Suggestions and Requests

Barbarians invading China are suicidal. I fortify my cho-ko-nu at the border preferably on hills and horse archers attack them almost always. If their goal is to pillage and capture cities, they should go past my border troops and wreak havoc. That would make defending a long border challenging. The way it is now is unrealistic and too easy.
The Mowhawks would like to speak with you.
 
I’m not sure how feasible the transformation from land unit to sea unit but I have always thought Civ4 should allow inland cities to build ships (maybe a unit named “Galleon (parts)” or something) and then you bring it via road to a port city or fort and it turns into a ship
One fantastic implementation in Civilization 6 (Humankind as well) is the Harbor district. It allows an inland city to build a spawn location for naval units on the ocean.

We could feasibly do something similar in DoC, by introducing a Harbor improvement to be placed on coastal tiles, allowing nearby cities working the tile to train naval units for the Harbor.
 
This is not the way to endear a suggestion to me.
Top 10 ways to murder a suggestion with a shotgun blast to the face: Suggest its a Civ 6/Humankind mechanic.

Hey, can Happiness be global now and each luxury gives +4 happiness? (joke suggestion)
 
Why not use this as an opportunity to buff forts? Let coastal forts next to a city make that city count as coastal. Doesn't use that weird Civ 6 system where cities build improvements and there's the opportunity cost of building a fort on a tile that could have literally anything else on it, but in exchange, you're making a city able to have a harbor, wharf, lighthouse etc, that otherwise wouldn't be able to have it. Coastal would still be vastly preferable, but I imagine players may find scenarios where it outperforms a cottage, windmill, or watermill.
 
I think it would be pretty much useless. Foreign cores do not give any additional stability penalty (except for overextension), but poor diplomatic relations do, and a lot. So I doubt additional stability for no foreign cores will end up beneficial. Rebirths do not happen if you are on solid (or probably even stable) anyway, so there is no real benefit to use this unit.
I for one would use it, because I don't play the game the exact same way as you

Why not use this as an opportunity to buff forts? Let coastal forts next to a city make that city count as coastal. Doesn't use that weird Civ 6 system where cities build improvements and there's the opportunity cost of building a fort on a tile that could have literally anything else on it, but in exchange, you're making a city able to have a harbor, wharf, lighthouse etc, that otherwise wouldn't be able to have it. Coastal would still be vastly preferable, but I imagine players may find scenarios where it outperforms a cottage, windmill, or watermill.

Or make a canal improvement. Could only be one tile deep so could only connect with cities within one tile of the coast. Must connect to a city and a sea tile. Can only hold one ship at a time, gives some commerce bonuses.
 
This is not the way to endear a suggestion to me.
I’ll admit that while I haven’t played Civ 6 in years, I still do enjoy the occasional game of Humankind. :rolleyes: I consider it a much better sequel to Civ 4 than Civ 5/6 ever were!
 
Why not use this as an opportunity to buff forts? Let coastal forts next to a city make that city count as coastal. Doesn't use that weird Civ 6 system where cities build improvements and there's the opportunity cost of building a fort on a tile that could have literally anything else on it, but in exchange, you're making a city able to have a harbor, wharf, lighthouse etc, that otherwise wouldn't be able to have it. Coastal would still be vastly preferable, but I imagine players may find scenarios where it outperforms a cottage, windmill, or watermill.
Whilst I'm not sure that I'd go with enabling a city to become coastal in that way -after all, Rome/Athens don't need Ostia/Pireius because of the scale of the tiles- but I was thinking of coastal forts the other day with regard to blockaded tiles and passing ships. In Colonization I, forts+fortresses fire on privateers/enemy vessals automatically when in range which I always liked as a mechanism.
 
My biggest gripe in Civilization IV is the need to train city defenders manually. Especially a hassle when I'm on big conquest missions and I either have to train several defenders beforehand (which consumes more time) or have 1-2 attackers stay in a city after conquest (eventually reduces your attacking force until you can deploy the defenders to fill in, plus those are usually weak for defending cities, e.g. swordsmen or cavalry).
 
I never actually played Civ 6, I dislike it mainly for the crime of being an iteration of Civ 5. Unfortunately I did not enjoy Humankind at all. I thought Endless Legend was cool and had a lot of character but I could never form an emotional connection with anything happening in Humankind. The diplomacy and war systems also seemed very contrived and broken.
 
I never actually played Civ 6, I dislike it mainly for the crime of being an iteration of Civ 5.
That’s the most succinct critique of 6 I’ve ever heard. I did not like direction they took 5 in, so I’ve never touched 6 (except to listen to the leader musics, which are admittedly good).

For me, DoC is the only Civ I need now. I can’t even go back to vanilla RFC.
 
