Suggestions and Requests

you could move the popup to before the spawn which would trigger a flag which would immobilize the new civ's starting stack for 1 turn and do the flip then.
 
I think it would be possible, but I don't think I'll fiddle with the spawn code before rewriting it entirely.
 
When I break up the whole slots-are-tied-to-civs problem that prevents DoC from having more civilizations, i.e. not in the foreseeable future.
 
A far away future of possibilities :D
 
Hehehe, that's okay. Just out of interest - I know you like keeping your cards close to your chest - but when it does come around are there any civilizations you could immediately confirm you'd want to include? I understand if you haven't decided/don't want to say so you can focus on religion n stuff (I think that's the most exciting change coming up, looking forward to the updates)
 
Actually I have multiple things in mind that become possible once I'm done with this rewrite:
- more civs, duh
- having the same civ more than once (to represent civil wars)
- minor civilizations as more flavorful independents, depending on who is controlled by the player (for example, Scotland exists if the player is England, Vietnam exists if the player is China and so on)

I have multiple ideas for new civs, which I don't really want to mention explicitly because it will only trigger another discussion about them :D it's pretty obvious that I'm going to include at least one Central Asian civ though, I think.
 
From memory, some of the more plausible candidates have been a Turkic civ (and maybe more Central Asian stuff), Swahili(?), possibly Kievan Rus, maybe Celts, perhaps an Indonesia split as discussed recently in the SE Asia thread. Probably not Venice.

The flavourful independents idea is pretty exciting though, and not something I'd considered before.
 
Kievan Rus would be a thought, I'd never even considered them. Europe is pretty crowded/well represented already though. The Civil War mechanic sounds fun, as do the minors.

You'd essentially split Russia into pre- and post-Mongol periods, rather than having the current situation where there is a huge time before the first goal checks, and expansion is difficult because you need to prepare for the inevitable but somewhat unpredictable arrival of the Keshiks. Kievan Rus under AI would either collapse with the Mongol invasion, or be picked off by the rising Duchy of Moscow in the 14th century. Kiev would have goals that are accomplished before 1220 or so. That's a fairly short game, but could be an interesting one if done right.
 
If it's actually that hard I would be happier with Russia than I am right now, because I think it isn't really.
 
It's not hard, but it's not very fun, either. There's plenty of time to hit the expansion goal post-Mongols, so everything before about 1300 just feels like a long pointless prequel to the real meat of a Russia game.
 
Not sure if a Moscow/Kiev split would help with that though. All it would do is skip the pre-Mongol stage, but the problem of making the time after that more interesting is still unsolved.
 
Eh, the time after the Mongols is where you're throwing out settlers and colonising Siberia, it's pretty cool and all working towards the UHVs. It's only the pre-Mongol stage that drags, in my opinion.

Anyway, Kievan Rus isn't my pet project or anything, just one of the many proposals I've read that sounded worth consideration when the time comes for further increasing the number of civs.
 
Yeah, it's definitely worth considering.
 
I liked it very much that AI can now only ask you to join war against civs that you border, this removes nonsense that an Asian civ is asking European civ to dow some remote civ they wont encounter in next hundred turns.

How about expanding this principle also to worst enemies? Sometimes AIs simply have very strange worse enemies like Thailand has Germany and so on. So to have a worse enemy you must share border, your/his vassal shares border or your/his ally shares border.

I think this would make game again more realistic.
 
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