Suggestions and Requests

I will generify this code with the coming tech tree changes.
 
A couple disconnected ideas:

1. I really wish the opening menu music was the guitar from RFC, as well as a different background. It's just a nice couple of touches that give a good first impression.

2. Russia should start with different leader than Stalin in the 600 CE scenario. I would recommend Vladimir the Great, before moving on to Ivan the Terrible and Peter the Great.

3. Similarly, shouldn't Babylon technically be Sumeria first? I would recommend using the Gilgamesh leaderhead as Sargon (at least in the opening menu), and the Sumerian City States could become the Babylonian Empire. The transition would be similar to how quick Hiram goes to Hannibal for Phoenicia.

4. I know it's unlocked with calendar, but I'd really prefer to be able to see what year it is from the game start. There's no gameplay reason not to do this, and it's a needless obstacle for immersion, at least for me.

5. Could you also change Golden Age requirements to the BtS version, starting with only 1 GP needed and going up from there?
 
1. I really like Baba Yetu, but I'm willing to bring back the old RFC intro. There's actually another track I really like and would love as the DoC intro, but I'd need to ask for permission to use it first.

2-3. It looks like you are solely judging from the starting screen here? These things happen in the game.

5. No, there are enough ways to enter golden ages as it is already.
 
New building: Colonial Outpost (or something)
120 Hammers
Requires Economics or something similar
Can only be built in cities that aren't on the same continent as your capital
+1 Commerce for every improved happiness Resource in city radius
Converts 100% of this city's commerce output to gold regardless of slider
Double output when building Wealth
-25% Production, -25% Culture, -50% Great People Birth Rate
Doubled unhappiness from population

This is meant to represent how colonies were pretty much always mainly used for resource extraction for the motherland with no regard to long term economic effects in the affected areas. Settle some far away resource rich area, get infrastructure to export resources in place and build Wealth. Watch as the money rolls in which you can then use to finance industrialisation in your core via Capitalism. Who cares about the colonial subjects, sooner or later they will declare independence anyway, might as well squeeze them for all they got.
 
New building: Colonial Outpost (or something)
120 Hammers
Requires Economics or something similar
Can only be built in cities that aren't on the same continent as your capital
+1 Commerce for every improved happiness Resource in city radius
Converts 100% of this city's commerce output to gold regardless of slider
Double output when building Wealth
-25% Production, -25% Culture, -50% Great People Birth Rate
Doubled unhappiness from population

This is meant to represent how colonies were pretty much always mainly used for resource extraction for the motherland with no regard to long term economic effects in the affected areas. Settle some far away resource rich area, get infrastructure to export resources in place and build Wealth. Watch as the money rolls in which you can then use to finance industrialisation in your core via Capitalism. Who cares about the colonial subjects, sooner or later they will declare independence anyway, might as well squeeze them for all they got.

What would be the point of building it? It would make the cities worse.
 
What would be the point of building it? It would make the cities worse.

Not if you only use these cities to exploit local resources and build wealth to fund research and infrastructure in your core. That's kind of the point of colonies. You shouldn't even realistically be able to hold onto them for the rest of the game.
 
New building: Colonial Outpost (or something)
120 Hammers
Requires Economics or something similar
Can only be built in cities that aren't on the same continent as your capital
+1 Commerce for every improved happiness Resource in city radius
Converts 100% of this city's commerce output to gold regardless of slider
Double output when building Wealth
-25% Production, -25% Culture, -50% Great People Birth Rate
Doubled unhappiness from population

This is meant to represent how colonies were pretty much always mainly used for resource extraction for the motherland with no regard to long term economic effects in the affected areas. Settle some far away resource rich area, get infrastructure to export resources in place and build Wealth. Watch as the money rolls in which you can then use to finance industrialisation in your core via Capitalism. Who cares about the colonial subjects, sooner or later they will declare independence anyway, might as well squeeze them for all they got.

It is an (ao) intersting building that (for a cost of 150 :hammers:) transforms a generic city into a colony.

That is opposite to what you want. (ideally you'd like to convert colonies into generic cities so they can become a part of your core)

I think that if you want to introduce two classes of cities (core and colony) a city should preferably start as colony (give this building for free) and after an investment of :hammers: the city could get turned into a generic city (with perhaps a % to resist a flip)
 
I like the idea of crippling a city if it is a colony. New English UB could be a penalty free colony building :)

Dunno how AI would fare. But some colonies were clearly only for exploitation.
 
ideally you'd like to convert colonies into generic cities so they can become a part of your core

Ideally as a player yes, ideally for historical accuracy no.
 