V and VI are WAY too unoptimized for me to enjoy, turn 1 with 20 civs on a huge map in CIVIlization took like, a solid minute, I shudder to imagine its lategame
 
For me, DoC is the only Civ I need now. I can’t even go back to vanilla RFC.
Yeah same. Only wish the dev would hurry with those updates
 
For me, DoC is the only Civ I need now. I can’t even go back to vanilla RFC.
For me, DoC, SoI/SoIX/SoIR, and RFCE are maybe 75% of my Civ playing, RFCCW is 10-15% (there's a lot I like about it, but I really don't like the way srpt vastly reduced tile yields), and V and III are the other 10-15%. III is mostly nostalgia, but there are still a lot of things I loved about it (changing leader outfits, the Conquests scenarios). With V, it's mostly the scenarios, especially Paradise Found (nostalgia plus I find it calming) and the Civil War one (which makes great use of 1UPT and tactics. The Confederacy in that scenario is probably the most interesting military game I've ever played in Civ. The Union there is fun, too, and I even conquered all the Confederate cities once, but the Confederacy is more of a tactical challenge)
V and VI are WAY too unoptimized for me to enjoy, turn 1 with 20 civs on a huge map in CIVIlization took like, a solid minute, I shudder to imagine its lategame
There's a lot I liked about V. I think hexes work better than squares, I thought it was the prettiest Civ title (although Blue Marble in 4 is nice, too), and I loved the animated leaderheads. Civ IV, especially with RFC mods, has better gameplay, though.
 
I genuinely think Civ5 looks terrible. Remember when it was discovered that all tech, building etc icons were stolen from the internet?
 
There's a lot I liked about V. I think hexes work better than squares, I thought it was the prettiest Civ title (although Blue Marble in 4 is nice, too), and I loved the animated leaderheads. Civ IV, especially with RFC mods, has better gameplay, though.
Hot Take: Hexes in 4X games are horrible and the fact that they are now the standard ruins so many otherwise decent games. Yes, I would love to have an Earth map where it's literally impossible for a tile to be due north of another, I would love it if RFC used a tiling system that made the Earth look like it was scribbled by a toddler
 
I never actually played Civ 6, I dislike it mainly for the crime of being an iteration of Civ 5. Unfortunately I did not enjoy Humankind at all. I thought Endless Legend was cool and had a lot of character but I could never form an emotional connection with anything happening in Humankind. The diplomacy and war systems also seemed very contrived and broken.
It took me several games to get on board with Humankind’s design vision, and even still, I have a few big complaints (fixable through patches) about the game. However, it has enough interesting mechanics that kept me coming back for more, and I found the best way to enjoy Humankind was to treat each era as it’s own individual “mini-game”, as so much can change through the course of a single game.

That’s also what I realized I like about RFC, and DoC. Everything is always in flux, and a single city or territory might change hands several times throughout a game. Compared to vanilla Civilization, where things tend to be a bit more static.
 
Oh, I want to add another thing that really bothers me about both Civ5+ and Humankind. It is incredibly cramped in those games. Civ5 shrunk down the scale of the world by "unstacking" units and creating the carpet of doom where the entire world was filled with units. Civ6 decided to learn from this mistake by repeating it and "unstacking" cities as well. City district and adjacency bonuses are nice in concept but now we have a world that is primarily various cities and what isn't it filled with units. All of that just makes the world feel incredibly small.

I had similar issues with Humankind as well. So often the main frustration was units getting stuck inbetween other player units and terrain features. I guess stuff like that bothers me a lot less when it is Endless Legend and the fantasy setting makes you accept such a situation. But for something claiming a relationship with real world history is just feels wrong. Which really is saying something considering how cramped DoC even is compared to Civ4.
 
Oh, I want to add another thing that really bothers me about both Civ5+ and Humankind. It is incredibly cramped in those games. Civ5 shrunk down the scale of the world by "unstacking" units and creating the carpet of doom where the entire world was filled with units. Civ6 decided to learn from this mistake by repeating it and "unstacking" cities as well. City district and adjacency bonuses are nice in concept but now we have a world that is primarily various cities and what isn't it filled with units. All of that just makes the world feel incredibly small.

I had similar issues with Humankind as well. So often the main frustration was units getting stuck inbetween other player units and terrain features. I guess stuff like that bothers me a lot less when it is Endless Legend and the fantasy setting makes you accept such a situation. But for something claiming a relationship with real world history is just feels wrong. Which really is saying something considering how cramped DoC even is compared to Civ4.
The worst thing is that 1UPT fixes a problem that never even existed in the first place! It's the equivalent of banning button mashing in a fighting game. Of course you'll lose to spam when you refuse to counter what is being spammed.
 
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