Suggestions and Requests

I might suggest limiting the 'capture' mechanic to solely the Age of Sail -- I don't think triremes sailed in hopes of capturing other triremes, rather than sinking them, but with the rise of caravels, galleons, frigates, ships of the line, etc., it was much more feasible to disable and capture without sinking the enemy ship. This ends with the rise of ironclads and dreadnaughts/battleships -- modern guns are much more likely to sink the enemy -- so the the real-world 'capture' equivalent, at least in Western & European history, seems naturally limited to that particular era of sailing ships.

I really like the idea of generalizing the capture rules, with a significant advantage given to Privateers and Privateer UUs. Maybe 10% chance for every other class of sailing ship, but 25% for Privateers?
 
modern guns are much more likely to sink the enemy
That's the key point in pre-modern naval warfare. Before the development of modern naval guns, torpedoes, and sea mines, it was really difficult to destroy/sink an enemy ship, so the most common tactic was boarding (after harassing the enemy crew with any ranged weapon that you could have to lower morale and able combatants) and capturing it. Even in the Age of Sail we have many accounts of very badly damaged ships that were still able to float because even large cannons could not easily break wooden hulls.

Giving that, I'd also give a chance for ancient/medieval ships capturing enemy ships. In Ancient Mediterranean warfare, triremes and biremes were quite good in sinking enemies by ramming them (though they needed to make complex maneuvers in battle that required trained crews), but afaik boarding was the most common tactic in fighting in sea - the Romans invented the corvus exactly to do that! In Medieval age, Greek Fire was a powerful weapon in naval warfare that could destroy entire ships, though it was limited to the Byzantines and boarding remained the most common tactic, as can be seen in the battles of Svolder and Sluys.

That been said, as Publicola put, we are looking here to Western/European naval warfare. I think it was more or less the same in other places of the world, but it would be important to know that before (if) we implement it, so the mod avoids an excessive Western bias here.
 
Great scientists should be able to help finish projects like the internet, GPS, and the manhattan project along with the space race ones. Great scientists are the worst great person that this mod has especially in late game where the tech boosts are way too insignificant compared to what other great people are able to do. The academy is such an early building compared to the other great person buildings (museum, stock exchange) that I never have a city to build one in by the 1900s if I'm playing a medieval civ or earlier because they were all built already. This just seems to force me to make the scientist join the city, which during the late game amounts to very little because the beakers you're already producing are so much more in comparison where you'll never actually receive any benefit. They generally seem to be the worst great person with the least powers that require the least amount of forethought to use, yet I seem to get them more than any other great person late game.

Another way get to make scientists more useful late game is to give them more science for tech boosting than other great people or at least make them fully finish a tech. I don't know if they already have more than other great people or not but it is slightly annoying not being able to fully boost a tech with them.
 
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When playing with the germans/austrians the Old Dynasty quest have show up to me and I noted that the nobility option gives +1 Great Merchant in the capital, which is understandable due to the fact that is a quest which came from the Beyond of the Sword game and the Great Merchant was the closest specialist unit that could be put as a noble. But in the mod, with the creation of the Great Statesman specialist, that can be changed for a more correct interpretation and an increase of participation of the Great Statesman in the quests. So, my suggestion is to change the reward of choosing the nobility to rule the kingdom from +1 Great Merchant in the capital to +1 Great Statesman in the capital. I'm attaching an image to help understand what I'm suggesting.
Screenshot_35.png
 
What kind of revision are you thinking about?
 
I didn't really have anything in particular in mind. Should start a thread for it. Quests could be included too. They're pretty bland and almost all of them come down to "build X structures" which is boring and only feasible for larger civs. I'm sure the community could brainstorm a whole lot of interesting ones. I imagine it wouldn't be a high priority, but that's okay since events and quests almost feel like an afterthought anyways.
 
It would be fun to have flavor events too, based on civilization, region, religion, civics, techs, etc. Something similar to the Europa Universalis events. However, it does take up a lot of effort, and if ever considered, would have to be implemented way further into the future.
 
It would be fun to have flavor events too, based on civilization, region, religion, civics, techs, etc. Something similar to the Europa Universalis events. However, it does take up a lot of effort, and if ever considered, would have to be implemented way further into the future.
These do exist actually, though not for all civilizations (even excluding DoC-specific civs). France has the "Anti-monarchists are protesting" event for instance.
 
It would be fun to have flavor events too, based on civilization, region, religion, civics, techs, etc. Something similar to the Europa Universalis events. However, it does take up a lot of effort, and if ever considered, would have to be implemented way further into the future.
First one to be added should definitely be about comet sightings...
 
Given our recent discussion about ship capture mechanics, I’ve looked for some more information about it in non-Western naval history so we can think about adding the mechanic or not to the mod. Thus, first I point to some historical evidence to support the idea and then I present my suggestion for it.

