Suggestions and Requests

Oh that's cool, sure.
 
I thought a little more about ideologies and how they might be represented in the game.

1) Ideologies get a similar role to religions in earlier eras: diplomacy, (un)happiness, possibly wonders, etc. Accordingly, they have some mechanical similarities: they spread to cities to represent a receptive population, they have missionary-type units ("militants"/"propagandists"), persecutor-type units, they can be spread by Great Statesmen the same way Great Prophets do. However, some differences exist: no equivalent for temples, cathedrals, holy cities. Something like a monastery might exist (with a bonus to espionage instead of science?), or militants might be trained in some other way.
- If we want to complicate things further, the spread could also be attracted by specific buildings like factories, news corps, etc. though that might be unnecessarily granular.
- Some civics like Democracy or State Party might further influence how militants and ideological spreading happen.

2) You can't adopt a particular state ideology since that would be redundant with civics. Instead, you have a score for each ideology over how much your civics match it. So Central Planning might give you a big communist score, etc. It's possible to have a very high score in a single ideology, or moderate ones in two or three.
- Diplomatically, you receive a bonus with another civ for each ideological score that is close, and a malus for those that have a greater difference ("+2 You have liberal civics."). Instead of its leader's favorite civic, an AI might ask you to adopt new civics that get your score closer to their.
- The presence of an ideology in a city also reacts to your particular civics, through (un)happiness modifiers, possibly some other effects on buildings, etc.
- Ideally, it should be just as viable to fully commit to an ideology or be moderate between two of them.

3) As to which ideology should be included, I think we should avoid unnecessary granularity and stick to the big three (liberalism, communism/socialism, and either fascism or a broader "reaction" camp), with older more traditional ideologies like conservative monarchism simply being represented by the absence of those three, with the appropriate diplomacy modifiers.
- Reaction or fascism? I'm inclined toward the former name because it's a much broader umbrella term across modern history, but it's a bit harder to pinpoint what tech should start it. It could be reaction as an ideology, but still keep fascist dynamic names and particular benefits if you adopt Totalitarianism.
- Each ideology could have some minor aspects unique to them. As an example, I'm thinking in particular that reaction could have lesser positive diplomatic modifiers with civs that do not share the same religion/secularism civic, and positive ones with civs that have the same religion and are reactionary or merely conservative.

EDIT: Thinking back on it, there may be a fourth ideology that did have enough geopolitical impact to be worth including: third worldism/decolonization/anti-imperialism/whatever name isn't too unwieldy. That one might be a bit less dependant on civics (though obviously some like Colonialism, Tributaries, etc. would still be impactful) and instead get entirely different modifiers:
- Having vassals vs being a vassal,
- Having territory outside of your historical one and especially inside another civ's core, vs the opposite, having another civ in your core,
- Diplomatic tributes of resources, etc.
- Maybe something to do with lagging in techs?

That one might produce a more organic shrinking of the huge colonial empires by putting pressures on them through unhappy population and diplomatic penalties against the smaller civs.

Decided to revisit the proposal of ideologies. What do you think of these goals?

GENERIC​
Hegemony​
Spread [your ideology] to X% of the world and make sure [your ideology’s] civilizations represent Y% of the scoreboard.​
SOCIALISM​
Industrialization​
Following the adoption of socialism, have the most production and multiply it by X before Y turns.​
Proletarian Vanguard​
Have your specialists generate a combined output from Production, Espionage and Research of X per turn.​
LIBERALISM​
Global Market​
Make sure corporation commerce represent X% of the world’s output.​
End of History​
Be the first to discover X Global Era technologies and make sure all U.N. resolutions are passed.​
REACTION​
Cult of Heroism​
Create X Great Generals while remaining at war and reactionary.​
Strength through Unity​
Generate X espionage per turn while having foreign culture and non state religions and ideologies represent less than Y% of your population.​
DECOLONIZATION​
Post-Imperialism​
Make sure decolonial civilizations and Independents represent X% of land area.​
Green Revolution​
Following the adoption of decolonization, have the biggest average city population and multiply it by X before Y turns.​

I've also started fiddling with modifiers from civics and other aspects but it's pretty barebones and subject to changes, see attached files.
 

