Suggestions and Requests

- are there possibilities to harm my enemies without war to make them collabse?
Try to give them (if they are willing to accept) some cities with a high population and not located in their historical area. Overexpansion can easily destroy an empire(Especially for civilizations with smaller core populations)
 
The AI should not accept cities outside of its historical area. Does it?
 
As far as I know, as long as the city is close to AI's territory, they seem likely to accept it. Whether it is in the historical area does not seem to be under their consideration.
 
It isn't.
 
The interest of Japanese AI in settling in Taiwan seems to have too high (it is often seen that they first settled in Taiwan before Okinawa.In history,Japan did not colonize Taiwan until the end of the 19th century after a war with China). Due to the late birth of another civilization(the Netherlands) with Taiwan historical area, currently in fact only Japan can settle in Taiwan.
In addition,I would like to suggest again allowing respawn China to obtain Taiwan historical area.(It seems unfair that civilizations like Japan and Dutch, which have only ruled for half a century, possess historical area,meanwhile China, which has been longer than them, has not)
 
Lately I've been reading a lot about the Haitian Revolution while playing Spain just to try to recreate the Spanish Empire. In a game like that, you have to be aware of the Latin American countries spawning to keep the empire together. But your colonies in the Caribbean are mostly left untouched. I know this would be historicaly accurate for most of the Caribbean until at least the end of 19th century, but not for Haiti. The Haitian Revolution was a huge deal. Not only was the first revolution made by slaves, but also the first successful in Latin America. France put a lot of effort in trying to reconquer Santo Domingo and their loss basically ended the project of a French America. So, I've been thinking of a way to recreate the Haitian Revolution in the mod and got a few suggestions, in order of preference.

Proposal 1. Make it a scripted event.
Many things in the mod are scripted as a way to recreate actual history, or at least try to. I think the Haitian Revolution could be one of those scripted events. Here we have a few options. First, the event could be tied to the Caribbean as a whole or just to Santo Domingo. I think of something like if a European country has a city in the Carribean or Santo Domingo and is running slavery or colonialism, then between ~1780 and ~1820 a revolt could happen. The revolt could be represented as a bunch of barbarian, native or independent units. I don't know if its possible to spawn independent units and make them target a city, but could work with barbarians, as I don't see the natives fitting very well with the idea of a slave revolt. Or maybe a city could be flipped to independent.
I don't think this is the best way to recreate the Haitian Revolution, but at least is something within the mod's logic. Making a city flip to independent could end up being a way for the player to easily conquer it without risking a costly war, but that could be partly solved by spawning a bunch of units.

Proposal 2. Modify the slave revolt event.
Currently the slave revolt event is kind of meh and that surpass the theme of the Haitian Revolution. It doesn't happen very often and when it does, doesn't make much of a difference. I was thinking the event can be changed to make it more costly or make a new event that only targets the Caribbean ruled by the European powers. The chain of events can then start with a simple revolt and rise to a bunch of units spawning depending certaing conditions. For example, if a city has slave plantations or slaves citizens then the probabilty increases.
The difference with the scripted event is that it would keep up a certain degree of randomness. The revolt could very well happen anywhere, anytime as long as the conditions are met. I think this is also a way of making the use of slaves more risky, as it was in real life.

Proposal 3. Haitian civ.
This is my least prefered option and I only see downsides, but wanted to mention it anyway. Slots for civs are scarce and wasting one with a civ that would only ocuppy an insland in the Caribbean is not the best idea. Also, I can't think of a special way to play Haiti or an UHV that is fitting with the mod. The only way I think this could work would be if the civ was not playable and used the slot of an already existing civ. But their existence would only work as to make the life harder for whoever settled Santo Domingo and I don't know if that's enough to justify it.

Anyway, I know this proposals aren't the best. I'm particulary not convinced by any of the three. But wanted to start the discussion and see if others also think the Haitian Revolution should be represented somehow. Or at least the slaves revolts that happened in the Caribbean in the 17th and 18th century, specially in Haiti, Jamaica and the Guyanas. I do think is neccesary to spice up a little bit the gameplay in the Caribbean to make it more interactive and not just a race to see whoever settles the islands first and then keeps them for the whole game.
Another issue is that any of these changes could make life harder for France. The problem is that achieving the 2nd UHV is already a hard task and this would make it even harder. But, again, the event could then not be exclusively tied to Santo Domingo, as to keep some randomness to where it happens.
 
