Suggestions and Requests

It will be logical to have "Corporations have no effect" effect with Central Planning. Right now there is no way to get rid of pervasive corporations who expand when they please and make people like @Imp. Knoedel angry. After all,

This made sense in the vanilla game because there corporations were actually supposed to be capitalist companies, but here they are more abstract and only represent industries in general, which the Soviet Union definitely had plenty of.
 
Is it at all possible that the historical conquering can be done better? Rome/Greece conquering the Mediterranean seems fine, just a handful of units spawn outside the city, sure. But the colonization ones are really overpowered. I'm playing a game as Tamil and the entire south-eastern Asia region is more technologically advanced than Europe. On top of that, every nation around me (including myself) has a strong navy. However, when France and England get their colonization itch they just spawn 10-unit doomstacks right outside our cities and there's nothing we can really do to stop it.

My suggestion is that any colonization unit stacks should spawn in ships on the coast. That way nations have the chance of sicking some of their enemies before they land. Nothing is more infuriating than watching 10 red Coats and 4 cannons spawn outside my city (right after France did the same with 6 musketmen and 3 heavy cannons) with one little ship just on the coast surrounded by 4 of my frigates/galleons.
 
There's a mod called History Rewritten and it has vastly improved AI. Idk what they did or used, but I've had AI sail around the world with ships and armies they built and start conquering my continent. It's definitely possible with Civ 4, but I don't know enough about the coding and what not to know how to implement it into History Rewritten
 
The problem with that is that the AI doesn't know how to handle it. So nothing will happen.
I was assuming the units could be scripted to be teleported onto land to simulate the AI making them land ashore.
 
History Rewritten uses the K-Mod AI. It was relatively easy to integrate that into the mod because HR otherwise did not have a modified DLL. On the other hand, the DoC DLL is heavily changed so merging in K-Mod is a much more complex task.
 
What about what 1SDAN suggested? Or is there simply no reasonable way to have doomstacks appear on water first?
 
I think they work fine for the tools we have been given.
 
Civ4ScreenShot0025.JPG

Tushpa should really become Van with Christianity. Also 3000 BC Babylon stay Babyl for the duration of the game, even after Arabs and Islam. But Baghdad is too important to be present only on 600 and 1700 starts. Considering they are only 53 mi apart can we simply rename the city the moment it gets Islam? Pretty please...

Also I keep seeing Ural'sk on Volga river, while that river East of Volga is Ural river and that's the place for Ural'sk. Actually when Mongols control that city on the picture bellow it should be named Sarai/New Sarai and even, maybe, get free Admin center as a capital of Golden Horde for couple of hundred years.


Civ4ScreenShot0024.JPG
 
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I am a long time player and reader of the DoC Forum. Thanks Leoreth for your excellent work and many, many hours of fun. It is really impressive how you created (and still improve) this historically accurate but also fun, playable mod.


I guess I have a rather historic playing-style, which is probably not for everybody. (f.e. I don’t really enjoy owning all of Europe as Portugal/Netherlands/etc, since this feels odd, unrealistic and ahistoric to me). From reading this forum I got the feeling, that Leoreth prefers adaptions and solutions to the mod, that support “historic” developments (but without forcing / scripting them to much).


Here are some thoughts I had regarding the loss of city-developments due to conquest of the city:

Fighting over cities with barbs, in a civil war or with other enemies would be much more fun, if not nearly all city-developments would be destroyed during city conquest. In my games – losing an important city (with much developments) – usually leads to rage-quit and reload. Reason is the de-facto destruction of a lot of the value of the city by one simple conquest.


I would argue, that massive destruction during conquest also does not properly display reality. A lot of very important an very developed cities (Paris, Berlin, Vienna, Rome, Kiev, Frankfurt, Hamburg, Amsterdam, Shanghai, Beijing, Washington, Atlanta, New Orleans, Barcelona, Singapore etc, etc, to name only some of them) had all been conquered by an enemy Army (and often reconquered shortly afterwards) in the last 250 years. I do not think that the destruction of *all* or nearly all infrastructure of such cities in the course of the conquest (and re-conquest) displays the reality accurately. Especially the re-conquest of a former owned city should not destruct much developments (assuming that you would see less looting and intentional destruction by the conquering army).


Also: this destruction destabilizes mostly the AI-Civs, since the AI often does not rebuild their cities properly.


