Suggestions and Requests

Besides its custom spawn condition, Byzantium is no different than any other civilization. If things need to be different, I have to implement them first.

I don't think there's a comprehensive guide on all spawn dates (civs, resources, terrain, barbarians etc.) around. That would actually be a very welcome addition to the documentation of the mod.
 
Currently Parthian horse archers destroy Persia, in last couple of games I don't saw Persia fighting Arabs or Seljuks because they were dead already. Some reduction may benefit AI. They also routinely lose they capital because of this.
Other thing is research rate, newborn 19th century civs are usually most technically advanced because of slow research of everybody else. Is this fault of plague perhaps? Playing as India, plague usually halves my research rate due to cottages losing level.
 
Jeruzalem is contested by a lot of nations, egypt, babylon, greece, persia, rome, byzantium, arabs, turks. In history it got passed a lot, not to mention crusaders held it too.

More issue is thing like why can Rome not historically or contested hold paris (lutetia) as they held territory long up till the rhine, entire gaul, belgium and parts of germany, plenty of roman cities in the south of the netherlands. Also they held britain up to scotland, far beyond just london, also entire spain was in their domain. Also wondered why Rome can hold a few spots on the east coast of the USA?!? I heard some sketchy talk about a roman sword found there but hard to say if it is real or a hoax.

Persia held Egypt for a few centuries for example and even small bits north of greece.

Mongolia needs to be able to hold more of china contested also they do flip a lot of area that states not even historical or contested which is odd.

~

I don't have these issues much at all, sometimes persia dies of early but enough times they stay around till the selyuk turks annihalate them and the arabs vanish in the 10th century, losing the war against them. They should be able to do well with the cheap immortal, against the horsemen. I've rarely seen them survive the Selyuk as their units are to hard on their spearman and pikeman obviously.

As of plague key is too keep things healthy... You do have the latest patch right of 1.14? Cause else you can get an eternal plague bug, happens a lot with persia or india.
 
Aren't those multilateral treaties?

Well, that might be so. What I was thinking is about two different entities.

On the one side we have the somewhat aggressive military pacts focusing on mutual protection and hefty military investments. Examples are the pacts during WW1/2, Warzaw pact, NATO, CIS etc. They should have something like happiness bonus for units and cheaper military.

The other kind of unilateral organizations focus on cooperation, trade, culture etc. Examples are UN, EU, ASEAN, Nordic Council etc. The current civic bonus mimics the effects quite good.
 
I know Byzantine is treated just like the other civs. I just feel that their flip area is too big. Greece and Rome have to use conqueror stacks to attack the Levant, but Byzantium just automatically flips the cities for free. It doesn't really make sense because if the middle east successfully fights off the conquerors, then why would Jerusalem and Sur revolt to join Byzantium when they were never Roman?

In general, it would be nicer if Byzantine just flipped Constantinople and whichever cities are actually part of the Eastern Roman Empire in that particular game.

I mean, Greece doesn't get to flip Persia and Egypt automatically, they have to earn it in battle.
 
Why does any civ get to flip any cities? No one else is currently tied to conditions of previous conquest, so Byzantium isn't as well, by virtue of no special rules having been implemented.
 
Jeruzalem is contested by a lot of nations, egypt, babylon, greece, persia, rome, byzantium, arabs, turks. In history it got passed a lot, not to mention crusaders held it too.

More issue is thing like why can Rome not historically or contested hold paris (lutetia) as they held territory long up till the rhine, entire gaul, belgium and parts of germany, plenty of roman cities in the south of the netherlands. Also they held britain up to scotland, far beyond just london, also entire spain was in their domain. Also wondered why Rome can hold a few spots on the east coast of the USA?!? I heard some sketchy talk about a roman sword found there but hard to say if it is real or a hoax.

Persia held Egypt for a few centuries for example and even small bits north of greece.

Mongolia needs to be able to hold more of china contested also they do flip a lot of area that states not even historical or contested which is odd.

~

I don't have these issues much at all, sometimes persia dies of early but enough times they stay around till the selyuk turks annihalate them and the arabs vanish in the 10th century, losing the war against them. They should be able to do well with the cheap immortal, against the horsemen. I've rarely seen them survive the Selyuk as their units are to hard on their spearman and pikeman obviously.

