Suggestions and Requests

SuperSpies integration is on my to do list, which I believe includes this feature.


Persia already is part of the Greek UHV, and Parthian Empire is a Persian dynamic name if they return after a collapse.

You might check if this is working properly. I've definitely seen them respawn after/during a Greek collapse and be the Achaemenid Empire post-respawn.
 
That would make for a funny easter egg.
 
By the way could you package a save from between 1150 and 1400 in? Load times for civs like Mongols, Aztecs, Turks, Congonese, etc can be annoyingly long.
 
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.

I'll settle for closest city. And the Civ2 bit explains everything really.

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.

I don't like the duel idea, but the bolded are very sound improvements.
Artillery gaining a bonus when attacking from a Hill makes sense and rewards players for occupying strategic tiles. Reducing city pop is something I've wanted for a long time as well.
 
That would make for a funny easter egg.

Not only an easter egg. I can help Mayas a litle bit. Their already 3rd unhistoricall game will become complete.
 
I think you may have made the research cost increase a little too high, in my 1700 Austria game, it's approaching 1900 and most civs don't even have railroad and physics. The Dutch on the other hand have nearly researched Radio (they might have modifiers that are too strong, because this is pretty consistent for them)
 
Yeah, the Dutch can probably get a nerf, and that the era modifiers are too high now agrees with my observations. I will reduce them with one of the next commits.
 
Maybe capitals should get an exception to the new cultural rule and get cultural cover over the 8 adjacent tiles immediately. Borders like in the screenshot just look weird.

Spoiler :
attachment.php
 
They don't last very long anyway.
 
Hey,

playing RI I've come across some more cool features that might be good for DoC
- allowing for 5%steps on the research/culture/spy-sliders, not really important but quite nice to have, I usually try to run a sustainable research rate despite the fact that 0/100% is supposed to be better, so these smaller steps allow you to get to that equilibrium state between research and money a bit better

- civic choices unlock/lock buildings. This in combination with the next point allows RI to get the player to want to move through several civics over time and especially away from slavery at some point.

- let buildings&techs improve tile production (like the Dutch dike, printing press and a few others already do) , for example a market could give +1 commerce to villages/towns-tiles within the city radius (bad example in terms of balancing just to illustrate the idea)

For example early slave plantations could have some production/commerce boni (as they currently have) but then tech advances could enhance normal plantations while the slave ones remain at their old value.

- whipping could gradually become less effective maybe something like some techs reduce the amount of hammers gained per citizen whipped (also please display "hidden" factors like researchinh Nationalism giving you a negative stability modifier for running mercenaries in the techs info-pop-up (can provide pics later if anything is unclear)
 
Actually I currently intend to deal with Slavery losing its value through some changes to civics themselves.

As for buildings, there currently is no way to increase improvement yields in city radius, but I want to do this at some point. It could also help for some UBs.
 
As for buildings, there currently is no way to increase improvement yields in city radius, but I want to do this at some point. It could also help for some UBs.

you mean like this?
ri-slavemarket.png

You could look into "stealing" their mechanic ;)


Actually I currently intend to deal with Slavery losing its value through some changes to civics themselves.

Do you mean by reworking the civics (and making Slavery less attractive) or by making civics from other columns affect the Slavery civic (for example via adding new boni/mali)?

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And while I am at it, here is a pic of a building that is enabled via the right civic choice
ri-disabledbuildings.png

It is not obsolete, if I were to switch back to that civic I'd get its boni yet again but for now since I run a different civic it is useless to me.
I think such buildings could really help making different civics feel different.

For example in the earlygame I can chose to build a building which provides me with +1 happiness (a rare commodity in RI) at the cost of 50% of my culture produced in that city (enabled by my starting civics) or switch to another civic that provides me with other sources of happiness (for example the ever popular + 1 happiness in X largest cities)
 
Could be? Haven't played it in a while.
 
Doesn't RFCA do this too?

I had the same thought when I read the suggestion. I checked it and it's not completely the same. In RFCA, certain buildings improve the yield of certain resources in the BFC. (No matter if it's improved or not)
 
Could also be appropriate in some cases, I'll have to think about this.
 
I have some suggestions regarding to new luxury resources to make them more interesting, maybe.
Right now they don't got any benefits from regular buildings, but maybe they could be tied to unique buildings.

For example:
French Salon could give :) with Tobacco.
English Stock Exchange could give :) with Tea.
Tamil Sangham could give :) with Pearls.
Roman Forum and/or Greek Odeon could give :) with Cotton.
Italian Art Studio and/or Swedish Riksbank could give :) with Coffee.

And should Tobacco get obsolete in modern times?
Maybe from Medicine or Recycling.
Or Hospital could give :yuck: with Tobacco.
 
Tobacco should give unhealthiness from the start; also unhappiness, if/once environmentalism is enacted. Oil, whales and ivory should also make people unhappy under environmentalism.

And once we're at it, non-gluten wheat should make up for this lost happiness (jk on that last thing, of course, but I'm serious about the previous ones).
 
I think AI shoul be as picky when trading resources as when trading techs. I hate tech trading but it gives the right difficulty setting.
 
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