Suggestions and Requests

To be honest, I'd go further and say a lot of later countries should have much larger reveals. I don't think when Brazil declared independence they forgot where Portugal was, for example, never mind the rest of Europe.

Maybe when a country declares independence/decolonizes it starts with the map and contacts of its "parent country"?
 
Aye, now there is a thought. Obviously begs the question of if it's possible to determine who is the coloniser of a region before the civ spawn. I'm not sure using historical precedent makes sense - Mexico springs to mind as a country that is only occasionally taken by its traditional coloniser Spain (well, often, but also often not).
 
I doubt this will (ever) be implemented, at least in this mod, but I can't help myself; it seems like a really cool idea!

The basic premise is figuring out how to integrate (in real-world terms) the 'Great Man' theory of history with the 'social environment' theory. On the one hand, for instance, yes, calculus was certainly 'in the air' during the early 1700's, but it still took Isaac Newton and Gottfried Leibnitz -- two of the great minds of the age, if not of history -- to actually discover it.

My proposal is this: disregard all the usual rules for technological advancement. Everything that currently is allotted to 'beakers' for research goes into what is now classified as 'great person points.' This includes libraries, monasteries, universities... but also markets, banks, temples, forges, theaters, etc. (I have no idea how this might mesh with the current system for commerce, but give me time and I'll think of something).

[...]

A "distinguished person" theory.
Don't use random chance. Well, work against it like this: Put them on different counters, or, if you must group them, then put them all the same, but make it so that when the meter fills and fires, it only removes the points for the GP that was made. Heck, if the meter was coprime to 2,3,... # of GP types, there'd never be ties and you could deterministically fire the greater accumulation, but probability would here be appropriately tamed so that the unlikely great people are -very- unlikely to spam your spawns, and occur with compensatingly more frequency than other GPs if they yet do.

This would be a lot faster, way more than even Distinguished People should be showing up, so now instead of taking the GPPs from every source at all times, only allow the best source of each given type to contribute. (the city with the highest gpppt) But to guarantee that (most) every city still aspires to produce a Distinguished Thinker or distinguished whoevers, to avoid having gamey minmaxxing of giving up on some city ever having distinguished Scientists, now you've got a reason to combine the otherwise valuable, even indispensable, bonuses of specialist slots or whatever, with the compulsory GP points that can sometimes make life difficult.


It's amazing coming across someone proposing almost exactly what I thought up for Civilization when looking at modding Civ V. Only I wanted to combine Distinguished people with Great People, one having mixed counters one being all separated ('all upside').
It is way too dangerous having probabilistic appearance of great people though, outright per turn. You need to use points to smooth that over.

Attention everyone, I have a bunch of serious suggestions. I propose we nerf the Wealth and Research (Culture too I guess) processes, as imo those should be a last resort after you run out of things to build, not an oftentimes superior alternative to actually building commerce multiplier buildings. Similarly nerf FailGold. The idea of it is to give you a compensation if you actually fail to complete a wonder, so investing hammers into wonders just to get gold should be a niche strategy at best. I suggest that for the commerce processes half of the production output is turned into the respective commerce type, not all of it. Only in a fully industrialized city, that is one with 100% hammer modifiers, should you be able to achieve a 1 Hammer = 1 Commerce conversion rate. FailGold should be nerfed even harder to compensate for stuff like Marble and Stone modifiers. You should only receive a quarter of production back in the form of gold, thus FailGold is never more efficient than building Wealth directly unless you have a boosting resource and the Organized Religion modifier.

God yes please.
Please have Meager Wealth process from turn 1, maybe meager culture. Like 10% to the yield. As you say, 1-1 conversion should be a privilege of a very specialized , equipped, and accomplished civ and city. The ability to even make the kind of choice, of building commerce in place of a particular thing, should not show up except to some civ who has completed high-value tech, maybe a special building or perhaps an exclusive one (world wonder). Between these extremes, the understood technologies unlock the 33%-50% conversion, as "something hammers can do".

Here's something for failgold:

Failgold works for the first 20% of the wonder's hammers, and itself pays off at the Meager Wealth exchange rate.
The next 30% of the hammers of the wonder are rewarded with culture. At the height of all half of the wonder, you should get maybe 4 turns worth of the culture that wonder provides.
If you got halfway there it's still really bad, actually desperately so, because building half is way more like you just guessed wrong than any alternative situation. Working more hammers and failing here should get you relatively worse.
Ideally if it could be made, at 66% or 75%, you receive a building in place of the wonder. Maybe the building is unique, but of course worse than the wonder. Has no special effects. I'm not sure whether it should be worse or better than typical buildings of its era.
You win some failgold and culture for amounts past that threshold (or all is silent for the last stretch...?)
Possibly there's a prize for 95% completion, a world marvel only constructible by failing to get the wonder, so instead the previous tier is just a completely normal building, and this tier is the unique but not wondrous building described.