As of plague key is too keep things healthy... You do have the latest patch right of 1.14? Cause else you can get an eternal plague bug, happens a lot with persia or india.
Huh, in last five or so games Persia died before 400AD.
No I have 1.14 patched and haven't eternal plague bug. Perhaps I should try SE instead of CE? Anyway plague is irritating and random in effect even with health surplus of +10 it still last long, reduce pop and cottage level.
 
Nitpick, but bersagliere should really be a rifleman replacement for Italy. While the unit still exists, and did for the duration of the 20th century which the infantry unit represents, they are much more associated with the Risorgimento and 19th century nationalism. Also the uniform used in the mod fits that time period.

Unimportant rant over.
 
The random run with Persia and the cavalry of barbarian. If india falls early on those barbarians rush to persia :P Persia just has to keep a large army of immortals and not try to conquer everything! they often rush into India and that kills them.

An option that I saw in another mod, maybe it is able to turn somewhere on then excuse me. But stacked production. Meaning that if you have surplus production you can make for example 2 unit in one turn instead of one, or a building and a unit. Often in later ages you have your production surplus so high cause making low end building barracks, stables for example, that you overflow constantly. Also works in classical ages when you have a high production city with cheap units like warriors, immortals of persia for example?
 
Suggestions: South Africa and Australia

I can't code, but if we did have someone who was so lovely to make one feasible enough to be in DoC, be my guest. ;)

South Africa

Becomes nation in 1877 (start of first Anglo-Boer War)

LH: J.B.M. Hertzog (as first LH)
Mandela (obviously)

Core: I'd suggest like Cape Town and the areas surrounding, with maybe Namibia, Botswana, Zimbabwe, and some other close areas as historical.

UU: Olifant (replaces Tank) (Don't know what would make it better though)

UB: Jeweler (Forge that gives extra commerce) (Requires Gems)

UP: Power of Minerals (Gives extra commerce on spot where you build mines)

Historical Goals

1. Collect 5 Gems resources by 1910 (Because of diamonds)

2. Take 5 European colonies by 1930 (Anglo-Boer Wars)

3. Have friendly relations with 5 Nations that run Republic by 1950 (Because Mandela was known as a great diplomat)

Australia

Becomes nation in 1855 (when the six British colonies gained responsible gov't. 1901 would be too late)

LH: Peter Lalor (started Eureka Stockade in 1854 which was the birth of democracy in Australia)
John Curtin (great LH for mid 1900s)

Core: Maybe like the east coast of Australia? Historical area would probably include Tasmania, rest of Australia, and maybe New Zealand

UU: River-class destroyer (Replaces Destroyer) (Stronger I guess; don't know what else to change) (Were anti-sub boats during WWI and used to capture German New Guinea)

UB: Port (Replaces Drydock) (Same thing as Drydock, only gets rid of the +1 sickness)

UP: Power of the Outback (Adds 1 food to desert tiles (minus flood plains) in reach of Australian cities)

Historical Goals:

1. Be the first to discover Refrigerator (Australian James Harrison produced the world's first practical ice making machine and refrigerator), Combustion, and Rocketry

2. Control a fleet of 20 River-class destroyers and 20 submarines by 1960 AD

3. Control Australia, New Zealand, Tasmania, Indonesia, the Philippines, and 50% of the Polynesian islands by 2000 AD

(Been talking about this with a friend for a while. They can obviously be changed but they're a starting place)
 
Suggestions: South Africa and Australia

I can't code, but if we did have someone who was so lovely to make one feasible enough to be in DoC, be my guest. ;)

South Africa

Becomes nation in 1877 (start of first Anglo-Boer War)

LH: J.B.M. Hertzog (as first LH)
Mandela (obviously)

Core: I'd suggest like Cape Town and the areas surrounding, with maybe Namibia, Botswana, Zimbabwe, and some other close areas as historical.