1. I really like Baba Yetu, but I'm willing to bring back the old RFC intro. There's actually another track I really like and would love as the DoC intro, but I'd need to ask for permission to use it first.

2-3. It looks like you are solely judging from the starting screen here? These things happen in the game.

I like Baba Yetu as well, but I can get that with unmodded Civ. The RFC theme is unique.

You're mostly right about the starting screen, but Babylon is still called the Babylonian Empire under Sargon.
 
3. Similarly, shouldn't Babylon technically be Sumeria first? I would recommend using the Gilgamesh leaderhead as Sargon (at least in the opening menu), and the Sumerian City States could become the Babylonian Empire. The transition would be similar to how quick Hiram goes to Hannibal for Phoenicia.

Sargon's already in the game, actually. If Babylonia isn't the human player, it starts with Sargon as its leader (you'll know because you'll hear his vanilla BtS diplo music instead of Hammurabi's if you access the worldbuilder or Ctrl+Z). Then Hammurabi becomes the leader around 1600 BC, around a few turns after the Greek spawn.
 
Ideally as a player yes, ideally for historical accuracy no.

Sure. That is why I prefer the historical accuracy situation to occur with minimal player interference (so automatic colonies (eg through a free building) in stead of a building you have to spend time and :hammers: on).

Also I think the player should be able to outperform history in the game, though the default result should be for the player led civilization to underperform. So effort should be put in 'unbuilding' colonies in stead of building colonies.
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nb The desire of colonies to be independent was due to mismanagement (and alienation), not the other way around.​
 
Hi guys

I'm a old player of RFC and DoC but never write in this forum because my english is horrible.

I'm back to DoC recently and really loved the new features in the version 1.14 but i want the version 1.12, for try some modmods like decolonization.

Someone can help me? I'm already serch in the forum and the google but i don't find in any place.
 
but byzantium does not spawn

what did i do wrong ? ?
 

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You're too stable.
 
One more thing: from what I can tell, the city of Thebes wasn't called Niwt-Rist until very late in its history (New Kingdom to 3rd Intermediate Period). Instead, its main Egyptian name was Waset. I think this should be changed for Egypt's capital.
 
New building: Colonial Outpost (or something)
Spoiler snip :

120 Hammers
Requires Economics or something similar
Can only be built in cities that aren't on the same continent as your capital
+1 Commerce for every improved happiness Resource in city radius
Converts 100% of this city's commerce output to gold regardless of slider
Double output when building Wealth
-25% Production, -25% Culture, -50% Great People Birth Rate
Doubled unhappiness from population

This is meant to represent how colonies were pretty much always mainly used for resource extraction for the motherland with no regard to long term economic effects in the affected areas. Settle some far away resource rich area, get infrastructure to export resources in place and build Wealth. Watch as the money rolls in which you can then use to finance industrialisation in your core via Capitalism. Who cares about the colonial subjects, sooner or later they will declare independence anyway, might as well squeeze them for all they got.

If you get a bonus for having resources in the radius without needing to work them, then you can just make a bunch of 1 population colonies that have huge commerce and none of the disadvantages from being large. The way that RFC DoC counterbalances the benefits of colonies is by decreasing your stability if you have colonies with large population. This lets you circumvent the disadvantage.

Besides, it's already good enough that you get access to resources without needing to work the tiles. Considering that you can usually trade luxury resources for between 5 and 15 gold, adding 1 commerce each is rather inconsequential. Colonies are already very strong.

If anything, you should remove all the free buildings that cities start with when you settle them in later eras. Alternatively, I like the idea of having colonies start with a "bad" building that provides disadvantages, and you would have to do some kind of extra work to remove the building.
 
If you get a bonus for having resources in the radius without needing to work them, then you can just make a bunch of 1 population colonies that have huge commerce and none of the disadvantages from being large.

I think you misunderstood me: It only counts resources within the BFC that are currently assigned to that city, just like Gers, Apothecaries, Granaries and Smokehouses in my modmod. Also you do have to work them, the extra commerce gets applied to the tile of the resource itself, just like all these other buildings I listed.
 
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