Suggestions and Requests

1) On the map screen and under Despotism, would it be possible to have a ✊ icon over cities that are capable of whipping? There's already a text alert but it's easy to miss or forget it.

2) There was some discussion a while ago about adding more information to the demographics screen. I've been thinking that adding the name of your best and worst rivals (if you know them) and what the numbers represent in the world's percentage (like land area in the score screen) could be good.
 
1) On the map screen and under Despotism, would it be possible to have a ✊ icon over cities that are capable of whipping? There's already a text alert but it's easy to miss or forget it.

2) There was some discussion a while ago about adding more information to the demographics screen. I've been thinking that adding the name of your best and worst rivals (if you know them) and what the numbers represent in the world's percentage (like land area in the score screen) could be good.
Red fist if whip with extra unhappiness, yellow fist if whip with normal unhappiness.
 
So I had a thought.

In the old world, we have some resources that represent hunting, like deer, whales, squirrel, even elephants.

At least most of the time they weren't domesticated, but instead hunted in the wild.



The thought I had is that the "New world"- north America and Australia- don't have much of a unique species of this type of animals.

While yes, a lot of these species were driven to extinction in the last few thousand years, some of them still remain and are important to the cultures of the area, such as moose and bison- buffalo.

I would also recommend adding turkey as a resource, as it kinda fits right in.



Australia could have the emu as it's unique resource.

I know some of these seem too "exotic" to be included as a resource, but still, these are the local animals to these places, and (sadly) were hunted by the masses.
 
Bisons have the problem that their herds were gradually destroyed as American settlers advanced, so they'd be irrelevant to current civs. This is a shame since there are definitely good models for this resource in other mods. They would be a great UP/UB though for some eventual Plains Indians civ (+1 :food: on unimproved flat plains?).

For turkeys, the issue is that poultry is so ubiquitous that it'd be hard to isolate them to specific tiles. Their presence is IMHO already implied by farms.
 
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Bisons have the problem that their herds were gradually destroyed as American settlers advanced, so they'd be irrelevant to current civs. This is a shame since there are definitely good models for this resource in other mods. They would be a great UP/UB though for some eventual Plains Indians civ (+1 :food: on unimproved flat plains?).

For turkeys, the issue is that poultry is so ubiquitous that it'd be hard to isolate them to specific tiles. Their presence is IMHO already implied by farms.
But there are already animal resources in the game, like cow, sheep, fish, deer, pigs and horses.
I dont see how adding veriants would be any different.
They are only meant to represent areas with a high concentration of the resource, and would spice up gameplay in the whole American continent.
 
Could we please move Mongol starting location to 1E? HUman player always doing it to work both Sheep, but , alas, AI is not blessed with such an insight and always settles in place. It is still currently named Karakorum, still in Orkhon valley, and would not change much except helping AI Mongolia to develop more prosperous capital.
 
Could we please move Mongol starting location to 1E? HUman player always doing it to work both Sheep, but , alas, AI is not blessed with such an insight and always settles in place. It is still currently named Karakorum, still in Orkhon valley, and would not change much except helping AI Mongolia to develop more prosperous capital.
Where ya been silly? Call Leoreth "Oprah" because everybody's getting a new starting location! 🥳🥳🥳🥳
 
Injured siege weapons (even at 1 HP) are still able to deliver full damage to city defenses (i.e. full 8%), while their attack or defense strengths are reduced accordingly. Could we fix the former, please?
 
Injured siege weapons (even at 1 HP) are still able to deliver full damage to city defenses (i.e. full 8%), while their attack or defense strengths are reduced accordingly. Could we fix the former, please?
Please no change, I use this on purpose. The two attacks represent different things
 
Starving or whipping the periphery cities is the standard unimaginative technique used by human players to improve their stability. Obviously, there should be a price to pay and, at the very minimum, there's a price for whipping : long lasting unhappiness that will contribute to instability in domestic category. But intentionally starved city just see their population dying every turn and does not feel angry about it. I propose that every population point lost due to the negative food balance at the end of the turn will result in one angry face lasting for 10 turns on normal speed. "Your rule brought us misery and starvation" tooltip reads.
 
Speaking of peripheral population control, I've been thinking about North African and Egyptian grain. The surplus grain from these regions fueled Rome's, and later Constantinople's, incredible populations. When they lost access to these breadbaskets, both cities' populations shrank.

What if there was a classical era wonder that could transfer a percentage of :food: from the city it's built in to your capital city? Say that Rome conquers Egypt, builds this wonder in Egypt's old capital, and then carpets the Nile valley in farms. A large chunk of this :food: is transferred to Rome, giving it a larger population than it could otherwise achieve in the classical era (maybe the pig or the sheep spawn at a later date, and are not present in the classical period). This also keeps Egypt's population smaller, helping the player's stability. When Rome loses Egypt to Byzantium's spawn, then Constantinople is the city receiving this Egyptian :food:.When the Arabs take Egypt, Constantinople starts shrinking, motivating the player to go take Egypt back for their UHV goals (this could also fuel Mecca or Baghdad's growth, not that Baghdad needs help growing). Perhaps this wonder goes obsolete with crop rotation or horticulture.