Spoiler :

As I’ve imagined, boarding was also the main naval tactic for most seafaring peoples precisely because it was hard to sink enemies before modern naval guns. Just like their ships in Mediterranean Sea, the Arabic/Islamic naval forces in the Indian Ocean during the Middle Ages often employed devices to prevent boarding parties, which is a strong indicative how common this naval tactic was also in that region.

Going further East, information is more limited in Indian Subcontinent. While Indian maritime history dates to the Harrapan civilization, evidence of true naval warfare (in sense of ship-to-ship combat) is lacking. The Kalinga Kingdom was the dominant sea power during Ancient and Classical eras (even launching military expeditions to modern Indonesia), but the region’s great naval superpower was the Chola Dynasty during the Middle Ages. Again, there is some controversy about the precise forms of naval warfare, and the Cholas doesn’t seem to have developed specialized warships (even about their regular ships information is scant), but it seems that they also relied on boarding tactics against their enemies, which included the mentioned Arabic fleets.

In Southeast Asia we had many thalassocracies such as the Srivijaya, Majapahit empires, and the successor Malay and Javanese Sultanates, naval warfare was crucial for maintaining their domains. There is a long list of ships and warships that included galleys and larger seagoing vessels, but again information about ship-to-ship combat is less common, specially before the adoption of gunpower weapons. Either way, boarding seems to have been a common tactic, even after naval cannons were deployed, particularly among the local powers. When European powers (notably the Portuguese and the Dutch) arrived, they often captured enemy ships in hoping to gain their precious cargos; the natives responded regularly mounted surprise boarding attacks with small ships, however it was unusual that they were able to capture European vessels, often preferring to kill the crew and burn the ship. Further East, among Polynesian peoples, naval battles seem to have been uncommon because Wakas and outrigger boats were too fast, mobile, and small for being suitable for boarding tactics or other ship-to-ship combat.

In East Asia, however, we have much more information about their navies and naval tactics. We have accounts about naval battles since the Warring States period, but it was the Han Dynasty that established the first independent navy in China, whose warships were divided into ramming-specialized ships (called spear ships or earlier as stomach striker) and regular ones, but the main naval tactic was still boarding with specialized corps (marines) that captured enemy vessels, though Chinese naval warfare also featured commonly the use of fire ships that had a remarkable success (such as in the famous Battle of Red Cliffs). During much of Middle Ages, one of the most important Chinese warships were the Tower Ships (Louchuan), which were designed to boarding and siege actions, and the Song Dynasty established a large standing fleet that could field more than 50.000 marines for boarding and amphibious missions. During the Ming, the Chinese naval policy swayed between support and restriction of naval expansion; the famous 14th-15th century Treasure Ship was armed with several gunpower and incendiary weapons, but soon after the fleet and ship sizes shrank. Nonetheless, boarding was still regarded as a crucial naval tactic, and Chinese victories against the Portuguese in the Battle of Tunmen and the Dutch in the Battle of Liaoluo Bay show that.

Similarly, boarding was also an important for the Japanese and Korean naval forces. The Japanese used primarily this naval tactic, both before the adoption of gunpower weapons (as seen in the Battle of Dan-no-ura) as well after. The famous Korean turtle ship (Kobukson) was designed with an upper deck covered with metal spikes precisely to deter Japanese boarding parties; the decisive Battle of Noryang (that put an end in the Japanese invasion of Korea) ended in a desperate melee combat and the capture of many Japanese ships by Korean and Ming forces.


So, how can we build the capture mechanic in the mod? The first point is that this mechanic is available for navies from Ancient, Medieval eras, and Age of Sail. The next generations of warships, those of Age of Steam (Steamship/Ironclad/Torpedo Boats) on cannot capture other vessels or be captured: they have weapons that effectively can sink or destroy any other ship, making boarding/capturing essentialy impracticable as naval tactic - there are few exceptions (particularly involving submarines), but I feel we can dismiss it given how rare were these occasions.

So that leaves in how to distribute the percentages of capture chances. I’d argue that Naval Transport Units (Galley, Cog, and Galleon) should have slightly higher chance of capturing defeated enemies, since those aren’t battleships: theoretically, they have less firepower to sink (or damage) an enemy, so it would make more sense that on their victory they were able to subdue the enemy’s crew and capture the enemy vessel. Naval Combat Units (War Galley, Heavy Galley, Galleass, Caravel, Frigate, and Ship-of-the-Line), on the other hand, have all more firepower (or capacity to damage enemies), so they have a slightly lesser chance of capture. The exception, as suggested by Cosmos1985 and Publicola, would be the Privateer (and its UUs versions) that have a significant larger chance, giving their specific character.

So, to suggest some numbers, I’d say that Naval Transport Units would have something like 20-25% chance of capturing a defeated enemy ship, while the Naval Combat Units would have 10-15%. Privateers, on the other hand, would have something like 30-35%.

Some naval UUs could have adjusted rules for the mechanic. So, let’s say, the Dromon certainly would have less chances of capturing enemies (given the use of Greek Fire), while the Kobukson would be almost immune to capture (if this is possible to implement).

