Huge post incoming and it's already been a long day, if I am or have been terse please don't take it the wrong way, I'm just trying to reply to everything so I can't type long paragraphs for every single point, especially when ~50 bullet points with follow up questions get dropped on me.
My points are as follows. India should have access to chariots. Chariots require horses. So there are horses in India. It's very simple really.
A Turkic civ is much harder to. There are tons of open questions about this, e.g. when they should start, what historical polities they should represent, what their gameplay should be like, how to get the AI to behave as expected for such a civ and so on. We had an entire thread on this subject with double digit pages, you can look it up. That thread actually helped me solidify my thoughts about how they would work, but that was long after Tibet was on the table, and even now there are a lot of open questions.
You like to bring up SoI for compare and contrast but this is a case of contrast. SoI implements civs as polities, DoC doesn't. Both mods have different scopes and degrees of granularity so we cannot simply port over one's approach to game design and historical modeling to the other.
I also don't like arguments like "why is X in the game but not Y when Y was clearly more important?". First of all, often it's arguable what actually is more important. But furthermore that's not the only relevant concern. And it carries the implication that I'm wasting my time or purposely make wrong choices out of historical favoritism or something.
Constantinople isn't really relevant as a pilgrimage site for Orthodox Christians and wasn't even while it was under Orthodox control during the Byzantine Empire, especially not compared to Rome's role in Catholicism.
The importance of Constantinople in Orthodoxy was a direct consequence of being the seat and capital of the most powerful secular Orthodox ruler, i.e. the Orthodox emperor. That is what my capital comment was getting at.
Again, just because something is the best way to model something in SoI does not mean it's the best way to do it in another mod with a different scope. I know you didn't mention SoI but we all know what you were thinking.
The answer is maybe, I don't know, I'll have to think about it but haven't yet, and when I agree I don't know when I'm done with the more important things to get to it.
Sometimes the answer is just acknowledgement.
11) They need to be able to conquer China. That's more important in the big picture.
12) Again, it's quite condescending when you start your sentences with "again".
13) Mukden is the Manchu name for Shenyang.
14) If that's the case it's unintentional.
But I don't agree with your general goal here. I don't think gameplay is deepened when say China can adopt the "Chinese civic" (whatever it would be), because then as China you would probably go ahead and choose the Chinese civic. That's not interesting gameplay because it's not a decision but a foregone conclusion.
The civic system, like units and buildings, should be broad enough to be applicable for all civilizations and eras. The overall game situation and favorable strategy for a civ should align in such a way that the most historically appropriate civics are also the most advantageous. That is what I consider good design, because historicity arises out of context, not of specifically prepared historically "right" choices you are railroaded into.
Does the mod always achieve that and are there no edge cases where the civic system makes no sense? No, but I never claimed the civic system to be perfect or complete. That doesn't mean we should take easy shortcuts that might make things more complicated but not necessarily more interesting.
It's easy to bring up edge cases where a system does not work. But fixing the edge cases without disturbing the rest of the system is easier said than done. It's great that you brought up your modmod, because I encourage everyone to take a look into its development thread to see how hard this problem is to figure out even for someone who has declared it his top priority.
For me, it's not top priority, and you came to me with a list of edge cases right after I got a rather wonky system to a state I was somewhat happy with and that I did not want to risk to destroy again. Frankly I take offense at your constant implications that I am being unreasonable in response to your concerns when I think I did engage in discussion with you on the subject to quite an extensive degree. It's not going to make me drop whatever else I am doing just because it's not the one only thing you think is important.
And here I thought your own experiences when stumbling through the issues with messing with this system had taught you some humility in that regard, oh well.

I can go about it two ways, either take the easy route and work with what the game currently allows (like spawning barbarians etc.) or expand the system to model things in a better way. I've chosen to skip the former and get to the latter as quickly as possible.
I think you are mistaken about the sort of conversation we are having. I am not questioning your assertions or sources, and frankly I don't appreciate your rhetorical flourishes in this context.How is that proof that horses were a large part of Indian society or warfare? Did the Indo-Aryans use horses? Most likely. Did the Vedic society that was built in the Gangetic plains continue to use horses? No. This is quite plain and simple. Besides, with the exception of archery and transportation, it is curious what chariots would have been used for to begin with. If you still don't believe me on horses becoming a mainstay in North Indian warfare with the coming of the Delhi Sultanate, I'll provide you a source. But I think it should be pretty obvious that horses disappeared as the Indo-Aryans integrated into India.
My points are as follows. India should have access to chariots. Chariots require horses. So there are horses in India. It's very simple really.
Agreed about the Kushans. Tibet was easy for a couple of reasons, but mainly it's that they are small and live in an area of the world where they do not get in anyone's way. Also I had a design for their game experience and UHV etc. already on hand when I started with them.That's fine, and I'm glad to hear that it will be first on the list. As I said, the Kushans would make a great Civ. Why is Tibet easier than a Central Asian civ?
A Turkic civ is much harder to. There are tons of open questions about this, e.g. when they should start, what historical polities they should represent, what their gameplay should be like, how to get the AI to behave as expected for such a civ and so on. We had an entire thread on this subject with double digit pages, you can look it up. That thread actually helped me solidify my thoughts about how they would work, but that was long after Tibet was on the table, and even now there are a lot of open questions.
