Suggestions and Requests

Is it too much to ask for Canada to have actual Great Person immigrating every 10 turns, from some sad part of the Old World? This way new country will have a chance to keep up with techs. 2 immigration events bringing 35:gp: per game is too little. Canada is playing 60-70 turns into her UHV, so 6-7 random (potentially useless) Great People is not that big of a deal.
 
Hey Leoreth I had a suggestion, don't know if you will agree with me on this one though,

What if you made Germany a conditional spawn? If there is no Holy Roman Empire or the HRE is unstable then it will spawn?

The reason I'm saying this is because if Holy Rome could actually keep its stability up (most of the time it is unstable) then it deserves to keep its northern provinces. I had a game where a HRE stretched from Denmark to Constantinople and then had it's empire chopped in half by a German spawn. I had in mind something like a Rome to Italy or a Khmer to Thailand kind of spawn. Germany wouldn't usually spawn for the Human player unless his or her stability is in the gutter.

Plus wouldn't it improve performance? 1 less civ to worry about but then again I don't know what makes the turns so slow haha. And maybe in the future there could be an Austrian civ. :D
 
I have a suggestion for Persia.

Rome should not get "free" units that automatically spawn in Persian territory. This is for two reasons:

1. Historically inaccurate. While Rome and Persia/Parthia (whatever dynasty) certainly were at war, the battles were generally indecisive with neither side gaining much ground. In other words Persia never got anywhere close to Rome, nor the other way around. My understanding is almost all of their battles took place is the eastern part of modern-day Turkey.

2. Makes playing as Persia too hard. It's bad enough when you have to deal with the Greeks already, but right after that going with rome as well? PLUS you are somehow supposed to conquer so much territory? Yeah right.

Personally I think Rome (regardless of whether being controlled of A.I. or human) should be given "free" units perhaps in Consantinople (supposing they capture it. If they can't manage to capture it they suck and don't deserve the bonus). With say, four free Pratoreians they could march eastward until they more or less meet a stalemate with Persia, as they really did. It would still give Persia a challenge but not annoying and stupid Prateorians magically popping up out of absolutely nowhere deep in Persian territory.

I also think a better UA for Persia would be it gets to build the UU in enemy cities.

For example if Persia captures a Babylonian city they could build bowmen, if they capture an egyptian city they can build war chariots, and so forth. This would incorporate how the Persian empire took from the cultures they conquered... perhaps on that same line they could get the UB's as well. Needless to say, though, Persia themselves would have to have the technologies researched in order to build that UU/UB even if they happen to have captured the city.
 
I will give Persia some attention in the mid-future.
 
In some previous discussions about Persia (sorry I don't remember where exactly), there was the opinion that Persian should encouter barbarians i.e Parthians. I won't to add a counter argument on this.

Parthians were a Persian dynasty for sure. Saying that Parthians should spawn even if Persia is alive is like saying that Spartans should spawn near Athens, or like many chinese dynasties should spawn in China to represent internal conflicts. By this point of view Parthians should spawn only if Persia is dead. Additionaly, Parthians shouldn't spawn if Persia is indy, because they will move to China.
 
I agree with you. Winning as Persia is already pretty damn hard as it is. If you got rid of those Romans that pop up magically in Persian territory plus Parthian barbs, that'd make a pretty significant difference.
 
yeah, I agree that the barb pressure on Persia from Central Asia is too strong and doesn't make that much sense.
 
I propose that each building consumes a hammer point. This represent that as the city grows it is more and more difficult to grow even further, and that buildings require some products to be functional.
 
On the other hand, cities manage economies of agglomeration, making them ever more productive as they grow bigger. So making each building consume hammers wouldn't make a lot of sense.
 
