Suggestions and Requests

How about we remove the USA instead considering it causes a lot more problems than the UN

Well apparently if not for the USA counterbalancing Russia, there's one county that just runs away in score and starts conquering everybody. Though I suppose most of the problems comes from the fact that America's UHV depends on their allies not pulling their weight.

But I have a UN suggestion. "Send Peacekeepers to Kongo" could be a vote. If "no" cities start getting razed in Central Africa. If "yes" cities start getting razed in Central Africa but the five richest nations lose a vague amount of gold a turn for ten turns.
 
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I actually was able to refuse a UN-mandated civic change. I'm guessing it was an option because I built the UN. (I didn't initiate the vote, Stalin did.)
Yep, I think if you own the UN or have a large amount of population you can defy. Doesn't really help that much when the AI will basically continually spam those sorts of resolutions and you either have to ruin your civic setup or have all of your cities crippled with tons of unhappiness.
 
Or a certain percentage of the world's population has to be living under a given civic to pass it, any civic can be passed as an enforced civic, anyone can refuse to accept it in exchange for massive diplo penalties with nations that didn't refuse, but no unhappiness modifiers for refusing, and there can be an option to repeal the forced civic. With civs generally voting in favour of civics they are currently running or that aligns with their leaders' ideology, rather than just always saying yes no matter what it is. Would make it a neat method of escalating cold wars. Could even add regional organizations like NATO, Pacific Alliance, Mercosur, SCO, SADC, Arab League, ASEAN, etc to further allow for competing political blocs.
 
Could even add regional organizations like NATO, Pacific Alliance, Mercosur, SCO, SADC, Arab League, ASEAN, etc to further allow for competing political blocs.

I like this idea. A simple structure is to make blocs appear organically with civs who have similar interests, which gives opinion bonuses to, and increases the likelihood of, entering (and honoring) defensive pacts. Perhaps even increasing tech spread rate.

A bloc might disintegrate if two members fight one another, so that there are never too many blocs.

This can even represent older eras, such as crusader states, spanish american rebelling civilizations, and anti-revolutionary france.
 
Health ideas:

I suggest changing the yield of settling a great scientist from 6 research & 1 production into 6 research & 1 health. It would represent the connections science & medicine share, and helps out the ancient floodplain health-constrained cities.
I got the idea from played the History Rewritten mod, where some specialists provide health.

On a second note, I find the late civic Public Welfare to be underwhelming. I suggest adding a 0.5 health per specialist bonus to simulate publicly run healthcare.


Late game Capitalism-Communism-Socialism ideas:

Beginning in the industrial era, shared economic civics should better relations, and dissimilar civics should worsen relations. Upon entering the global era, the relationship effects should increase.

Upon entering the global era, nations create unhappiness for global era rivals who do not share their economic civic. The civics Free Enterprise, Central Planning, and Public Welfare would have this effect, with Public Welfare being exempt from the penalty.
[The vanilla "Unhappiness for civilizations without _CIV_" penalty would come into effect upon entering the global era.]

Upon entering the global era, this results in:
  • Capitalist nations receiving unhappiness from global era rivals running Central Planning.
  • Communist nations receiving unhappiness from global era rivals running Free Enterprise
  • (Capitalist & Communist) nations receiving unhappiness from global era rivals running Public Welfare.

This could result in a rather realistic end game where the communists and capitalists must produce cultural propaganda to keep their citizens in line while trying to convert/destroy their ideological rivals. The underpowered public welfare would now be a valid path forward for the unaligned states.
 
Late game Capitalism-Communism-Socialism idea

I like this idea. It is generally flavorful and especially useful for Russia’s UHV, since it is hard enough to overcome the state religious malus and keep communist civs from collapsing, but getting relations to friendly is pretty difficult and subject to chance.
 
Jesuitic Missions: The Jesuits were very active in the Americas, and their various missions are considered World Heritage sites. It would be nice to have another not only Argentine, but South American wonder. They would give Better Relations with all Apostolic Council Members and/or +1 research for every Priest. The enabling technology would be Academia and it would get obsolete with Representation. It would obviously require Catholicism, but also it MUST be built outside Europe.

Given the above mention in the Civilisation Attributes open discussion thread, I’ve got thinking about something to represent the Jesuits and their colonization role, particularly in the Americas but also in Asia and Africa. As many of you know, they not only gathered, converted and organized the indigenous peoples under one of the Catholic colonial powers (Spain, Portugal and France), but also many of their missions and reductions became or greatly contributed to the growth of important cities such as São Paulo (Brazil), Córdoba (Argentina), Asunción (Paraguay), Quito (Ecuador), Los Angeles, San Francisco (USA), Montréal (Canada) and others. Besides, they established many educational institutions that became important universities and schools. Giving their history, I think it would be great to have them as a special mechanic for Catholic colonial powers, even though we know that the Catholics already have several religion-specific mechanics in the game.