UU: Olifant (replaces Tank) (Don't know what would make it better though)

UB: Jeweler (Forge that gives extra commerce) (Requires Gems)

UP: Power of Minerals (Gives extra commerce on spot where you build mines)

Historical Goals

1. Collect 5 Gems resources by 1910 (Because of diamonds)

2. Take 5 European colonies by 1930 (Anglo-Boer Wars)

3. Have friendly relations with 5 Nations that run Republic by 1950 (Because Mandela was known as a great diplomat)

Australia

Becomes nation in 1855 (when the six British colonies gained responsible gov't. 1901 would be too late)

LH: Peter Lalor (started Eureka Stockade in 1854 which was the birth of democracy in Australia)
John Curtin (great LH for mid 1900s)

Core: Maybe like the east coast of Australia? Historical area would probably include Tasmania, rest of Australia, and maybe New Zealand

UU: River-class destroyer (Replaces Destroyer) (Stronger I guess; don't know what else to change) (Were anti-sub boats during WWI and used to capture German New Guinea)

UB: Port (Replaces Drydock) (Same thing as Drydock, only gets rid of the +1 sickness)

UP: Power of the Outback (Adds 1 food to desert tiles (minus flood plains) in reach of Australian cities)

Historical Goals:

1. Be the first to discover Refrigerator (Australian James Harrison produced the world's first practical ice making machine and refrigerator), Combustion, and Rocketry

2. Control a fleet of 20 River-class destroyers and 20 submarines by 1960 AD

3. Control Australia, New Zealand, Tasmania, Indonesia, the Philippines, and 50% of the Polynesian islands by 2000 AD

(Been talking about this with a friend for a while. They can obviously be changed but they're a starting place)

Maybe this modmod of Doc might interest you.
 
I don't know why Australia should get a bonus on their desert tiles. Australia has one of the lowest population densities in the world because the vast majority of the desert and semi-arid interior is nearly uninhabited (Interestingly, not uninhabitable. Far less of Australia is desert or even semi-arid than how the DoC map shows it, for example, the Western Australian wheat growing area is shown as desert). About three quarters of the population live in the State and Territory capitals, the most populous of which all have food resources or enough workable tiles in the DoC map. Australia's bonus should be political, or economical (probably mining related).
 
I actually like the the name for the UP Power of the Outback.

And I think the connection to desert tiles isn't half bad gameplaywise.

If it was to be implemented I'd suggest tying it to any unimproved tile instead of just deserts.
(because of what hnrysml noted/said)

Something like +1/2 :food: and +1/4 :health: for every unimproved land tile in your territory spread over your 3 biggest cities.

(so 6 unimproved tiles yield +1 :food: in the 3 biggest cities and 23 unimproved tiles would yield +4 :food: and +2 :health: in the two biggest cities and +3 :food: and +1 :health: in the third biggest city)
 
I'd like to suggest to change the English UU. First of all, I'm not even sure why Redcoats even are a unique unit. Apart from their dress coat, I don't think there is anything particularly unique about them. After all, Great Britain were known for their great navy, not their army. What makes the British Line Infantry worthy of a unique unit but not the French Line Infantry? Additionally, I don't think the English need a land UU. Britain mainly fight other Europeans on the sea or land battles in the colonies. Against non-European Civilizations, the English tech-advantage is enough to give the English a significant edge in the conflict. And in the American war of Independence the English are not really supposed to win. Therefore, I propose to change the English UU to the Man-of-war . A naval UU would perfectly synergise with the English second UHV-goal and the English situation in general. Being on an island, the English are not particularly endangered to be conquered., as the AI for naval Invasions tends to be terrible, but could better protect the English naval improvements. Additionally, the unit would represent the English naval dominance in the era. The Man-of-War could probably replace the Ship of the Line and be either stronger or cheaper.
 
In version 1.13 the England was too strong on the land. Because of this, in the twentieth century the colonyes could not release their cities after the declaration of independence.
 
I think the Man-o-War is a great English UU, and I would also go with a stronger (and faster) Ship of the Line replacement.

I think the rationale for the Redcoat is less based in history (I agree there's nothing special about them compared to other European countries) and more in their recognizable aesthetic, as you say. I think that's fine if you want to sell a broad strokes historical game like vanilla Civ.

However, I think they also generally help establishing an English colonial empire, where they need all the help they can get. So I'm somewhat hesitant to replace them with a naval unit which has a comparatively lower impact on the game.
 
I think the rationale for the Redcoat is less based in history (I agree there's nothing special about them compared to other European countries) and more in their recognizable aesthetic, as you say. I think that's fine if you want to sell a broad strokes historical game like vanilla Civ.
The development team of vanilla Civilization IV had made the decision to not include any naval unique unit, citing for example the Byzantine Dromon, that was extremely - too - powerful on naval maps, yet useless on non-naval maps.
 
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