Suggestions and Requests

Would it perhaps be possible to implement a small icon - or something like that - to signify that a civic is "out of date" for the current era, and that you will get a stab penalty when running it? It's great and very intuitive with the green and red text showing what is good and bad to use together, but remembering from memory what is "obsolete" for which era can be a tad hard.
If it's based on techs maybe a little note on all the techs that obsolete a civic if it isn't already, like "Advances to x era" in the original BTS? I actually have no idea if tech eras are what make them obsolete though.
 
Would it perhaps be possible to implement a small icon - or something like that - to signify that a civic is "out of date" for the current era, and that you will get a stab penalty when running it? It's great and very intuitive with the green and red text showing what is good and bad to use together, but remembering from memory what is "obsolete" for which era can be a tad hard.

If QOL civic tab changes are on the menu, RFC Europe has this really helpful feature, I think, where when you select/mouse over a civic, other civics that are compatible/incompatible stability-wise are colored green/red, and also listed in the civic description. I know info on compatible civics is in the Civilopedia, but having it on the civics tab itself would be nice.
 
If QOL civic tab changes are on the menu, RFC Europe has this really helpful feature, I think, where when you select/mouse over a civic, other civics that are compatible/incompatible stability-wise are colored green/red, and also listed in the civic description. I know info on compatible civics is in the Civilopedia, but having it on the civics tab itself would be nice.
You'll be pleased to know that this has been implemented in this mod for quite a while, then!
 
A small suggestion about El Escorial (gives you gold each time you acquire a new colony): I think it should only take effect if you either haven't owned the city before, or at least haven't owned the city for a significant amount of turns. I'm playing a Spanish game right now and Cuzco was taken by Natives because I had only left one Aucac there, and the next turn when I took it back I got ~100 gold again, which doesn't really make much sense.
 
A small suggestion about El Escorial (gives you gold each time you acquire a new colony): I think it should only take effect if you either haven't owned the city before, or at least haven't owned the city for a significant amount of turns. I'm playing a Spanish game right now and Cuzco was taken by Natives because I had only left one Aucac there, and the next turn when I took it back I got ~100 gold again, which doesn't really make much sense.
Eh, it only makes the loss of your cities less painful IMO. You may get gold, but you're going to lose buildings to both captures, and the natives won't be bribing their soldiers to spare the city.
 
I find Conquistadors are too powerful for conquering Europe, would it be possible to make them maybe 8 strength with +50% on historical/core terrain?
 
Maybe a way to see what Wonders are available if you switched to a certain religion, ala it shows you what units are available if you acquire a certain resource (ex. copper/iron for spearmen)?
 
I suggest change the Germans/Austrians first UHV to control the holy cities instead of the holy shrines. Most of the games I have played in the 3000 b.C. scenario, no civilization have ever built any shrine before late renaissance. The AI seems to not give importance to build religious shrines and the Germans takes a lot of time to create GP, which makes the goal dependable of another player have built the shrines first so you can only conquest them. Also, the change would keep the same ideal of holy cities control, but without the obligation to these cities have shrines.
 
nb I made up a model to simulate the appearance of specific great people. The game may very well determine the specific great person to appear in a different manner.

Request for more info about what great person will spawn when the GPP-pool overflows.

All specialists (and great wonders) add general great person points (GPP) to a general pool and specific great person points to a specific pool (eg great merchant great person points).
When the general pool overflows one of the specific pools is chosen to create a corresponding great person.

When hoovering over the great person progress bar with my mouse I'd love to see a table appear that tells how much specific great person points would need to be added this turn for a specific great person to appear at the end of this turn.

I figure it would look something like this.

___________________

progress: 236/250

great merchant 83/88
great prophet 25/160
great artist 30/25
great engeneer 98/99
___________________

This would mean if another 14 GPP were acquired this turn a great artist would spawn at the end of the turn.

However, if five of those GGP would be great merchant points, then a great merchant would appear.
(the second row of specific great person points shows how much points are required for it to be eligible to spawn this turn*.
The number goes up (next turn) if you accumulate GPP of a different specific kind, but a hefty rng modifier is applied each turn.)

If both five great merchant points and one great engeneer point were acquired a great merchant would still spawn. (it is higher on the list)

*not shown is how much more specific great engeneer points would be required for a great engeneer to spawn this turn.
(the amount of specific GPP needed to rise a couple of ranks this turn)

~

This info will give the players a tool to acquire great people sooner and with greater expedience.
 
Maybe a way to see what Wonders are available if you switched to a certain religion, ala it shows you what units are available if you acquire a certain resource (ex. copper/iron for spearmen)?

