Suggestions and Requests

I have been wanting to play this modmod for years, but for a variety of reasons I have never managed to. In the other hand, here are my suggestions:

My ideas for new civs:
SWEDEN:
Make Sweden a separate civilization from the rest of Scandinavia:
-Spawns at 1050 AD in Stockholm.
UP: Nobel Prize: Number of Great People required for Golden Ages is reduced by half.
UU: Hakkapeliittaa (Or however it is written), replaces Cuirassier, earns experience 100% faster. Carolean (replaces Musketman, see below), +25% when attacking or defending cities.
UB: Borg (Castle) Does not become obsolete with Economics.
UHV:
-Control or vassalize Denmark, Norway, and the whole Baltic Sea by 1750 AD.
-Have 20000 culture by 1900 AD.
-Be the most technologically advanced civilization in 1900 AD.
(I would have suggested doing the same with Norway but that would leave little space for Denmark, besides it has spend a lot of its history joined with Denmark or Sweden).

I create a modcomp which includes Sweden to the game.
http://forums.civfanatics.com/showthread.php?t=529280

Other ideas I have are Belgium, Canada and Australia but my brain is kind of dry for them.

Canada is already in the mod. Australia is a modcomp (download here). I don't think there is much room for Belgium.

-Add Shinto as a religion. It spawns with Japan, but the Japanese have both Buddhism and Shinto.

There is a major religious overhaul pending. Adding Shintoism is a part of that.

-Also, is it too much to ask for two unique units and buildings per civ?

I also created a modcomp which does exaclty this.
http://forums.civfanatics.com/showthread.php?t=454952

I am sure you have heard about History Rewritten, because it has plenty of ideas you could borrow besides some that would be out of place in DoC.

Leoreth has already included many features of HR. (I think it's the mod which provided the most ideas for DoC of all mods) I don't think there is much left of HR that does fit into DoC. ;)

I suggest take a look at this list. It's a list of all expansions for DoC.
http://forums.civfanatics.com/showpost.php?p=13447583&postcount=2
 
Japan 1189 Marathon

Not Connected to Trade Network: Mongolia

Connected to Trade Network: Egypt, Byzanz, Denmark, Spain, France, Holy Rome, Russia, Mali, Poland, Portugal

Responsible from my side: 2 Scouts and 1 Spy

Because of the Spy just blocking Siberia wouldn't work to block trade, too. Much higher chances to get caught far away from home would help.

bye Myri
 
Mercantilism represents the eploixtation of colonies from colonial powers. It isn't autarky, and it isn't meant to be used in industrial era. Nazi Germany run free market, it imported and exported many goods. Moreover, its economy was highly based on corporations, many of them still exist.

The idea behind Mercantilism was in order to avoid relying on other countries for economic goods, you simply colonized everywhere to have your own goods, although i don't think that means they never traded with each other. However, having direct access to a bunch of resources does give you an advantage. If Mercantilism's trade route issue didn't affect tech rate then it'd be less of a problem.
 
If Mercantilism's trade route issue didn't affect tech rate then it'd be less of a problem.

Yes that's right. But what's the solution to this? Even the old effect (+30% :commerce: in all cities) couldn't fix that. Moreover, free market should be better than mercantilism.

The only way it can work IMO is the +1 domestic trade route per city. Everything else will make mercantilism more preferable than free market or less preferable than guilds, in general or special occasions.

Moreover, I would like to see the old guilds effect back, because now decentralisation is sometimes better than guilds (due to high maintainance cost).
 
I still haven't seen a convincing counter argument as to why Mercantilism shouldn't cut distance maintenance costs.
 
I still haven't seen a convincing counter argument as to why Mercantilism shouldn't cut distance maintenance costs.

Cause there is already a building that does that for you.

It should just double production speed on Trading Company and Bank and increase spread of the TC corporation.
 
Leoreth has said that no civs will be added for now until some changes in the code.
Turns out I am a horrible liar.
 
I still haven't seen a convincing counter argument as to why Mercantilism shouldn't cut distance maintenance costs.

The question isn't why it shouldn't, but why it should.
 
The question isn't why it shouldn't, but why it should.

Because then it makes Mercantilism ideal for large transcontinental empires? Which is exactly what it was used for in real life?
 
Because then it makes Mercantilism ideal for large transcontinental empires? Which is exactly what it was used for in real life?

It should be ideal for colonial empires in Renaiscance only.
 
It should be ideal for colonial empires in Renaiscance only.

Why? The bigger you are (and the more resources of your own you have direct access to) in relation to your neighbors the more self sufficient you can afford to be, that's a fact true throughout all ages.
 
Why? The bigger you are (and the more resources of your own you have direct access to) in relation to your neighbors the more self sufficient you can afford to be, that's a fact true throughout all ages.

It's not a civic "for the ages" though, it was just an economic theory during the Renaissance. You take a stability hit if you keep it on in later eras anyway, it should only be good for that time.
 
Why? The bigger you are (and the more resources of your own you have direct access to) in relation to your neighbors the more self sufficient you can afford to be, that's a fact true throughout all ages.

That's already true through the resources and trade system. Moreover, as said above.
 
Then rename it to Autarky or Protectionism as an umbrella term for crying out loud.
 
"Mercantilism is about X" - "That's not what Mercantilism is about" - "Then rename it to something that is about X!"
 
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