Last edited:
You might find this old post relevant:
Thank you for the feedback! I had planned on adding more concepts but I ran out of time and had to go to school. Since it's lunch break, I'll post one more, Haiti. So Haiti will understandably garner a "what are you on?!" from you but I'd like to explain my rationale. In all my games of DoC the Caribbean always stays in the hands of the same four powers: England, France, Spain, and the Netherlands. The cities are subject to constant flipping through war and congresses, but without player intervention hardly anything happens. I believe a Caribbean civ would give the region some much needed flavor, as it and the European powers struggle over the liberation of the colonies. The best candidate is Haiti, which became independent the earliest as well as having a tumultuous and eventful history. That said, here is the concept:

Haiti:
Spawn: 1804 AD at Port-au-Prince.
Leaders: Toussaint l'Ouverture (Renaissance to Industrial), Faustin I (Industrial to Modern), Duvalier (Industrial onward), Fidel Castro (Industrial and capital is in Cuba)

UP: Power of the Revolution: Moving units close to European colonies causes the colonies to go into revolt.
UU: Mawon: Replaces the Arquebusier, +25% strength when fighting in friendly territory and starts with Amphibious promotion.
UB: Citadelle: Replaces the Castle and adds an extra trade route.

UHV1: The Creole Revolution - Allow no foreign cities in the Caribbean in 1850.
Creole Revolutions were a series of independence movements in Central and South America.
UHV2
: Emancipation of Latin America - Ensure that there are no slave units in Central or South America by 1870.
Ahistorical mission, Haiti was the one of the first nations to abolish slavery.
UHV3
: Ecotourism - Have at least 25 trade routes passing through your cities and have no unhealthy cities by 1920.
One of the biggest factors in Caribbean and Central American economy is ecotourism, or tourism for natural sights.

Notes
: Name should change to Cuba/Antilles based on the capital.
 
Ive noticing that Ramsses has been commonly used by the game when Egypt respawns as the Ayyubids.
Maybe its a good opportunity to change Saladin to an egyptian leaderhead and then have him be replaced by a different arabian leaderhead.

Another thing to say is that England's tech. Trying to get around its tech UHV is already difficult while having a colonial race, but when your tech opponents are, if not France, the Ottomans? Korea? sometimes even Mughals? Your time and infrastructure for techs and units for colonies is so tight i think pre-1.18 Rome was easier.

Speaking of England, the Viking barbs are just random and sometimes ends your game day 1. I'm no pro in this mod or game, but an 8 atk swordsmen cant be beat with 3 atk archers. lol

This might sound im malding and crybabying about England's UHV, which i am. I wasted hours last week and i think i wanna die cause this UHV is frying my brain. >:( :(
 
Last edited:
The AI should not accept cities outside of its historical area. Does it?
Yes, it will. I was able to gift the French this city:

1760819406044.png


Providing a save just in case you'd want one. This save is from a git version before the latest incompatibility update.
 

Attachments

I want to say that I'm playing as a civilization with a lot of space with little to no other civilizations in close proximity - say, Mali (Mande) for instance. I want to be able to enjoy a peaceful game. I just want to get Historical Victories, but also relax and just grow a prospering place. However, natives and barbarians keep showing up. They are pillaging my property, they are killing my units. It's like every time they do it, I just open the World Builder and go god mode, denying their actions every time. I know fighting and war is part of the game, but sometimes I just want to kill time when I don't have much to do IRL. I want more ways to play the game. When I opened the custom game menu, there's very little options. I can't customize things. I want to be able to tell the game to calm down the natives, or even disable the barbarians because it's starting to make my blood boil a bit.
 
First of all, I think it's worth taking a step back and examining your emotional response to a video game. Playing a game shouldn't make your blood boil regardless of what is going on.

