Suggestions and Requests

For now I'd just like to add my voice to the #HelpSpain movement.
I'm telling you man, Spain's a disaster in every single game. Part of the problem is the horrendous start. I think another part of the problem is that their core doesn't expand in the Renaissance like it did in 1.17.
 
What u think about this?
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I think the point are the rivers added to separate Zealand and the Bosphorus. I don't like it.
 
Any chance Brazil can get its on-shore oil fields back (north of Recife)? I know almost all their oil comes from the basin off-shore of Rio these days but it takes so long to unlock the oil platform improvement.
 

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Suggestion for 1.18 Malay/Javanese
-Sunda Kelapa should be renamed to Jayakarta instead of Sundapura after being conquered. Sundapura as a name is even older than Sunda Kelapa.
-Malay UHV states that the religious great buildings have to be built in Malayan cities. While the victory condition screen correctly states Singapura as Malayan city, the map shows the region as Indonesia instead of Malaya.
-Maybe try using another voice for Malay and Javanese units? The one in Age of Empires II sounds decent enough.
-I think Suwawa (Center-North of the island of Sulawesi) should be renamed as Gorontalo. I believe Suwawa is less relevant than Gorontalo and Limboto of the same region, at least from 1600s onward. Idk for Majapahit times though.
 
Any chance Brazil can get its on-shore oil fields back (north of Recife)? I know almost all their oil comes from the basin off-shore of Rio these days but it takes so long to unlock the oil platform improvement.

As the one who first suggested removing the oil there, I will argue again against such an addition. Historically speaking, yes, there was some oil production in Bahia, specifically near Salvador (south of Recife), since the 1930s, but the reserves there are relatively small and were remarkable insufficient for Brazilian demands. There is a reason why Brazil invested so much in ethanol production in the 1970s - the country was dependent on oil imports and was desperate during the Oil Crises. Therefore, the lack of inland oil seems to me a good way to represent the historical challenge that Brazil faced during its industrialization, as well Brazilian pionerism in offshore plataforms. IMO, if we want oil in the land tiles, it makes much more sense to add some SW of Manaus, to represent the oil fields in Coari (the largest inland oil and natural gas reserve, exploited since the 1980s).

I've argued the same regarding the coal in Santa Catarina before, but this resource was maintained in the new map.
 
As the one who first suggested removing the oil there, I will argue again against such an addition. Historically speaking, yes, there was some oil production in Bahia, specifically near Salvador (south of Recife), since the 1930s, but the reserves there are relatively small and were remarkable insufficient for Brazilian demands. There is a reason why Brazil invested so much in ethanol production in the 1970s - the country was dependent on oil imports and was desperate during the Oil Crises. Therefore, the lack of inland oil seems to me a good way to represent the historical challenge that Brazil faced during its industrialization, as well Brazilian pionerism in offshore plataforms. IMO, if we want oil in the land tiles, it makes much more sense to add some SW of Manaus, to represent the oil fields in Coari (the largest inland oil and natural gas reserve, exploited since the 1980s).

I've argued the same regarding the coal in Santa Catarina before, but this resource was maintained in the new map.
Interesting, I didn't know the on-shore oil was that insubstantial. I guess Brazil will have to go take that oil on the Amazonian side of Peru/Bolivia if it doesn't want to wait until electronics.
 
Looks like we gotta buy Leoreth another coffee. :shifty:
I apologize for not catching up to the important threads before making suggestions. I have made not just one but two mistakes in fact.

But hey, I was posting those before Leoreth made that one post so that doesn't count toward his imaginary bank right? ;)
 
Suggested explorer and scout ability:
Study area.

Works per region, each can only be studied once by a civilization.
Mustn't have the cultural control of any civilization from your continent on one of it's tiles.
All region tiles must be known to the civilization, the scout/explorer must be present on one of it's tiles.
Each region can only be explored by one civilization.

Enabled:
Scholarship
(Inspired by the roman exploration of Britain and Caledonia, Ireland, Arabia and Yemen, Germania and the Canary islands).

