Suggestions and Requests

I think a mod should be in place for this so vassals a net positive to make it more realistic, as far as how history goes.

I also think Prussia's Unique Historical victory should be changed so that they can vassalize some of that land, rather than have to directly conquer all of it. Italy was an ally, but they didn't directly control them. They also made a vassal out of France.
 
I think it's a valid point that vassals are often not really worth it.

You also get a diplo malus from a lot of other civs by having vassals, and they don't want to trade away their ressources anymore since the changes to the AI when it comes to trading, so that benefit is gone as well.

Could be worth considering various ways to make vassals great again, oops, I mean make them more attractive.
 
Nomadic bonus for desolate terrain.

A bonus to a tile if adjacent tiles are unworked by letting 1 population receive yield from multiple adjacent plots.

A little something to simulate the accumulation of resources from the sparsely populated yet vast plains and deserts home to the nomadic peoples that populated these areas throughout history. (eg. the mongol and turkic peoples in the mod)

It could also help make the the colonization of cold siberia less of an exercise in burning :commerce::commerce::commerce:.

If nothing else, the cultural expansion of the the third ring recieves a purpose in helping you beyond obstructing your neighbors.

eg.

A desert tile gives zero :food:.
However, if 1 adjacent tile is unworked it receives +1/2:food:
If 2 adjacent tiles are unworked it gives +1:food:.
If 3 adjacent tiles are unworked it gives +1 1/2:food:
If 4 adjacent tiles are unworked it gives +2:food:.
If 5 adjacent tiles are unworked it gives +2 1/2:food:
If 6 adjacent tiles are unworked it gives +3:food:.
If 7 adjacent tiles are unworked it gives + 3 1/2:food:
Up to 8 adjacent unworked tiles, where it gives +4:food:.

Now if a second population is designated to work an orthagonally adjacent plot less adjacent spots would be unoccupied.
So each plot would only receive + 2 1/2:food:
3 unshared unworked tiles + 4 shared by two unworked tiles (1 1/2:food: + (2:food: : 2) = 2 1/2:food:

If the second populatian is assigned to a plot orthagonally adjacent to an orthagonally adjacent plot (two squares away from the first plot)
5 plots would be unshared unworked and 3 plots would be unworked but shared by 2.
So each plot would recieve 2 1/2:food: + (1 1/2:food: :2) = 3 1/4:food:

Note that on first glance the best result is (theoretically) achieved by assigning four workers (P) to the second ring around your city (C). Which feels especially nomadic to me.

.Pxx..
xxxxP
xxCxx
Pxxxx
..xxP..
 
I think the huns should be playable. They already are in Civ V they are as as historically significant (or more) as some civs already in this mod, so it's not like that is opening up a whole can of worms. They didn't really start off with cities, but neither did the Mongols AFAIK. If possible, I would support making native americans civs in the game (except they can't found cities) because historically they did make diplomatic negotians with Europeans including trading and make alliances.
 
You don't think they played an important part in the fall of Rome?

edit: they were deemed important enough for an entire game in the total war series.
 
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You don't think they played an important part in the fall of Rome?

edit: they were deemed important enough for an entire game in the total war series.
The problem with the huns is how many turns they historically existed in.
 
marathon mode? or whatever you call the mode for the longest turns per game. But you can already rewrite history in this mod so why not
 
how to downvote posts
 
You're doing it wrong, the best way is to argue "we can just merge them with other vaguely similar cultures as an umbrella civ".
Huns->Turks->Mongols

Easy.
 
When the "a new civilization is born" popup appears, would it be possible to have a "no, don't ask me again" option, for convenience's sake?
FYI, you can turn off this popup in the BUG options.
 
I've been playing around with the latest git version for the past week. I really like the new changes. My observations so far:
  1. Some civilizations like Moors & Italy spawn with both advanced start and workboats. I suggest increasing the advanced start gold and remove starting workboats for them. Otherwise player controlled Italy etc. can save the initial workboats while the AI likely will spend the advanced start gold needlessly.
  2. Persia's starting army is now swordsmen, not immortals. Not sure if they should have immortals instead.
  3. Balance wise, AI Arabia feels too strong. I'm not sure if it's just the 600 AD start, but they often eliminate the Turks, conquer all of Byzantium and into Russia (3 time I've seen Muslim Peter the great and Arab Naples). My guess is it's the free units upon war expansion / birth protection. I suggest a reduction in number of free units, as the AI Arabs quickly snowball.
  4. Poland used to spawn with enough units to conquer Kiev. Now it does not. I suggest increasing its starting army a decent amount. Due to Russia's birth protection, a human can't rush attack from spawn anymore (a tactic I used to favour)
  5. Most of Medieval Europe spawns with archers instead of crossbowmen. Now:
  • Germany has more difficulty in taking Rome and defending Budapest from horsemen. I suggest giving more archers and swordsmen upon spawn.
  • Russia has greater difficulty defending from barbarian horsemen. During birth protection this isn't an issue, but now humans have a shorter birth protection. It's not feasible to get iron online and acquire machinery in (10?) turns. I recommend giving Russia more archers upon spawn.
Cheers!
 
Thanks for the report! I will make notes to address these issues.

Some civilizations like Moors & Italy spawn with both advanced start and workboats. I suggest increasing the advanced start gold and remove starting workboats for them. Otherwise player controlled Italy etc. can save the initial workboats while the AI likely will spend the advanced start gold needlessly.
I recently realised that as well. I don't know if it's that easy. As the player, if you know that you have work boats, you won't use your points to build water improvements. But conversely, we don't know if the AI will use advanced start points to build fishing boats. Taking their work boats may have them end up worse in case they do not spend their points there. But I see the concern, so let me think about it further.
 
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