production or growth in a single city it takes to train a settler.
 
I think it makes sense to require Oil for airports.
 
I don't know code very well, so this might not be worth anyone's time, but would it be possible to show the Great General/Super Soldier (Great General attached to a military unit) as a separate unit in the Military Advisor tab?
Currently, they're sort of getting lost in my vast Polynesian Empire (which it is - very vast; the most boring apocalypse ever has made my life dull enough to the degree that I'm trying to replicate that Korean kid).
 
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Don't they require Coal already? I think multiple alternative requirements isn't possible for buildings.
 
Hi, another suggestion:
Carriers and cities with at least a single plane flying Interception, get 5 tiles visibility from automatic recon: The intercepting plane in the air acts as if it's on a recon mission but centered on its Interception position.
Or, they have all tiles visible that are valid targets for recon missions, i.e. the hatcheted circle. (That would be a huge range with Jet Fighters though, but still reasonable in the global age imo.)

Spoiler Example, showing the hatcheted circle; as well as a +4 and +5 tile visibility range. :
Civ4ScreenShot0188.JPG


Reasoning: the AI has full visibility of the map anyway, but the human player is either navigating blind with their aircraft carriers or they have to do wasteful recon missions to learn of possible threats that will attack their carrier... every. single. turn. If a plane dedicated to interception would double as limited "auto-recon" centered on the tile it's stationed on, that problem is solved. If the full +5 tiles visibility is too much, +4 tiles (marked in baby blue in the screenshot) would already be incredible helpful as well. Given that ships can move 20+ tiles per turn anyway, that is still no insurance against surprise attacks, but better than the nothing of now.

Missile Cruisers and Stealth Destroyers should also get a more reasonable visibility range. Start them with sentry at least, or give them a base +3 vis-range and allow a Sentry upgrade towards +4.
It turned out that keeping my 17th century privateer fleet is more useful for recon/sentry missions in the digital age, than upgrading them into the modern destroyer tree.

Oh, and can we assign +1 XP to planes for every Bomb raid/ Air Strike? Maybe cap that at unit-level 3 or 4, at which point only engagements give +1 (both from intercepting as well as being intercepted).
I find it a bit tiring that my pilots only get XP at pilot school, and then they can never improve.
 
Carriers and cities with at least a single plane flying Interception, get 5 tiles visibility from automatic recon: The intercepting plane in the air acts as if it's on a recon mission but centered on its Interception position.
Or, they have all tiles visible that are valid targets for recon missions, i.e. the hatcheted circle. (That would be a huge range with Jet Fighters though, but still reasonable in the global age imo.

This is one of the few things Civ5 handled better imo. They did away with the manual Recon Mission entirely, instead every plane grants you vision over half its mission radius or something along these lines.

Missile Cruisers and Stealth Destroyers should also get a more reasonable visibility range. Start them with sentry at least, or give them a base +3 vis-range and allow a Sentry upgrade towards +4.
It turned out that keeping my 17th century privateer fleet is more useful for recon/sentry missions in the digital age, than upgrading them into the modern destroyer tree.

There's a tech or two that increases movement speed for naval units, why not do something similar for vision? Making the Radar technology grant an extra +1 range to vision for naval units seems pretty fitting tbh.
 
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Perhaps a way to raze & rebuild a city in an adjacent tile (or 2) with a lesser stability penalty? It's painful when the AI constructs a city in a less than ideal location & you cannot raze it without collapsing. Cross out this next part - The workaround is starving it & then razing it, but this seems gimmicky.
 
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The workaround is starving it & then razing it

Correction: Starving first just wastes time: Leoreth made it so that the highest population ever matters, not the population upon capture.

Also, I feel your pain.
 
What's the reasoning behind penalizing razing anyway? Which real life civilization ever collapsed because it was doing too much genocide?
 
What's the reasoning behind penalizing razing anyway? Which real life civilization ever collapsed because it was doing too much genocide?
I mean, genocide put a pretty large strain on the Nazis, though they were likely to lose the war even without.
 
What's the reasoning behind penalizing razing anyway? Which real life civilization ever collapsed because it was doing too much genocide?
At the very least, it discourages powergaming/gamey behavior, which is probably one of it's intended goals. I'm not really a powergamer but unfortunately for me poorly settled spots drive me up the wall like nothing else.
 
What's the reasoning behind penalizing razing anyway? Which real life civilization ever collapsed because it was doing too much genocide?
I understand the reasoning - without the penalty, in the early-mid game you would be able to knock out a powerful, tall / single-city Civ too easily in a quick strike in its core, & in the late game getting tanks before anyone else would allow you to just role through the entire world (in an era that is already player-friendly because of the AI).
But super little things like... finding AI San Diego instead of LA. I know it's not game equivalent, but it's a two-hour drive - I'm literally going there and back tomorrow. It's just sitting there, mocking me with its lack of Orchard.
 
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Dear Leoreth and other amazing modders.

Would it be possible to introduce a feature that allows the player to set a rotation pattern when entering the cities?
In such way one could be able to choose his own order and manage cities much more easily.

Another thing I would like to discuss is razing penalty. I received such huge hits from razing (eg. a city that was founded in a very wrong spot) that I am being pushed of conquering a city and then moving it to a more correct tile with Worldbuilder.
How is the razing penalty calculated? Is it maybe too punishing?

Thank you to whoever will reply and clarify!
 
I just read with the previous posts about the razing penalty and the cities location, which can be incredibly frustrating. It would be nice to introduce some feature to slightly move a city or even a wonder (real world happenings, see for instance the moving of obelisks or temples from or in Egypt).
 
I mean, genocide put a pretty large strain on the Nazis, though they were likely to lose the war even without.
It put a strain on them in the sense that it siphoned off resources from the war effort, but their extermination campaigns hardly got the German population at home to consider revolting.
 
Would it be possible to introduce a feature that allows the player to set a rotation pattern when entering the cities?
In such way one could be able to choose his own order and manage cities much more easily.
This has been suggested before and I looked into it for a bit. It's not impossible, but I decided not to continue because I wasn't sure what the best approach would be.

How would you expect to edit or define this cycling order? Are you (or is anyone else) aware of any mods that already allow this?
 
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