Suggestions and Requests

I would suggests the Arabs spawn automatically in war with everyone else and cannot sue for peace for a number of turns. Moreover their troops should get an automatic desert adaptation promotion. Regarding their spawn area I would not give them Syria, Egypt and Iraq automatically but simply the Arab peninsula. However they should get more troops. It seems more historically sound.
 
I would suggests the Arabs spawn automatically in war with everyone else and cannot sue for peace for a number of turns. Moreover their troops should get an automatic desert adaptation promotion. Regarding their spawn area I would not give them Syria, Egypt and Iraq automatically but simply the Arab peninsula. However they should get more troops. It seems more historically sound.
You are really overrating AI behavior.
 
Can you elaborate please?
I assume Gen_1 is referring to how generally mediocre the AI is at expanding in a timely and historical fashion. Separately, there's no real need to require the Arabs to conquer in-game areas they basically overran IRL in one or two turns. Conversely, there is an incentive to make sure this happens in a timely fashion despite AI behaviour to ensure some consistency with history -- here, a large Islamic presence in the MENA. I think Leoreth has called this an inertial rule -- making things happen for sure early to ensure they have their historical effect later, which also applies for some of the preplaced cities.
 
I don't think it feels like being Korea if the goal involves being a large conquering empire.
True that, I was thinking more along the lines of an extension of the ship sinking goal which could account for Japan. Make the empires bleed with a crack team of elite troops as opposed to globetrotting conquerors. Although Steb's idea sounds more intriguing and unique
 
We can often see how greedy Spain gobbles up poor Portugal's Crab :assimilate: ... Of course, sometimes Portugal is a vassal of Spain, but we already have a rule that vassals don't have to give up the first ring to the masters, unless normal culture rules make it possible. One of those rules states that the core tile of civ A can only be flipped with 2 (or 3?) times more culture from civ B. I guess, this does not apply to a Coast tiles? Can we fix it please?
 
We can often see how greedy Spain gobbles up poor Portugal's Crab :assimilate: ... Of course, sometimes Portugal is a vassal of Spain, but we already have a rule that vassals don't have to give up the first ring to the masters, unless normal culture rules make it possible. One of those rules states that the core tile of civ A can only be flipped with 2 (or 3?) times more culture from civ B. I guess, this does not apply to a Coast tiles? Can we fix it please?
AFAIK water tiles are not affected by stability mechanics (core, historical, foreign etc.).
 
Exactly, only land tiles are designated as part of the core, so this solution won't work (and I do not want to change that just for this). Are you talking about the Sevilla crab?
 
Exactly, only land tiles are designated as part of the core, so this solution won't work (and I do not want to change that just for this). Are you talking about the Sevilla crab?
Lisboa's, (53,51).
 
We can often see how greedy Spain gobbles up poor Portugal's Crab
I would like to file an official dispute against this claim and submit that this state of affairs occurs *rarely* at most. Furthermore, I suspect the cause doesn't derive from routine mechanics but is the immediate outcome of a low probability instance like the "mini culture bomb" random event or a GA culture bomb.

EDIT: Is your feedback based on Marathon games again?
 
Epic lately. Normal life is just too fast these days...

But this example is with Normal/Regent. Refined Spanish city is producing 10 culture in such a late game, and Influential Portuguese capital 100+. The culture balance on the Crab tile is 24% Portuguese vs 75% Spanish (and 40% P vs 59% S for Fish). The question is: how is it possible? My feeling is that original owner of the coastal tile enjoys some rules that flip calculations to it's favor.
 

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After trying 7 or 8 times to achieve Malaysia's UHV I just gave up. Wanted to share my experience and the things that could change to make it more doable and fun. Playing on regent/normal.

The good things

First, I want to start by listing the things I liked. The goals are diversified enough and feels like a mix between India (religion and infraestructure) and Dravidia (commerce) with the focus being on diplomacy. There sure is potential for a fun experience. I really liked whipping my way to things with cities that have next to no production but a lot of room to grow.

UP, UB and UU

The UP is great. One of the best from the entire mod even. The UB is good. Both have great synergy with UHV1. I never found much use of the UU though. It seems to be an anti pirate unit but no pirate ships spawned in my territory. Heavy galleys and war galleys were more than enough to do the only two things I needed from a fleet: sinking Java's navy and mantaining contact with other civs.