On some side notes, maybe the capture could be applied to those cases of conquering a city with sleep/stationed/garrisoned vessels; we can also include Work Boats as preys for capturing; the English and Korean UHVs that require sinking enemy ships could also become significantly harder if we have this mechanic, so that's another issue to think about.
 
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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.
It would be really cool if different religious orders could be represented that gave different bonuses. Especially during the colonization era there were major disputes and even violence between the Jesuits and Dominicans over how to best evangelize
 
My suggestion for new civs for the new map (sorry if this isn't the right thread for this, I'm new here)

Africa
Boers - I wrote some suggestions for them in the map suggestion thread, I can copy them here if you would like
Swahili - I have no suggestions for this civ's gameplay or unique elements, but I think it would be good to have, both to fill up coastal East Africa, and because it could have interesting interactions with Arab, Persian, Ethiopian, Indian, and Portuguese civs
Islamic Egypt - I know it shows up as a respawn of ancient Egypt, but it was a very different culture and civilization, and it would be nice if it was playable and had its own UHVs

Asia
Manchu - they could take over China in the 17th century, and have new UHVs that are different from China, they could provide interesting gameplay as well as making 1700 AD China a civ that can win UHVs (although in this case, China wouldn't be present as a civ in 1700 AD, only Manchus would, China could spawn again in the early 20th century if the Manchus are unstable)

Europe
Sweden - Scandinavia shouldn't really be represented by just one civilization - the Vikings can become Denmark-Norway once Sweden spawns
Kyivan/Kievan Rus - now that Eastern Europe has more space, they can fit in, and can be an interesting rival to Poland and Russia, they can respawn as Ukraine if Russia collapses to core in the modern era
Celts - it would be nice to have a playable Celtic civilization, it can respawn as the Kingdom of Scotland in the Middle Ages and as the Republic of Ireland in the Modern Era, although a color change would likely be necessary (Scotland is blue, Ireland is green, or you could split the difference and make them some greenish-blue intermediate color)

Australia - the only major post-colonial civ that is missing other than the Boers, it would be nice for Australia to be an actual civ instead of just staying a British colony for the entire game

Those are the only civs missing that I think are really essential

Some others, like Nubia and Israel, might be nice to have, but are probably too small to even include on the bigger map.

It might be nice to split Islam into Shia and Sunni, too, but I don't think it's that important, since the only Shia civs in the game would be Iran and Islamic Egypt.
 
It also might be nice of music could be tied to the specific tech column in addition to just the era...hearing baroque music during the early renaissance era is a little odd, but it's not a big deal if it's impossible

Speaking of music, it would be nice to have some music in the modern eras that isn't classical. Civ III has a track called StarsFull on its soundtrack that is sort of a smooth jazz type thing, instrumental, like all Civ III music, but it might be nice to include that. You could include ragtime and marching band music for the industrial era, and possibly some instrumental folk songs played on the guitar...I think it's a better representation of modern music than just contemporary classical, though I understand if you want to just use classical music for more consistency.

A potential timeline could look like
Early 1800s - guitar-based folk/traditional songs
Late 1800s/early 1900s - ragtime and marching band music
Mid-late 1900s (and into the 2000s, even though most UHVs are over by then) - StarsFull from Civ 3 and the rest of the Civ 3 modern soundtrack (which includes SmashFULL, a guitar-based rock type of song and two others called ModernFull and Techno MixFull)

I can make a more detailed suggestion for music and eras if you're interested
 
Suggestion: a message in the notification center: "Connection with [Civilization] reestablished.", when you had lost contact with a civilization and restored it. Or something of the sort. Similar to: "[Civilization] has [X] amount of gold available for trade." message.
 
The current Distillery is underwhelming; libraries, for example, can be expected to add about 6 to 10 commerce in a decent city through their multiplier, while Distilleries only add 6 in the very best situations, while coming at double the cost. Therefore, I propose a reworked version:

Distillery ( :hammers: 3 granaries)
+1 :yuck:
+2 :commerce: on Rice, Wheat
+3 :commerce: on Sugar, Wine
Provides 1 Alcohol ( + 1 :), supplies two cities)
Allows 1 Merchant slot
Requires Chemistry
Requires either Rice, Wheat, Sugar or Wine in city radius

If you like this idea, Leoreth, I can come up with some more 'industrial buildings' providing resources which can provide either :) or :health: in order to mitigate the current unhappiness and especially unhealtiness excess in the late game caused by corporations.
Maybe another category of resources called commodities/products that are produced by buildings, similar to the hit happiness resources made by their respective wonders. Only these would consume whatever raw material they need to create their higher-value products. Kind of like in Civ Colonization.
 
While reading about a certain infamous Mesopotamian copper vendor, I learned that Dilmun (modern Bahrain?) was a major source of copper during ancient times. While I don't know how long the copper mining resumed there, placing a copper resource in the general region of eastern coastal Arabia would be a decent encouragement for the player to settle a city there.
 
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