You like to bring up SoI for compare and contrast but this is a case of contrast. SoI implements civs as polities, DoC doesn't. Both mods have different scopes and degrees of granularity so we cannot simply port over one's approach to game design and historical modeling to the other.
I also don't like arguments like "why is X in the game but not Y when Y was clearly more important?". First of all, often it's arguable what actually is more important. But furthermore that's not the only relevant concern. And it carries the implication that I'm wasting my time or purposely make wrong choices out of historical favoritism or something.
Inertia rule.That's fine, don't change the name then, but remove Shanghai. It only makes sense from 1900 onward. For the vast majority of Chinese history it makes no sense. Replace it with Suzhou.
I can easily do many other things as well. I can also only do one thing at a time. Currently I am doing different things.I'm not blaming you, lol. I know that are BtS UU. But you can easily change it, especially with SoI having so many rich pickings.
Islam and Hinduism are competing schools of thought in India, what's your point?I don't understand what you mean? What do you not agree with? Currently its silly that Daoism can come out of another civilization, when it is so tied to 100 Schools of Thought period of China's Warring States period. Legalism, Confucianism and Daoism were all competing schools of thought. Having Buddhism as a direct link for Hinduism, means that Daoism being a link off of Confucianism makes just as much sense.
Who cares about Aquileia past 600 AD? Venice is an important city in medieval and Renaissance Europe, so it's on the map.I'm again talking about 600AD. Why is Venice a city-state in 600AD? At least have Aquelia if you really want a city there, otherwise Milan makes more sense.
How does it make diplomacy more interesting when I get more trade without having to give anything up?I said what the point is. So that you can trade, without having a potential enemy use your borders to expand. Doesn't it make sense? Its in the Sengoku mod if you need the code. This way you can trade with civs, without having to give up territorial access. Makes diplomacy a bit more interesting.
You asked me to rename Toledo to Madrid although they are different cities.Not sure if you are mixing up points here... but I never said they were the same city. Not sure what you are disagreeing here.
It's the foundation date of the Kingdom of Asturias. Time compression and inertia rule.The later start date would give more time for the Cordobans to flourish, and it just makes plain historical sense. Why do the Spanish start so early, when they don't need to. This seems to be a carry over from RFC vanilla.
Orthodoxy is the first Christian denomination, so until the Schism happens they are representative of all of Christianity.Again I'm not sure if you are mixing up points here (or maybe I am...), but I'm saying that Jerusalem should not be the holy city for Orthodoxy, Constantinople should be.
Constantinople isn't really relevant as a pilgrimage site for Orthodox Christians and wasn't even while it was under Orthodox control during the Byzantine Empire, especially not compared to Rome's role in Catholicism.
The importance of Constantinople in Orthodoxy was a direct consequence of being the seat and capital of the most powerful secular Orthodox ruler, i.e. the Orthodox emperor. That is what my capital comment was getting at.
Again, just because something is the best way to model something in SoI does not mean it's the best way to do it in another mod with a different scope. I know you didn't mention SoI but we all know what you were thinking.
What do you expect for an answer? Most of these points were a laundry list of things that could reasonably be changed phrased in a way that sounds like accusing me why they are not changed yet.Also you seem to have only replied to some points here. Can I expect to get answers for the others?
The answer is maybe, I don't know, I'll have to think about it but haven't yet, and when I agree I don't know when I'm done with the more important things to get to it.
Sometimes the answer is just acknowledgement.
Afaik you cannot just equate Mongols and Manchu the way you're doing here.Considering that the Khitan are Mongol/Manchu, I don't see a problem with this. Especially since so much of Abaoji's reforms in creating the Liao Empire were adopted by later Eastern Steppe peoples. But frankly it doesn't make much of a difference.
That's still only something that is relevant during the Song period, so it's not really addressing the core problem in Chinese unity.You are right, China has historically been far more united than South Asia, but China has always had a divide between North (Yellow river and North) and South (Yangtzi and South) China. Most of the time for sure they should be connected. But just like in the 600AD start, there should be no problem with conquering Northern/Southern China, to unite the country. That being said, I'm just calling for a Khitan-Liao/Jurchen-Jin/'Manchu'-Qing type civilization to challenge the control of Northern China.
See below.What do you disagree with in particular? I can't see why you would be against more flavour. I've already listed quite a few problems with your civic choices, all of which could make a lot more sense if there were a few different civic types for different civilizational clusters.
When a civ is meant to live there, I will revisit the area to facilitate that, yes.If a Central Asian and Inner Asian civ is eventually added, Central Asia should get a due-over, with camels![]()
But realistically speaking, both regions could use a bit more greenery in some areas.