Attachments

  • doc ideologies.xlsx
    doc ideologies.xlsx
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  • doc ideologies.png
    doc ideologies.png
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I've seen people complain that shrines rarely get built by the AI. Would it make sense to have them autobuilt in AI-controlled holy cities at a certain date or trigger?
 
Suggested renames for cities (sorry, I might have missed a few, the City Name python file is really hard to read and browse through, maybe when you switch to the new map, there is a way to make it so there is only 1 city name map, and the renames are just done as dictionaries)
Russian Warszawa - Varshava
Russian Kraków - Krakov
English Warszawa - Warsaw
English Kraków - Cracow
English Kopenhagen - Copenhagen
English Antwerpen - Antwerp
English Beijing - Peking
English Hangzhou - Hangchow
English Xi'an - Sian
English Chongqing - Chungking
English Chengdu - Chengtu
English Luoyang - Loyang
English Taibei - Taipei
English Nanjing - Nanking
English Guangzhou - Canton
English Qufu - Kufow
English Qingdao - Tsingtao
English Qingzhou - Tsinchow
English Haojing - Haoking

More to come, when I have the time.
 
I've seen people complain that shrines rarely get built by the AI. Would it make sense to have them autobuilt in AI-controlled holy cities at a certain date or trigger?
AI has a high preference to build shrines. They just don't hire prophets.

I would like great prophets to auto spawn in the holy cities at particular dates. This would guarantee the holy shrines would exist, especially St Peters for the catholic apostolic palace mechanic. Hopefully independent AI will also build the shrines.

I also find religions spread more slowly in the 300BC start since the shrines are supposed to speed spread of religions
This also rewards civs for building shrines normally with a free GP.

Say (just eyeballing):
500BC Judaism and Hinduism
500AD Zoroastrianism, Buddhism, and Orthodoxy
1000AD Catholicism and Confucianism
1500AD Islam and Taoism
1700AD Protestantism
 
How about automatically building St.Peters on Schism occured?Euros are less likely to hire prophets while others may do.
 
The Shotelai should have some bonus against mounted units. This is based on historical records about the use of the shotel, the curved sickle-like sword the gives the unit its name. The shotel was used effectively against cavalry, either to hook the horsemen out of his mountary and to inflict letal damage to the opponent by reaching around the shield or any defensive object or weapon.
 
When conquered by the polish during medieval age, Brandenburg should be Branibór instead of Berlin. I suggest this because Branibór was an slavic settlement that belonged to the Duchy of Kopanica, a fief of the Kingdom of Poland, before it was conquered by the germans and renamed Brandenburg after 1157 A.C. After the medieval age, the name Brandenburgia should take place until Brandenburg turns into prussian Berlin.
Screenshot_106.png
 
Could the tech modifier of Moors be nerfed a little, or make them more unstable in late game?Maghreb is so pretty a wealthy and productive area that Morocco usually become strong, populous, advanced and stable in Renaissance era, while in real history it falls like other victims of the great divergence.
 
What if the "one less Temple required per Cathedral" effect is given to the Clergy civic? I think it could be synergetic with a lot of medieval and early modern states that built a lot of religious architecture. Can be given to both Clergy and Theocracy, if also possible.
 
Good point; forgot to account for the state religion. I think that should do, hopefully with Leoreth's blessing.
 
Yeah actually my first thought also went to the Chinese UHV. We should not mess with how it is balanced.
 
I initially thought of increasing their cathedral requirement by one each, but I realized it would further encourage their adopting Clergy.

Well, if there's a way to disincentivize China from running Clergy and encourage them to stick to Monasticism...
 
China: 2 Confucianism, 2 Taoism
Ethiopia: 1 Orthodoxy
Korea: 1 Buddhism, 1 Confucianism
Poland: 3 out of the three Christian religions
Mughals: 3 Islam
Mexico: 3 of your state religion

One possibility would be to restrict it to Catholic civs by having it require an Apostolic Palace resolution. That way the change is restricted to Poland (1 less temple, still has to possess 4 cities) and Mexico (the UHV could be amended to 4 Catholic Cathedrals specifically, though that would require Mexico to always start Catholic, and also requires 1 more Cathedral in a limited timeframe. Or the Apostolic Palace effect could obsolete/not apply to the New World).
 
Leoreth, could you please extend the ethnic soundtracks to run through the industrial era? It's always seemed odd to me to be playing as China or Japan in the 1800s and be hearing European Classical Music.
 
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