The problem with UHV2

UHV2 requires you to aquire 14 different happiness resources by 1300 AD. There are six in your historical territory: ivory, gold, spices, dye, incense and gems. Pearls are nearby in Indonesia and the Philippines and there's also silver in Australia. So that's eight. You need another six from trade with the AI. Here's where my biggest issue begins. For that to happen you need:
  • Cotton: Dravidia to stay alive (happened in every single one of my games) or India to stay alive (never happened).
  • Jade, silk and tea: China to stay alive and survive the Mongols (never happened) or Mongolia to conquer most of China (never happened). For jade Burma can also control two of them and be willing to trade it (never happened).
  • Wines: Persia to stay alive (never happened) or the Turks to conquer most of the Middle East and survive the Mongols (happened once) or the Mongols to conquer most of the Middle East (happened twice) or Byzantium to stay alive and still hold Khalpe (happened once).
  • With opium is the same as wines with the added possibilty of Burma controling two and be willing to trade it (happened once).
Other than that, I can only think of teching fast enough to conquer the Aztecs or the Incas for Cocoa or conquering the Chinese and Middle East cities yourself. But you only have war elephants and trebuchets against crossbow and walls.

The problem ends up being that a succesful game relies too much on something out of your control. I don't mind that certain goals require some luck. But at least there is something I'm doing. Here I'm just sitting praying that the AI will conquer what I need them to. Is not that fun, specially when you are nailing a great game and everything goes to waste because Mongols refuse to conquer cities that have two crossbows.

The problem with UHV3

UHV3 requires you to build a Hindu Kshetra, a Buddist Chaitya and a Islamic Grande Mosque in a Malayan city by 1500 AD. It took me a while to realise this means you need the three buildings in a single city. But it appeares to be bugged, as it only tracks Singapura or whatever city you have first settled in West Malaysia. Or is it intended to build them in Singapura? Also, it says by, but the goal is only accomplished in 1500 AD, no matter if you manage to do it before.

I don't mind the bugs as I guess those will be solved eventually. My problem with this goal is that having to build the Kshetra, the Chaitya and the Grande Mosque in the same city adds a layer of difficulty that seems a bit off. Specially considering how late Islam spreads and how luck-dependant is which city gets it first. Sometimes is a city with barely no production that delays too much building a missionary and you are just too late. Singapura isn't your most productive city either.

Suggestions

I think the civ is well thought and has the potential to deliver a fun experience. Maybe some other players have succesfuly done the UHV without much issue. But I still think there's room for improvement. My suggestions would be:
  • Make some pirate ships spawn in your territory. It would make the UU useful and would give you a reason to keep a fleet after you conquered Java and finished UHV2.
  • Reduce the number of required resources in UHV2 from 14 to 12. 1300 AD is just a really transitional moment for China, India and the Middle East in the mod. I think 12 resources is doable and makes the dependancy on how the world turns out a little more bearable. Or maybe we just need a little more balancing so Mongolia and the Turks can succesfuly conquer what they are supposed to conquer.
  • Rephrase UHV3 to Build a Hindu Kshetra, a Buddist Chaitya and a Islamic Mosque in a single city in West Malaysia by 1500 AD so it is clear what you need to do. I'd still prefer it if you just had to build them anywhere.
 
I'm agree with 12 happiness resources, but don't remember, what all three cathedral must be build in single sity. Also, settling 1W from started point much better. And Gagga Niagara.
 
I played them a few times a while back, and the solution to the random spread of Islam is to whip. The solution for the cathedrals is to whip, and get a GE as your first GP. This is possible.

On the resource side, I almost always reached 13, with Tea being the biggest problem, and Wine being a minor one. Sure the others you mentioned are expensive to get, but can generally be obtained. I do not remember problems with Cotton, Jade, Silk and Opium, with Mongolia usually trading them. Wine can be hard, but is frequently doable. Thus I feel that reducing this to 12 is too much, 13 would be OK, making Vietnam or Burma grab the independents in south china would be OK (Tea!), designating Whales as luxury would be OK.
 
There's a scripted spread of Islam to Indonesia (Malaya or Java). But in order for it to trigger, you'll need to contact a Muslim civ and retain contact with it starting around 1250. The trigger is valid only until 1600.
 
I played them a few times a while back, and the solution to the random spread of Islam is to whip. The solution for the cathedrals is to whip, and get a GE as your first GP. This is possible.

On the resource side, I almost always reached 13, with Tea being the biggest problem, and Wine being a minor one. Sure the others you mentioned are expensive to get, but can generally be obtained. I do not remember problems with Cotton, Jade, Silk and Opium, with Mongolia usually trading them. Wine can be hard, but is frequently doable. Thus I feel that reducing this to 12 is too much, 13 would be OK, making Vietnam or Burma grab the independents in south china would be OK (Tea!), designating Whales as luxury would be OK.
+1 for redesignating Whales as a Luxury. They used to give :) with the Market in Vanilla and back in 1.17, but now they just give :health: with the Harbor. IMO, Whales are too magnificent a creature to be lumped in with fish, crab and clam as a regular ocean health resource; They deserve to be a luxury!

On the topic of luxury resources, it looks like Ivory is the only luxury resource that does not have a building associated with it, to bring in more :). I suggest the Tannery receive +1 :) with access to both Ivory and Whale, and the harbor loses :health: with Whale. Currently, the Tannery only gives a :) with Fur and a :health: with Deer, so I think it could stand to gain a buff, to make the Tannery actually worth building.
 
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