10) Because it's work to do it, and because I hate the way Iran is implemented and I don't want to repeat it. (Hint: the answer to "why is not X" is always "because I haven't done it" to which the reason is that my time is limited and I had other things to do that are more important. And yes I know what you want to port over from SoI I've played that mod myself.)Spoiler :10) Why doesn't Egypt have a proper spawn back like Iran does? Fatimid/Ayyubid/Mameluke Egypt would make a perfect "come back" civ. In fact its strange that "Saladin" (Should be named Salah ad-Din), is the faction leader for "Arabia". Arabia should stop existing after the end of the Abbasids in Baghdad, circa 1258. Salah ad-Din would be the perfect respawn leader for the Egyptians. Again, I could write about this for quite some time, so if you want more detailed ideas, let me know.
11) Why do the Mongols start with Bombards? Shouldn't they start with Trebuchets, weapons which they actually used in sieges, not canon. Just make them start with slightly more trebuchet than they do now with canons.
12) Again... Why do the Mongols start with Slavery, when their obvious go-to would be Tribalism. I understand that there were slaves in the Mongol Empire, but they are not the Ancient Greek/Roman type slave economies.
13) Why does Shenyang become Mukden when the Mongols flip the city? Like I'm seriously asking why, I don't understand why they called it "Mukden".
14) Why do the Mongols start off as the "Chagatai Khanate", seems rather anachronistic, especially as you are building the very Mongol Empire, that the Chagatai would later peal themselves away from.
11) They need to be able to conquer China. That's more important in the big picture.
12) Again, it's quite condescending when you start your sentences with "again".
13) Mukden is the Manchu name for Shenyang.
14) If that's the case it's unintentional.
Your particular examples don't sound very evocative if that's the best you can come up with. I assume you haven't thought about it much beyond the initial idea of having culture specific civics, which is fine. Many of my ideas start out like this as well. But it means that you haven't gotten to the part where you need to make all of this actually work yet. Also, don't give things generic names like "Empire" and then accuse others of not understanding the nuances of the term you intended but never communicated.Well this would require quite a bit of work, but the pay-off would be huge. You could have:
Cluster 1: Japan, Korea, Mongolia, China
Cluster 2: Iran, Arabs, Egyptians, Turks, Cordobans
Cluster 3: Europeans, late North Americans and late Latin Americans
Cluster 4: New World Civs
And you would have civics that align with them. You could cut down on how many civics there are in each branch, but at the end of the day you could have a lot of special features to each civic, which would deepen gameplay.
Just speaking out of my head now, imagine an Empire civ, for China (and later Japan and Korea), that gives extra stability). Or a Exploration civic, which allows settlers to be produced faster for the "Europeans". I mean the opportunities here are endless. If you want I could come up with a mock list of civics for one group. Ideally though, I'd like to know if this would be possible to begin with.
But I don't agree with your general goal here. I don't think gameplay is deepened when say China can adopt the "Chinese civic" (whatever it would be), because then as China you would probably go ahead and choose the Chinese civic. That's not interesting gameplay because it's not a decision but a foregone conclusion.
The civic system, like units and buildings, should be broad enough to be applicable for all civilizations and eras. The overall game situation and favorable strategy for a civ should align in such a way that the most historically appropriate civics are also the most advantageous. That is what I consider good design, because historicity arises out of context, not of specifically prepared historically "right" choices you are railroaded into.
Does the mod always achieve that and are there no edge cases where the civic system makes no sense? No, but I never claimed the civic system to be perfect or complete. That doesn't mean we should take easy shortcuts that might make things more complicated but not necessarily more interesting.
And what exactly is my track record with civics suggestions?I highly doubt Leoreth will implement something like this though, considering his track record with civics suggestions...
Also I put a lot of work into creating a civics roster that makes some sort of sense for everyone in my modmod, and it's still far from perfect. Adding unique civics for this or that civ can only make the whole mess even more complicated.
It's easy to bring up edge cases where a system does not work. But fixing the edge cases without disturbing the rest of the system is easier said than done. It's great that you brought up your modmod, because I encourage everyone to take a look into its development thread to see how hard this problem is to figure out even for someone who has declared it his top priority.
For me, it's not top priority, and you came to me with a list of edge cases right after I got a rather wonky system to a state I was somewhat happy with and that I did not want to risk to destroy again. Frankly I take offense at your constant implications that I am being unreasonable in response to your concerns when I think I did engage in discussion with you on the subject to quite an extensive degree. It's not going to make me drop whatever else I am doing just because it's not the one only thing you think is important.
And here I thought your own experiences when stumbling through the issues with messing with this system had taught you some humility in that regard, oh well.
Yes! Get the system to a place where internal conflict can be adequately modeledLeoreth, do you have any ideas about how to better represent the internal chinese struggles over the years given that you want no more chinese civs?

I can go about it two ways, either take the easy route and work with what the game currently allows (like spawning barbarians etc.) or expand the system to model things in a better way. I've chosen to skip the former and get to the latter as quickly as possible.
Thanks for quoting me on that, this saves me the effort of retyping all of it in another lengthy paragraph. 1.14 already brought us very close. I may be too optimistic here but maybe it's not that much work to free up slots anymore.The long term solution over the horizon is a civil war mechanic. Which has been suggested and logged by our fearless leader.
That mechanic will come when a major system, such civ slots, is revissited. Do not expect that any time soon. (Though We can only hope that 1.15 may bring some steps in that direction)