Suggestions and Requests

I think you should make it so that you cannot build forts in spaces adjacent to each other or to cities. Because if they are adjacent, and enemies are in a third square adjacent to both, then they cannot conquer either, because attacking one violates the others' ZoC. That would be easy to abuse and mess up the AI. I think ZoC's should be able to overlap (forts two spaces away from each other) but not have adjacent forts. This also makes people be more thoughtful on where to put them rather then spam them on all plots not being worked by cities.
I think attacking should always be allowed. I have already implemented an "attack but not advance" solution for jungles.
 
Thanks Leo to make the great work of RFC. My mothertongue is Chinese so forgive my poor English :P
My suggestion is about the scouting and mapping system.
In Doc, if I have a horseman and send it to scout, I may have most of old world map in about 800 BC (Marathon Speed).
In fact, most civilizations got a relatively accurate map in about 14-16 centry.
And it's hard to believe you could sent a troop from east asia to west europe and it was still in your control if not get killed by barbarians or lost by other reasons in ancent times. It seems very inconceivable that when the greek people were just settling at Athen, a Chinese scout passed by and say "hello" to them. XD
I think a proper modification is to add a debuff like Russia's General Winter to All unit abroad if it's not on road or in other friendly civilization's territory. The hurt will be weaken when some specific techonology have reached and will be finally removed(e.g. Naval units will not suffer this after astronomy has discovered)
Many thanks.
 
I agree with your observation and also think it's a problem. I'm just not sure about the right solution. Your idea might be a good way to do it, I need more time to think about this.

Your English is fine by the way!
 
this auto city raze system is very cool, but I think it should include some kind of holy city transfer too. I mean we have different holy cities in india and china in different scenarios so historicity isn't that important, and sometimes 3000 bc scenario holy cities are horribly bad placed. in my tamil game for instance, I don't want and I can't raze delhi or varanasi but when they coexist it's bad for both cities and for my empire.
 
Yes, but it's not only a lot of work, it also involves many things where I have no experience at the moment.
 
About the scouting issue, I think we may be able to poach an idea from EU. Ships at sea suffer from attrition based on how long they are at sea, and if they are gone too long, the whole fleet will be gone. Maybe we could do a similar idea here. Units outside of your cultural borders get, say, 10 turns of free movement, after which they take a steady 20% damage/turn until they die (these values should be adjusted, obviously). Walking through territory for which you have OB can either cause no attrition (they are letting you in, they will probably share with you), or, what I would prefer, the attrition is lowered. Maybe set a certain condition for which you can send units free of attrition (like having a defensive pact). Maybe scouts/explorers can have more free movements and/or less attrition. Something like 20 free + 1/2 attrition for scouts and 25 free and 1/3 attrition for explorers. The attrition could also be set based on tech level, so a low tech civ will lose units quickly while civs with, say, electricity or refrigeration, will be able to move far into unknown territory/enemy territory without seeing their units wither to nothingness.

This can be used to simulate attrition from wars, too. Maybe Russia's UP can be much higher attrition % values now, or we can come up with another UP altogether.

Lastly, this simulates one of the motivations for settling patterns seen in real life. South Africa and several Pacific islands were colonized to serve as refueling bases for ships. Not having to stop every few turns to "refuel" is something I've always thought funny about Civ, you can have a floating city of doom that never needs to see land.
 
Yeah, I came up with something similar when thinking about this. The problem is the AI, and potential micromanaging.
 
Yeah, the AI in EU series doesn't receive naval attrition for this reason.
 
Hi Leo, my suggestion is about the gold a civ has at the beginning.

For example, America has 1500 gold when they spawn at Normal Speed, and still 1500 gold at Epic and Marathon. I suggest to make the gold change with the speed, 1500 at Normal equals to 2250 at Epic and 4500 at Marathon. It's more balance for hurry up buildings and units in Epic and Marathon(Mercenary and Capitalism), for the products also x1.5 and x3 at these 2 speeds.

I don't know if there someone else suggests it before, I just put it in this thread for I'm trying to play with the civic of mercenary as America.
 
You're right and I know it's been mentioned before. I've made a note for this.
 
I just realized what in particular bothers me about Watermills: They are worse than Windmills even though they take longer to build. Only with Central Planning do they become slightly preferable, but even then not on Tundra tiles. 1F1H2C beats 2H1C pretty much anytime. Give them their second commerce back plox.
 
Hi Leo, my suggestion is about the gold a civ has at the beginning.

For example, America has 1500 gold when they spawn at Normal Speed, and still 1500 gold at Epic and Marathon. I suggest to make the gold change with the speed, 1500 at Normal equals to 2250 at Epic and 4500 at Marathon. It's more balance for hurry up buildings and units in Epic and Marathon(Mercenary and Capitalism), for the products also x1.5 and x3 at these 2 speeds.

I don't know if there someone else suggests it before, I just put it in this thread for I'm trying to play with the civic of mercenary as America.

Not all cost scale, like random events? If, adjust a bit if you decide to change.
 
Yeah, I came up with something similar when thinking about this. The problem is the AI, and potential micromanaging.

Maybe just prevent ships from leaving certain areas all together? For example, ships can only go X spaces from a city with a naval base building (X depends on technology and ship type). More naval bases could be built in better placed cities if ships needed to go farther. Very little micromanaging and probably pretty easy to teach the AI. Also prevents some of the more ridiculous stuff that happens in RFC from happening (2 City Ethiopia captures a 3rd city... in Kamchatka :rolleyes:) and encourages strategic city placement (maybe the pacific will finally be properly colonized to build naval bases).

The main issue I see is that the map is not built around this so finding the correct "naval range" might be impossible without complicating the rules behind it a little more then I proposed. I don't think that's insurmountable though.
 
Could work, but there is potential conflict with AI colonial empires and that kind of stuff, so this is something that needs to be well thought out and cannot just be included into the game.
 
You know, I think there is a terrain modifier XML Tag that makes tiles hurt units that enter them, maybe we could use that for Ocean and/or Coast?

With regards to the overproduction in the lategame there is another XML Tag for units to make their hammer cost increase by a given percentage for every living unit of this type the building civilization already owns. Just throwing it out there.

Lastly I want the Settings tab in the victory screen back, why was it removed in the first place? Sometimes I want a reminder of what speed I am playing at without having to look at culture level requirements or some such.
 
The Germans seldom improve the area around the Dutch spawn hurting their cities. Is this because of settler maps or that the areas are foreign core? If so, why not spawn a cottage or two?
 
Or we could spawn Windmills. :mischief:

Ceterum censeo Watermills should get their second commerce back.
 
You know, I think there is a terrain modifier XML Tag that makes tiles hurt units that enter them, maybe we could use that for Ocean and/or Coast?
I don't think the AI can handle this either. I think it reacts to these type of tiles by never entering them.

With regards to the overproduction in the lategame there is another XML Tag for units to make their hammer cost increase by a given percentage for every living unit of this type the building civilization already owns. Just throwing it out there.
Wait what?

Lastly I want the Settings tab in the victory screen back, why was it removed in the first place? Sometimes I want a reminder of what speed I am playing at without having to look at culture level requirements or some such.
BUG mod I guess? Isn't it possible to get that information in the game settings menu or something?

The Germans seldom improve the area around the Dutch spawn hurting their cities. Is this because of settler maps or that the areas are foreign core? If so, why not spawn a cottage or two?
They should if its in range of their cities, don't they? The German settler map does not include the Netherlands though.

Or we could spawn Windmills. :mischief:

Ceterum censeo Watermills should get their second commerce back.
:lol:

Is that your thing now? I think I will enjoy it for a while.
 
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