One possibility is to create a building available (with Companies or a contemporary tech) only in colonies for Catholic civilizations called Jesuitic Mission or something. After building it, it would automatically spread Catholicism and give a culture, production and possibly science bonuses (let's say, + 2:hammers:, +2:culture: and + 1:science: or something) representing the establishment of the colonial rule and the organization of local people around it. This powerful building, however, would expire relatively early (around late 18th and early 19th century, maybe with Representation or Nationalism techs) and obviously would require Catholicism as state religion and possibly some specific Civic. We could use some art assets available in some Civ Colonization mods, who also have specific mechanics for Jesuitic missions.

Another possibility that maybe can be combined with the above is to have the Jesuits as a colonial corporation similarly (and possibly competing) with the regular Trading Company. I’m not sure about which resources it would consume (maybe the same), but it would also spread Catholicism and give similar bonuses as the proposed building.
 
Spoiler Re Jesuits :
Given the above mention in the Civilisation Attributes open discussion thread, I’ve got thinking about something to represent the Jesuits and their colonization role, particularly in the Americas but also in Asia and Africa. As many of you know, they not only gathered, converted and organized the indigenous peoples under one of the Catholic colonial powers (Spain, Portugal and France), but also many of their missions and reductions became or greatly contributed to the growth of important cities such as São Paulo (Brazil), Córdoba (Argentina), Asunción (Paraguay), Quito (Ecuador), Los Angeles, San Francisco (USA), Montréal (Canada) and others. Besides, they established many educational institutions that became important universities and schools. Giving their history, I think it would be great to have them as a special mechanic for Catholic colonial powers, even though we know that the Catholics already have several religion-specific mechanics in the game.

One possibility is to create a building available (with Companies or a contemporary tech) only in colonies for Catholic civilizations called Jesuitic Mission or something. After building it, it would automatically spread Catholicism and give a culture, production and possibly science bonuses (let's say, + 2:hammers:, +2:culture: and + 1:science: or something) representing the establishment of the colonial rule and the organization of local people around it. This powerful building, however, would expire relatively early (around late 18th and early 19th century, maybe with Representation or Nationalism techs) and obviously would require Catholicism as state religion and possibly some specific Civic. We could use some art assets available in some Civ Colonization mods, who also have specific mechanics for Jesuitic missions.

Another possibility that maybe can be combined with the above is to have the Jesuits as a colonial corporation similarly (and possibly competing) with the regular Trading Company. I’m not sure about which resources it would consume (maybe the same), but it would also spread Catholicism and give similar bonuses as the proposed building.

I like the Jesuit corporation idea. Discovered with academia (Protestantism founded), it can also spread via Apostolic Palace resolutions.
As soon as Protestantism is founded I think the tithe and inquisition Apostolic Palace resolution can be replaced with a "Send Jesuit mission to X Civ" resolution.
Sending the Jesuits results in the chosen civ: paying % tithe gold & inquisition espionage to the pope, and spreading Catholicism & the Jesuit corporation randomly to 2-3 (oversea preferred) cities.
The Jesuits corporation will stop spreading automatically after 1800 and only spread via Apostolic Palace resolutions.
 
1. Mongolian capitol receives +1 hammer for each unworked flat land plot in it's territory - encourages settling the steppe
2. Silver Tree Fountain can be built by great general if your state religion is Tengrism
 
We have five levels of stability in the mod (Solid, Stable, Shaky, Unstable, Collapsing), but only three different graphics to show all five of them, on the scoreboard.
Spoiler Stability Graphics :

Example.jpg
Just as a simple way to differentiate them, if a civilization is "Solid", the little red ball should be blue. And if the civilization is "Collapsing", the blue line could turn red.
 
That's a great idea and easy for me to implement. The only thing I need to check is if we have space for two more icons but I'm pretty sure that is the case.
 
Here is an idea that might be disruptive on one side, but very rewarding on the other side.

  1. Cities can only work tiles one space away from their spot,
  2. Cities can be founded closer to one another,
  3. Cost of maintenance for # of cities is reduced,
  4. Some tiles have special bonuses (like the event-spawned penguins event) to retain some extra production/food/commerce bonuses for special tiles.
These four rules can allow more dense city placement and therefore more representation for a lot of historically significant cities that are now considered suboptimal.
 
It's a bit weird that wonders just... sit there after they get obsolete. It's even stranger than things like the Pyramids just don't do anything, after being considered a world wonder for so long. So I propose that once you research Tourism, every wonder you own gives you +1 gold (maybe +2 with an Hotel?), regardless if it's obsolete or not. I think it's a minor change that would make the technology worth it.

Oh, also, the survival of some wonders are weird. I'm pretty sure the Great Lighthouse was gone by the 600 AD scenario (could be wrong though), as well as the Temple of Solomon (though I don't know if that one has something to do with the religion mechanics.
 
No, the lighthouse was only destroyed by a series of earthquakes starting in the 10th century.
 