Just a thought I've had lately, I wanted to get it out of my mind.
 
How would this be phrased though, and for what wonder?

I feel like the Pyramids could do with a new effect since the one they have isn't that useful (and has the annoying quirk of making Egypt's city spamming problem even worse), but I'm not sure one could come up with an effect that would both fit whatyou propose while also being useful for Egypt proper.
 
Starving or whipping the periphery cities is the standard unimaginative technique used by human players to improve their stability. Obviously, there should be a price to pay and, at the very minimum, there's a price for whipping : long lasting unhappiness that will contribute to instability in domestic category. But intentionally starved city just see their population dying every turn and does not feel angry about it. I propose that every population point lost due to the negative food balance at the end of the turn will result in one angry face lasting for 10 turns on normal speed. "Your rule brought us misery and starvation" tooltip reads.
I am not sure how the code can be made to recognize intentional starvation unless this would applied to every starving city unconditionally.
If somehow this could be done this should also cause a diplomatic penalty with civs that have the democracy and/or egalitarian civics.

But I also think overall the contrasting civics should cause a diplomatic penalty.
 
I am not sure how the code can be made to recognize intentional starvation unless this would applied to every starving city unconditionally.
If somehow this could be done this should also cause a diplomatic penalty with civs that have the democracy and/or egalitarian civics.

But I also think overall the contrasting civics should cause a diplomatic penalty.
Could do it like economic stability.
 
Perhaps this was mentioned before... The concept of population migration between cities is missing from the game, unless I'm missing something. I suppose it was left out to keep the challenge of growing cities on less fertile sites, which is a gameplay reason but not realistic. Suppose we have an infertile site with a luxury resource, such as gold. History shows that a massive migration will take place, such as the California gold rush. Even if there's no reason for voluntary migration, forced relocations took place worldwide until most recent times. I don't think that allowing a settler to join a city would be appropriate. As I see it, the settler is not just 1 population but also includes all the resources needed for founding a city. Another argument is that both the settler and worker don't subtract population, so they shouldn't add any. So I propose a new unit: the migrant costing 1 population. Real migrants don't have resources, so the migrant should cost just a few hammers. Real migrants are also unhappy, so I'd make the migrant unhappy upon joining a city for X turns, so a city would gain one temporarily unhappy citizen. This one unhappiness could also be interpreted in another way: the immigrants cause temporary unrest among the city population until they are assimilated. You could relocate angry citizens, giving you another way of dealing with overpopulation. You might reconsider your preferred site for expansion. Colonization would be way more dynamic. The ability to move populations would be quite a power trip, which is what Civ is all about. Thanks for considering!
 
You're right that there isn't as much food transfer in Civ as in real life. As far as I understand it, the only ways the game currently simulates that is with food corporations (and indirectly with food resources increasing your health). Current immigrant mechanic increases a city's population but not its food, so the city has a tendency to shrink if it's close to its limit.

DoC tends to "cheat" by giving real life major cities better food terrain and resources. I think this is mostly a sufficient solution, though one could imagine something more simulationist:

- Buildings that consume food but gives you access to a cathedral-style building that provides food (Silos)?
- Immigration adding an Immigrant specialist that provides +1 Food (and maybe something else too).
- Buildings that provide additional food from resources and corporations, favoring major cities.

All of this is contingent on whether the current solution of "cheating" with the map is insufficient though. I'm not sure it is.
 
Another problem is the link between food and population, logical in early eras, but not in late eras.
Cities like Lagos cannot grow too much without starving (logical) and decreasing population (not logical).

I think that for a more realistic approach there needs to be two concepts : births and deaths.

Both would be high in early eras.

Food decreases deaths, and starvation increases it.
When your country enters industrial Era, deaths decreases but not births.
Births would only decrease while entering future Era.

It would correctly simulate demographic transition.
 
You're right that there isn't as much food transfer in Civ as in real life. As far as I understand it, the only ways the game currently simulates that is with food corporations (and indirectly with food resources increasing your health). Current immigrant mechanic increases a city's population but not its food, so the city has a tendency to shrink if it's close to its limit.

DoC tends to "cheat" by giving real life major cities better food terrain and resources. I think this is mostly a sufficient solution, though one could imagine something more simulationist:

- Buildings that consume food but gives you access to a cathedral-style building that provides food (Silos)?
- Immigration adding an Immigrant specialist that provides +1 Food (and maybe something else too).
- Buildings that provide additional food from resources and corporations, favoring major cities.

All of this is contingent on whether the current solution of "cheating" with the map is insufficient though. I'm not sure it is.
The region that immediately comes to mind is the American Southwest. Major cities, such as Phoenix or Las Vegas, or just not possible in the current map. You can get them up to size 2, max. I think a feature that represents the advent of air conditioning should have a place in the mod, although I’m not sure how it would be represented.
 
Air Conditioner Factory: Unlocks with Electronics, +1 :food: and +1:commerce: per desert tile

This also causes the local aquifer to be depleted within 100 turns, starting a water crisis that can only be resolved by the player building a national project to reroute fresh water from another location to the alleged desert paradise...
 
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