Benefits:
+2 :culture: at capital and at cities with university or academy.
For every one resource, +5% :science: in cities with a university or academy.
Stacks up to +65% :science:.
the number of resources you control is also the max number of cities that can enjoy the bonuses, in line with the requirements.

If the civilization that held such a resource falls/collapses, then it's entitled to its capital.
Whoever conquers the capital, gets the resource.

It's a way to represent early exploration, and also later expeditions.
It's supposed to be a challenge, since all civilizations will be competing for these
It's also an incentive to fully explore territories.

Possible name for resource: great work of knowledge, geography research, expedition journal, scientific evidence/findings.
I'm leaning towards the expedition journal.

It won't be op with early civilizations, because of the university requirement, and could only be used by them if they had a great scientist build an academy.
 
Perhaps Jade and Amber are more suitable as consumption resources for luxury industry corporations than Marble and Fur? I think Fur is more suitable for the old version of textile industry
Furthermore, I believe that Jeweller is more suitable as condition for attract luxury industry than Weavers.
 
Here are some ideas I have for improving Mexico.

Its independent history can be divided roughly in these stages for the sake of simplicity:

Spoiler :

1.Early independence (1810 - 1876). Lots of political turmoil, constant government changes, breakaway states, and a few foreign invasions but we somehow survived.
2.Porfiriate (1876 - 1910). A military dictatorship where Mexico saw peace and stability for the first time since its independence, at the expense of rigged elections, human rights violations and economic inequality.
3.Mexican Revolution (1910 - 1917). A multifaction civil war that ended with the formation of most modern Mexican institutions.
4.Modern time (1917 - present). Notorious episodes include the uninterrupted rule of the Revolutionary Institutional Party (PRI) from 1929 to 2000, the Mexican Miracle (1950s to 1970). Also during this stage Mexico has been internationally known for trying to be friends with everybody. It protested Italy's invasion of Ethiopia and Germany's annexation of Austria, for example. The Estrada Doctrine was about not making a judgement about regimes in Latin America, given that many countries did not acknowledge Mexico's independence at first.


Current state of UHV and UP encourage Mexico to play offensive at first, then defensive with the American conqueror event in California. It also encourages religion and city growth. IMO it should be less about religion and expansion and more about defense, diplomacy and growth.

I also think regarding Chapultepec Castle and Guadalupe Basilica that either Spain/Aztecs/Toltecs should be encouraged to build it in Mexico City or that AI should be discouraged from building it before Mexico can.

UP Ideas
Positivism is not bad, it helps Mexico catch up with technology leaders. Arid Agriculture was nice but I'd expanded it to enabling Farms in hills and deserts. Here are some ideas I have unless Positivism stays:
Spoiler :

Revolts: Twice as much growth, production and XP following Anarchy or government change. (Alternatively, GG points can be either in addition or instead of the XP).
If it was by Anarchy, the effects are during its cooldown. If it was by a Great Statesman or Cristo Redentor, for either 1 or 3 turns (They don't have cooldown IIRC). This is to encourage constant government change, which is what happened throughout Mexico's first century or so as an independent nation.


UHV Ideas
This is what conflicted me the most for years. I felt like something better could be done but I can finally think of some creative ideas.
First UHV is possible with 12 cities and some whipping, second UHV is doable with non-stop wars until you get the three generals and for third UHV you just need to spam Great Merchants and let immigration help you keep the top most populated city in the world. Here are some of my ideas, I put several so three of them could be used.

Spoiler :

Reformation: Have an average gold and cultural output of XXX per city by 1880 AD (exact amount depending on balance). This indirectly includes Cathedrals but also economy, which is something Mexico was in dire need of, and that's why Mexico lost Central America and California-Texas.
Mexican Independence: Allow no European or American cities in Aridoamerica, California, Mesoamerica, Central America or the Gulf of Mexico in 1850.
Mexican Revolution: Earn three Great Generals without ever losing a single city by 1940.
An idea I have is to spawn more rebels for Mexico's troops to fight, not enough to take the cities away but enough to prevent them from expanding too fast. Namely Apache, Yaqui and Maya uprisings as well as Yucatan, Rio Grande, Sonora, Texan and Central American rebel troops. This could keep Mexico from expanding. Only the last two being big enough to make Mexico and Spain lose their territory. (This could also be used for Japan for their samurais but that's a story for another time).
Mexican Miracle: Make sure Mexico is the largest city in the world and experience two Golden Ages in 1960.
Estrada Doctrine: Stop a war via either the United Nations or the Apostolic Palace by 1970.
Estrada Doctrine: Have pleased or better relations with every living Latin American civilization by 1980. (Meaning Colombia, Brazil, Peru/Inca, Argentina. Possibly including Spain or United States too).