It's a bit weird that wonders just... sit there after they get obsolete. It's even stranger than things like the Pyramids just don't do anything, after being considered a world wonder for so long. So I propose that once you research Tourism, every wonder you own gives you +1 gold (maybe +2 with an Hotel?), regardless if it's obsolete or not. I think it's a minor change that would make the technology worth it.

Oh, also, the survival of some wonders are weird. I'm pretty sure the Great Lighthouse was gone by the 600 AD scenario (could be wrong though), as well as the Temple of Solomon (though I don't know if that one has something to do with the religion mechanics.

Well, you still get culture and GP points for them even when obsolete, so isn't that sufficient?
 
I would like to suggest some changes in the far east gameplay. This is due to some events and actions that doesn't are historically well represented:

The spawn of Simiyan hoton (aka Shenyang): In the game Simiyan Hotan spawns between 250 BC and 200 BC in Manchuria. Historically the chinese have founded the city in 300 BC, so it doesn't make sense to have this city spawn under barbarian control and at this time. My suggestion is to remove Simiyan Hoton and change it for an barbarian or independent Pyongyang. I suggested this because of the existence of the Gojoseon Kingdom which was conquered by the Han Dynasty. The capital of the kingdom was Pyongyang and the city itself predated the existence of three kingdoms period and the time of the Korean civilization spawn, which would fit well having an barbarian or independent spawn to the chinese conquer.

Korean birth: The korean civilization begins already with Buddhism as state religion, the dynamic name Kingdom of Goryeo and its first city being Hanseong. Historically, these caracteristics doesn't fit well the context. In 50 BC (The time chosen to the birth of the Korean civilization) was still during the Three Kingdoms Period. At this time, Korea was not an centralized unity, but divided in three countries: Goguryeo, Silla and Baekje. These countries are in constant conflict with eachother until they were subjugated by the Goguryeo Empire influence and military might. In ancient times, Pyongyang was the capital of two korean kingdoms that have a great impact in the peninsula: Gojoseon Kingdom and Goguryeo Empire and was a secondary capital to the Kingdom of Goryeo. My suggestion is to change Korea birth location from Hanseong, that is a more recent capital, to Pyongyang which was more historically ancient and to gameplay purposes Pyongyang is a more fit location to build temples, monasteries, settlers and troops due to the iron mine and the forested hills nearby.
  • About the faith, I suggest the civilization to begin with the pagan religion (Mugyo). Korean shamanism was very strong in that epoch being supressed by Buddhism only in the Kingdom of Goryeo period when the religion become the state faith. Buddhism only begin to spread in the korean peninsula after 372 AC when introduced by chinese monks, which doesn't fit the context that the game begins but is understandable to have an initial missionary unit due to the speed that the game represents the more older ages and a necessity needed as fast as possible to the first UHV. Although I think it doesn't make much difference to the gameplay an begining with Buddhism because building pagan temples earlier and Buddhism spreading will turn these temples into buddhist ones.

  • The other item of comment about the korean birth is the dynamic name. The Kingdom of Goryeo was founded only in 918 AC, which isn't appropriate to the korean birth year. I believe that the name conditions to show up are converting to any faith while the absence of any major religion as state faith gives the dynamic name "Three Kingdoms of Korea". So making Korea begin with its pagan religion should be nice to the historical facts.
Taoism spread area: In the past, Taoism have some influence in east Asia, spreading to Korea, Japan, Vietnam and even Indonesia in different periods of history. In the game, however, Taoism have little influence, with its core consisting in China and historically spreading only to Manchuria.
In Korea, Taoism has introduced by the Tang Dynasty in 624 AC, first spreading in Goguryeo and then slowly to the other countries. At first was well accepted in most of the korean peninsula countries, but later it began to shrink and have lost influence to Buddhism during the Goryeo kingdom.
Taoism was brought to Japan in later 7th and earlier 8th century with the chinese legal system and developed itself into diverse ramifications and in symbiotic relationship with shinto.
In Vietnam, Taoism was introduced after the first chinese invasion, which the north region of Vietnam received some influence. However, just like the other nations, Taoism was either lost its significance in these places or mixed with the traditional religions.
In Indonesia, Taoism was brought by chinese travellers and settlers, although not much was related about the religion's influence in the region.
So, bringing this to the game, I suggest that Taoism spread area should be expanded to Vietnam, Korea, Indonesia and Japan. The classification of these territories in the religion map should be Periphery, since the religion was not influent at much time. The objective with this suggestion is to make possible that other civilizations can play and possibly complete Taoism URV and even Secularism URV (since it needs all faiths to work). Today, Taoism is one of the more unaccessible religions of the game with only China and Mongolia the civilizations that can easily access the faith. Granting access to some other civilizations would make more the gameplay more alternative and at the same time historical.

I think these suggestions would improve the game and bring a new overview about east asia gameplay that can contribute even to the new map.
 
An idea I was having reading about naval warfare but what about a small percentage chance for privateers to capture a ship?

Perhaps even a small percentage upon every naval battle won no matter the ship class, double - or something - chance if it's a privateer?
 
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