Suggestions and Requests

Sure, go ahead.
 
Thanks! I'll merge it in as soon as I get to it.
 
I would like some more war related events connected to civic choices. In DoC civics are mostly just a matter of which bonuses you prefer. There was a discussion earlier about more civic events which is good but they should also be connected to war.

The most extreme version is in Civ2 where you could end up with "The senate meets behind your back and signs a peace treaty". Annoying but somewhat realistic. I was thinking along the lines that a Democracy that has adopted Egalitarianism should be somewhat displeased with for example:

- Razing cities
- Keeping colonies
- Declaring war on a weak opponent
- Declaring war on a democracy/egalitarianism

Penalties could be unhappiness, war weariness, city unrest, forced peace(?) etc. To compensate they can be given more commerce or something. That should make tech costs higher but that is fine since then the more conflict seeking civics would fall behind a bit techwise (so there is a cost to be aggressor). I dont know if the AI could handle all of this so human only is acceptable.
 
I am suggesting to add a Marsh tile 1SW from Charles Town (SC) on 1700 map (and on the rest of the maps), roughly representing Mobile, Alabama. I understand that the scale of the map is too small to represent southern states properly but still one should not be able to get into Gulf of Mexico from South Carolina! This way Florida will be represented by 3 tiles only (Jacksonville, Tallahassee, Miami), while the tile 1S will look more like Georgia, while right now it looks like part of Florida peninsula and one can ask -- where is the tile for Georgia?
 
Well who says we can't reintroduce them?

I dont know any mod who has complitely internal politics. Maybe civ4 simply cant represent them very well. There are some good examples like rise of mankind has an independent/revolt bar in every city and if it goes over too many times a new civ is borned. Im hoping something similar would someday be in DoC as well.
 
When I think of the "the senate meets behind your back and signs a peace treaty" mechanics, "internal politics" are not the words that come to my mind.

Representing internal politics properly is always a hassle for 4x strategy games, and civ4 peacetime gameplay is actually more engaging than EUIV peacetime, for example.
 
The best internal politics I have ever experienced was in Facebook analog of Civ, now discontinued. But of course every internal player was another human.
 
Computer industry (corporation) does not need gold or silver, although these resources are really important in electronics. Maybe gold and silver also need to be included?
 
Good point, although I'd need to consider the overlap with Luxury Industry.
 
When I think of the "the senate meets behind your back and signs a peace treaty" mechanics, "internal politics" are not the words that come to my mind.

Representing internal politics properly is always a hassle for 4x strategy games, and civ4 peacetime gameplay is actually more engaging than EUIV peacetime, for example.

I'll second that. I really, really don't understand the insistence of the inclusion of these micro aspects of history. This is still a 4X game after all, not an RPG or a kitchen sink mod.
And tech costs going up during wartime is asinine; if anything, history and the military-industrial complex has proved that tech innovation comes up specifically because wartime needs are greater.
 
There are already a couple of events that are essentially "internal politics". They don't come up frequently enough to be annoying or a center piece of the game which I think is appropriate. I guess you could expand on this principle by adding a greater variety (and civics-dependence) to these events without increasing their frequency.

Stability is another thing that essentially represents internal politics. I've toyed with the idea of making its effects more interactive, for instance by replacing crises where you can prevent a further decline in stability by making some concessions. For example, for a severe domestic crisis, the people could demand that you change civics in several categories and your civilizations only descends into anarchy if you decline.

But that would require a couple of other changes first.
 
Regarding the war suggestion, my opposition to it mostly stems from the fact that
while civics are a matter of choice, war in Civ4 is a tool,
which I'd rather not see as conditional to external whims.
 
Yeah I agree, the Senate mechanic from Civ2 was the worst.
 
In 80% of my games, is too big technological progress in XIX-XX century. Radio in 1820 AD, United Nations in 1850 AD, tanks and bombers in 1870 AD, computers in 1900 AD? No problem, mostly for AI (on monarch difficulty). I think this is little non realistic. In my opinion, costs of industrial & modern era technologies should be increased by 75 or even 100% (for any players of course).

In my last start with USA I did a little correction in XML files in 1772 AD, by setting the research percent (on marathon gamespeed) from 350 at 900. Effects?

Industrialism - 1890 AD
Flight - 1895 AD
Radio - 1900 AD
Mass Media - 1920 AD
Plastics - 1930 AD

Now it is 1936 AD, and there is no yet on world such technologies like:

- Advanced flight
- Rocketry
- Computers
- Fission

This is a correct technological progress in my opinion.

I second this.
 
Yeah, it's a good point, sorry that I did not comment on it. But addressing it through the game speed modifier is not the right approach.

Tech balancing is the next "big thing" on my agenda, so I will get to it soon. This includes:
- removing time based tech cost changes, because they are confusing and arbitrary
- balancing tech costs based on era (classical era and late game need to be slower it seems)
- displaying all modifiers in the game
- smoothing out modifiers to multiples of five to have reasonable tech costs
- rebalancing some civ modifiers
- maybe better rubber banding and catch up mechanics
 
- maybe better rubber banding and catch up mechanics

Depends on your definition of "better".
Because if it's anything like I think it is, the implementation is going to feel like this:
rs_500x282-140403104441-mariokart8.gif

And exacerbate the current situation by making the lower places catch up too fast.
The rubber banding is causing most of the troubles in the first place, thanks to the mechanic that diffuses tech to non-tech leaders.
 
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