Mexican Leaderheads
I don't know what is the condition for Mexico to have either Santa Anna or Juarez as its leaderhead. I also don't know was behind the idea behind including Santa Anna, as he is very controversial. Sure he helped bring down many invasions and was president for a long time but he lost the Mexican American War, thus making Mexico lose half of its territory. He is very hated outside of certain historical revisionists.
So, for the 19th century either Miguel Hidalgo or José María Morelos is fine, nobody would discuss that. If adding a new leaderhead is too much work, Santa Anna could also be renamed Guadalupe Victoria (our first president, also the only one in over 30 years to finish his term) or Vicente Guerrero (a key figure in Mexican Independence and our second president. Similar in-game to Santa Anna except for a darker skin).
Benito Juarez could follow in the mid-to-late 19th/early 20th century. For the 20th century I can't think of anyone more appropriate than Lázaro Cardenas (current leaderhead) or Álvaro Obregón, so I'd keep it as it is. Only complaint is that real life Cárdenas was not that handsome or manly looking, still one of the best presidents the PRI spawned.

PS: I also noticed Mexico's core no longer includes Guadalajara and Monterrey. Is this intentional?
 
I don't know what is the condition for Mexico to have either Santa Anna or Juarez as its leaderhead. I also don't know was behind the idea behind including Santa Anna, as he is very controversial.
I think he's the leaderhead for when Mexico is running non-democratic civics? Pretty sure Germany gets Hitler when they're fascist (I haven't seen him in 1.18 yet though), so Santa Anna is good company of controversial but historically important leaders.
PS: I also noticed Mexico's core no longer includes Guadalajara and Monterrey. Is this intentional?
Pretty much all cores seem to have gotten smaller in 1.18. China's is slightly larger in the 1700 start so they must get an expanded core at some point (I'm not sure what the condition is, it hasn't happened in my 3000 BC China game yet), but I haven't noticed any others growing larger. But I haven't played most civs to the industrial era yet.
 
Pretty much all cores seem to have gotten smaller in 1.18. China's is slightly larger in the 1700 start so they must get an expanded core at some point (I'm not sure what the condition is, it hasn't happened in my 3000 BC China game yet), but I haven't noticed any others growing larger. But I haven't played most civs to the industrial era yet.
China's core expands when they respawn after the Mongol spawn.

BTW you can find which civs change their core and under which conditions using the files areas.py and periods.py. In areas.py all civs in the section dPeriodCoreArea = { will change their core area when entering a period. Period.py defines what makes those civs enter a change period, usually entering a tech area, respawning, or gaining/losing cities
 
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I guess there's always China in the 1700 AD scenario.
Yeah, it could be helpful for a self-imposed modern China UHV (something I have thought about before - Control Amur, Manchuria, Mongolia, Tibet, Taiwan, and the Tarim Basin by 1800 / Complete industrial tech tree by 1920 / Own 4 carrier battle groups by 2020).
 
Yeah, it could be helpful for a self-imposed modern China UHV (something I have thought about before - Control Amur, Manchuria, Mongolia, Tibet, Taiwan, and the Tarim Basin by 1800 / Complete industrial tech tree by 1920 / Own 4 carrier battle groups by 2020).
Chinese Dream 2025
- Control or have vassals in Korea, Japan, Outer Manchuria, Vietnam, Cambodia, Indonesia, Australia and Burma in 2025
- Have the largest commerce per turn, hammers per turn, beakers per turn, population in 2025
- No European or American cities in the Middle East, Africa, South America in 2025
 
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