This is a historical mod, and therefore historically appropriate challenges are part of the playing experience, and are part of achieving the historical victory. That's the intent and identity of the mod, and it's intentional that it cannot be configured away. If that's not compatible with your desired playing experience, this may not be the mod for you.
 
Yeah, I think Polynesia is the main civ to recommend for this experience, probably followed by other island civilizations like Japan or Java.
 
Just been watching @Hickman888’s video, and spotted that Incan dynamic name when a Spanish vassal is now “Viceroyalty of Bolivia”. Afaik, it didn’t use to be like this, and for a good reason: Bolivia, the modern country, has been named in honour of Simón Bolívar, a general who fought for independence from Spain. Naming the viceroyalty after him is absolutely ahistorical, it shouldn’t be like that.

Spoiler Me fighting windmills basically :

I believe that Perú is the best vassal name for this civ: mainly because Spanish holdings in the Americas had two main centres of power/importance, those being México (New Spain) and Perú. Unlike México, Perú did not have a ”New X”-kind name that would eventually catch on, though some have been proposed. I believe them to be of relatively little importance.

If you really want it to represent what is now Bolivia rather than Perú, a suitable period name would be “Upper Perú”, Alto Perú in Spanish. However, I’d like to point out that it’s very much not ideal, mainly because:
1. for the most part of the colonial times, Upper Perú was more commonly seen as a part of Perú as a whole, also helped by the fact that UP had no port to trade with Spain: all the trade from there went throuh Lima;
2. the centre of Tawantinsuyu, Cusco, has never been a part of either Upper Perú or Bolivia, and neither have been what could be thought of as core parts of it;
3. the main indigenous people to inhabit pre-colonial Bolivia were most likely (the ancestors of modern-day) Aymaras, not Quechuas, who are commonly associated both with Perú and the Incan Empire. I am definitely glossing over some bits of intercultural relations in Tawantinsuyu, but I believe the point still stands.

All in all, please, don’t make it be Bolivia, and sorry if it comes across as unreasonably fierce xd

(I know there is a Dynamic Civ Names thread, but it’s not seen activity in 5 months, and there’s been nothing about Bolivia on it as far as I’m aware; sorry if I should have posted it there anyway)


Edit: I’ve thought a bit – might be useful for me to consider doing so next time before sending the message in the first place – and come to the guess that the dynamic name probably represented an Incan vassal civ relegated to a city (or maybe two) in present-day Bolivia. In this case I can understand indeed that it wouldn’t be called Perú; Upper Perú would be the correct name. Bolivia is a huge anachronism and makes just little sense.
 
Last edited:
TL/DR: Byzantines in 600 AD should start off with at least one of the Triremes replaced by a Dromon

As the Byzantines in 600AD, the naval aspect is kinda lacking, as you are completely unable to face off against ANY opponent with 2 galleys and 2 triremes for tens of turns:
- Arabs spawn with War Galleys, which beat you without even breaking a sweat, especially given their "Rise of the Arabs" bonus. Solution is to peace out with them after getting in a few early hits on land while strenuously avoiding their navy
- Moors and Spanish also have War Galleys, so you need to transport your invasion force in one go in a surprise war and then run away with your boats
- Pirates War Galleys spawn regularly in the Mediterranean, and two of them can shut down half your economy and any shuffling of units (crucial to taking Italy, or moving workers around etc). Your only solution is to hope an Arabian or Spanish War Galley is kind enough to take them out

Even though Alchemy is immediately researchable, in practice you're too strapped for cash to go for it, plus having to collect gold for the UHV objective which requires putting the research slider to 0% for almost 30 turns. Then, when you DO get gold, Machinery and Fortification are of far higher research priority - not to mention that delaying research even more in order to buy units with which to conquer all you have to conquer may be a superior play.

Thus, even though Byzantines have this incredibly cool unique unit, by the time you're in any position to use it, it's not that needed anyway, which is a great waste of potential. Switching in at least one Dromon would allow for the occasional hit-and-run attack against rival navies, as well as provide the player with a means of countering pirates other than crossing their fingers and hoping for the best. It would substantially improve the gameplay experience without being OP.

Even though you lack the tech at the start, there is precedent for this - Constantinople starts off with a castle despite lacking Vassalage.
 
Back
Top Bottom