IMHO it's fine if they show up in the religion's Civilopedia page.


Not sure I understand the proposal, if I'm reading that right it seems like that would allow the player to pick their Great People by just turning off other sources right before the bar gets full.

One thing I'd like to see even if I'm not sure if that wouldn't clutter the city's UI would be an option to "turn off" additional :gp: points of a certain type of Great People if you don't want them to further pollute your pool (as a tradeoff, they'd stop contributing to the overall pool, as if no specialist or related wonder was present). For the case where a wonder is giving you :gp: points you don't want, or if you'd like a Specialist's raw output but not the associated :gp:.
 
Not sure I understand the proposal, if I'm reading that right it seems like that would allow the player to pick their Great People by just turning off other sources right before the bar gets full.
That is indeed pretty much the case. More precisely, it would allow the player to not pick the great person they hope to avoid. But at the cost of waiting for another turn for a great person to spawn (if that is possible).

One thing I'd like to see even if I'm not sure if that wouldn't clutter the city's UI would be an option to "turn off" additional :gp: points of a certain type of Great People if you don't want them to further pollute your pool (as a tradeoff, they'd stop contributing to the overall pool, as if no specialist or related wonder was present). For the case where a wonder is giving you :gp: points you don't want, or if you'd like a Specialist's raw output but not the associated :gp:.

Hmmm, that triggers the thought of negative :gp: points. I like it. Competing specialists. Additional citizen specialists that produce negative general and specific :gp: points in exchange for 'unspecified' :gp: points.

Eg. competing artist, provides normal amount of culture but -3 artist :gp: points and +3 'unspecified' :gp: points.

ps. when I used click on the smilies button on the top of the text editor a list of available icons used to appear, but these days when pushing previously mentioned button nothing new appears on my computerscreen, do you perform some kind of trick to acces the neat symbols ? (I was able to copypast the GPP-symbol from your post.)
 
I suspect the randomness of Great People spawn is supposed to be part of how they're balanced, so choosing right away is pretty overpowered.

Smilies work normally for me, not sure what's going on on your side.
 

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I suggest that the ottoman core area in west caucasus should be turn into historical or contested. That region was only conquested by the Ottoman Empire in the 16th century. Doesn't make sense the civilization flip any city there when born and will make more easy the city there been maintained and traded via congress to others civilizations.
 
There's no Golden Horde or Crimean Khanate to contest the area but the area flipping to being under control of a Turkic civ c. 1300 could be intended as an abstraction of this
 
I suggest that the ottoman core area in west caucasus should be turn into historical or contested. That region was only conquested by the Ottoman Empire in the 16th century. Doesn't make sense the civilization flip any city there when born and will make more easy the city there been maintained and traded via congress to others civilizations.

Making the Ottoman core big enough for like, two cities seems not ideal...
 
Making the Ottoman core big enough for like, two cities seems not ideal...
True, but couldn't we have the flip area be smaller than the core and provide more units for conquest? Doesn't work if the conquest is supposed to be super fast in game time, but maybe it would be good for the Ottomans?
 
There's no Golden Horde or Crimean Khanate to contest the area but the area flipping to being under control of a Turkic civ c. 1300 could be intended as an abstraction of this
Sorry, I forgot to say that is the western part of South Caucasus the specific region my suggestion implies. Well, both states never controled the region. In that time, only part of Georgia was a free state in the region, which could be represented (if someone settle a city there and fall before the ottomans) as an independent city, rather than a region that the ottomans have a hold from all their existence. In terms of gameplay that would give more challenge in the second UHV, since the player would not have easy control of a part of the black sea right in the beggining of the game (just like crimean cities). Also, it would make a lot easy to trade any city there via congress, since its not part of the ottoman core.
 
Making the Ottoman core big enough for like, two cities seems not ideal...
Depending of scenario, the ottoman core can support at least three cities without Constantinople and after conquering the city, you have a great bonus because of its food resources that can quickly increase the city's population. South caucasus cities can't support a huge population that will made any significant difference in their stability. Sorry for the double post. I accidentally posted the reply before finish it.
 
I don't remember if the Ottoman core ever changes but maybe it can reduce and lose the caucasia after the industrial age? but I think it should be a core area and flipped at the start. and imho this conversation isn't very meaningful before the new map changes.
 
A suggestion for the Byzantine empire:

Have a couple of viking army raiding nearby Constantinople around 900 AD to represent the Rus invasion on the city.
Therefore, the player would be able to hire through the unique ability of the spy and then have the vikings fighting on their side, as it historically happened.
 
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