To expand on the Persia thing, I think it would be interesting to make one of Greece's UHV requirements to involve conquering Persia (haven't played as Greece but a human controlled greece should still get those free units IMO) although this would be countered by Rome's free units marching into Greece thus making the Greek empire collapse. Perhaps after that Parthia as a faction would spawn (replacing Persia as they've already been wiped out by Greeks)... and then the whole Parthia V eastern Rome thing would begin. Just an idea.
 
Just a simple QoL suggestion for the mod; let's make Spies return to their city of origin instead of the capital.
SuperSpies integration is on my to do list, which I believe includes this feature.

To expand on the Persia thing, I think it would be interesting to make one of Greece's UHV requirements to involve conquering Persia (haven't played as Greece but a human controlled greece should still get those free units IMO) although this would be countered by Rome's free units marching into Greece thus making the Greek empire collapse. Perhaps after that Parthia as a faction would spawn (replacing Persia as they've already been wiped out by Greeks)... and then the whole Parthia V eastern Rome thing would begin. Just an idea.
Persia already is part of the Greek UHV, and Parthian Empire is a Persian dynamic name if they return after a collapse.
 
I would rather have spies returning to closest city. That would be most logical. Or capital.

But city of origin, nah. Unrealistic. Why would the spy go there?
 
Capital is standard. I actually misread what TD wrote and also assumed closest city. City of origin was popular in Civ2 because the game actually kept track of that, but Civ4 doesn't, so I don't know if it's even possible.
 
How about borrowing from SMAC?
1) Mobile in open. All horse units (including tanks) get + 25% to attack on plains\grassland. -25% To attack the city. Infantry units get + 15% to attack the city (25% too much). (some balanced medieval knight dominance).
2) Add some improvement like "sensor array": get +25% to city defense (can be build on another improvement).
3) Artillery duel. Let fire artillery 2 spaces forward: the presence in range of enemy artillery exchanged blows between them (see SMAC). All warships have the same ability. When the duel between the ship and ground artillery latter receives a 50% bonus. Improving the ability of artillery shock when she is on a hill. Allow artillery and aircraft to reduce the population of the city.
4) Control zones (see SMAC). The limit on the number of units per 1 square (i think it's №5 - more tactical gameplay, especially with zone of control).
5) Improvement of sea squares. Or more buildings with effect extends to the sea squares. [lacks productivity then play on marine state].
6) Possibility solve build several improvements on one square? (farm+cottage or windmill + farm\cottage or workshop + watermill)
Huh?
 
It is the first time I see the culture mechanic. My first impression is that prioritising the bonus resources destroys it. Maybe bonus resources should be indifferent. If this a problem in some cases, then moving the resources in the small ring, it is a better solution.

And if a mountain is in the small ring, then it may be part of the border without any problem I think.
 
How about borrowing from SMAC?
1) Mobile in open. All horse units (including tanks) get + 25% to attack on plains\grassland. -25% To attack the city. Infantry units get + 15% to attack the city (25% too much). (some balanced medieval knight dominance).
2) Add some improvement like "sensor array": get +25% to city defense (can be build on another improvement).
3) Artillery duel. Let fire artillery 2 spaces forward: the presence in range of enemy artillery exchanged blows between them (see SMAC). All warships have the same ability. When the duel between the ship and ground artillery latter receives a 50% bonus. Improving the ability of artillery shock when she is on a hill. Allow artillery and aircraft to reduce the population of the city.
4) Control zones (see SMAC). The limit on the number of units per 1 square (i think it's №5 - more tactical gameplay, especially with zone of control).
5) Improvement of sea squares. Or more buildings with effect extends to the sea squares. [lacks productivity then play on marine state].
6) Possibility solve build several improvements on one square? (farm+cottage or windmill + farm\cottage or workshop + watermill)
Huh?
I actually have plans that involve 1, 3 and 4, although different and more limited ways. Might be a while until I get there though ...

It is the first time I see the culture mechanic. My first impression is that prioritising the bonus resources destroys it. Maybe bonus resources should be indifferent.
Why?
 
Shrug.
 
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