Still have to avoid making wonders a way to get gold, and you can't console with hammer overflow either.
I'm sure the key is this graduated prize program. For even attempting a wonder to get a consolation is critical for I think game reasons of encouraging the attempt (it's too punishing to try otherwise!), for immersion reasons of explaining what happens when you -don't- build that thing you were all pretty sure you were building 10 years ago. The trick is the consolation must -never- be a decent way of trying to get the consolation resource, which has to be done by mixing up different ones with brutal caps.

Room for more complexity, failing the wonder puts the unique building in the queue, but it may decay, or maybe it's not even selectable and won't stick in the queue. So you gotta 'see the project through'. Especially neat if the hammers required are equal or greater than the run to the end of the wonder missed, but then definitely the consolation has to at least provide culture per turn.
 
The construction of the Red Fort can be sped up by Stone, but there's no Stone in the Indian subcontinent. Can we change the Stone to something else(something that the Mughals have access to)?

Also, I think the Mughal tech modifier is too harsh. How about improving it from 130% to 120%? One needs to take the 25% tech spread penalty into accout when going for Mughal UHV.
 
I think it would be a good idea to have a Peruvian leader for the modern era, after its ressurection. We have a new-ish, leader for most civs, why not Peru/Inca? I'm sure there's a leaderhead out there that would be perfect and fits the bill of some Peruvian leader.
 
Also, and no offense here, building all buildings in every city is not the most effective way to boost your tech rate.

I know, that's exactly what I'm criticizing.
 
Please Leoreth, can we have a French TC event for West Africa and Saigon?, and perhaps Tunis? We love building our colonial empires, but when going for French UHV it is too harsh to do so - 40% of Europe and North America means all of our effort must be directed towards this regions. And maybe a congress option to settle Madagascar, like the English have with Australia? Thank you for considering this.
 
So I know there are no new countries being added at the moment; this is more a fantasy than a request, but I know it's been mentioned in the past a little.

VIETNAM

Spawn: 938AD (or nearest year, 940 presumably), anything in the Hanoi region (but NOT Saigon area).

UA: Coastal cities receive +20% defence (perhaps? trying to take their long thin shape into account).
UB: literally NO IDEA
UU: could only be... Viet Cong, a lot cheaper and slightly weaker than your average Marine, but can enter all terrain bar mountains and is invisible in forest, rainforest and jungle.
UHV: Control 4 rice resources by 1600AD (no idea how manageable that is)
Allow no countries other than Thailand and Vietnam to have holdings in mainland SE Asia in 1900AD. (makes more sense if a French TC event is introduced)
Win a war against one of the top 3 most powerful countries by 2000AD.

As I say, just brainstorming :)
 
After reading twice your Vietnam reminds me of Sparta. But crazy history they sure have!
 
What defines if you win? Should be survive not win perhaps :p
 
After reading twice your Vietnam reminds me of Sparta.

Sparta:
Spawn at 1000BC in Sparta.
UP: The power of two kings: Immune city revolt
UB: Gymnasterion: replaces barracks, new land units recieve combat I and II for free.
UU: Doryphoros: replaces axeman, +50% attack
UHV:
*Control the strongest army by 404BC
*Control Athens by 404BC
*Cover all of Greece under your culture by 330BC
 
Sparta:
Spawn at 1000BC in Sparta.
UP: The power of two kings: Immune city revolt
UB: Gymnasterion: replaces barracks, new land units recieve combat I and II for free.
UU: Doryphoros: replaces axeman, +50% attack
UHV:
*Control the strongest army by 404BC
*Control Athens by 404BC
*Cover all of Greece under your culture by 330BC

Think the last UHV should include Anatolia too, to represent their wars against Persia.

EDIT: oops, sorry for the double post, literally forgot I just replied -.-
 
Kmer does become Vietnam after Thai spawn, and I am really happy about it.
 
Anyone else think the Prussians spawn too advanced? Or is the problem the other europeans not being advanced enough…


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Anyone else think the Prussians spawn too advanced? Or is the problem the other europeans not being advanced enough…


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Yes. They spawn too advanced, although I think is manageable. Maybe they should start without scientific method.
 
So I was paying my Russian game you all should know by now (btw I found a third marsh tile you can build WATERMILLS on, but I'm starting to think it might be because of Global Warming, several times it has hit marsh tiles to no effect but I'm pretty sure that same tile was one of these, maybe someone could look into that) when I turned on Let's Go by the Red Army, and remembered that I once suggested to expand unique background music we currently have for different state religions before the Industrial era to also play unique music depending on your civics afterwards.

... So yeah, wanted to bring that up again.

Also please fix the stupid city governor, when there's any corporation present in a city, especially one that provides food, it just goes haywire and assigns tiles so that the city is stagnant or even starving, even when there's plenty of good tiles to work and the city is nowhere near the health or happy cap. Sure in most cases this can be circumvented by telling it to focus on food, but it's still very annoying.
 
Also Stealth Destroyers should be able to pass through closed borders like submarines.
 
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