Some suggestions for a solution:

(I have close to no idea what leoreth is actually able to change easily, and which components of the game are difficult or impossible to change, so please forgive me, if I am suggesting impossible solutions)


a) Simple: Reducing the destruction of developments upon conquest to ½ (or even 1/3) of the current rate.


b) More advanced: Adapting the destruction of developments to the nature of the conquest. (f.e.: A heavily defended city is conquered under heavy artillery fire and Bomber Attacks -> a lot of buildings are destroyed. A lightly or not defended city is conquered by a single unit -> probably no buildings destroyed.) Maybe also to the nature of the conqueror (civic settings f.e.) or to the era in which the conquest happens could play a role.


Happy to hear what all of you think.
 
I am a long time player and reader of the DoC Forum. Thanks Leoreth for your excellent work and many, many hours of fun. It is really impressive how you created (and still improve) this historically accurate but also fun, playable mod.


I guess I have a rather historic playing-style, which is probably not for everybody. (f.e. I don’t really enjoy owning all of Europe as Portugal/Netherlands/etc, since this feels odd, unrealistic and ahistoric to me). From reading this forum I got the feeling, that Leoreth prefers adaptions and solutions to the mod, that support “historic” developments (but without forcing / scripting them to much).


Here are some thoughts I had regarding the loss of city-developments due to conquest of the city:

Fighting over cities with barbs, in a civil war or with other enemies would be much more fun, if not nearly all city-developments would be destroyed during city conquest. In my games – losing an important city (with much developments) – usually leads to rage-quit and reload. Reason is the de-facto destruction of a lot of the value of the city by one simple conquest.


I would argue, that massive destruction during conquest also does not properly display reality. A lot of very important an very developed cities (Paris, Berlin, Vienna, Rome, Kiev, Frankfurt, Hamburg, Amsterdam, Shanghai, Beijing, Washington, Atlanta, New Orleans, Barcelona, Singapore etc, etc, to name only some of them) had all been conquered by an enemy Army (and often reconquered shortly afterwards) in the last 250 years. I do not think that the destruction of *all* or nearly all infrastructure of such cities in the course of the conquest (and re-conquest) displays the reality accurately. Especially the re-conquest of a former owned city should not destruct much developments (assuming that you would see less looting and intentional destruction by the conquering army).


Also: this destruction destabilizes mostly the AI-Civs, since the AI often does not rebuild their cities properly.


Some suggestions for a solution:

(I have close to no idea what leoreth is actually able to change easily, and which components of the game are difficult or impossible to change, so please forgive me, if I am suggesting impossible solutions)


a) Simple: Reducing the destruction of developments upon conquest to ½ (or even 1/3) of the current rate.


b) More advanced: Adapting the destruction of developments to the nature of the conquest. (f.e.: A heavily defended city is conquered under heavy artillery fire and Bomber Attacks -> a lot of buildings are destroyed. A lightly or not defended city is conquered by a single unit -> probably no buildings destroyed.) Maybe also to the nature of the conqueror (civic settings f.e.) or to the era in which the conquest happens could play a role.


Happy to hear what all of you think.

Perhaps the amount of lost buildings could be dependent on the culture level of the city.

Also, what if when you conquer a city, a portion of the lost buildings are converted to production, to represent the use or repair of ruins.

Does Food/Population drop when a city is conquered? If not it should.

Is it possible for major civ cities to culture flip other cities? If so are there any limitations like Capitals being unable to flip? I've seen multiple resistances and riots but the only time Ive seen a flip was from independent cities.

Also, what if spies could create a Diplo boost/penalty between a city's owner and a gov of the user's choice or instigate an event that causes a nation A that is furious at nation B to declare war or suffer a domestic stability penalty?
 
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I am a long time player and reader of the DoC Forum. Thanks Leoreth for your excellent work and many, many hours of fun. It is really impressive how you created (and still improve) this historically accurate but also fun, playable mod.
Thank you for playing! It's always nice to hear from people who have played the mod for a long time but did not post in the forums. Sometimes I have this (wrong) impression that there are only the couple of people who are active here actually playing.

I guess I have a rather historic playing-style, which is probably not for everybody. (f.e. I don’t really enjoy owning all of Europe as Portugal/Netherlands/etc, since this feels odd, unrealistic and ahistoric to me). From reading this forum I got the feeling, that Leoreth prefers adaptions and solutions to the mod, that support “historic” developments (but without forcing / scripting them to much).
That's correct.

Here are some thoughts I had regarding the loss of city-developments due to conquest of the city:

Fighting over cities with barbs, in a civil war or with other enemies would be much more fun, if not nearly all city-developments would be destroyed during city conquest. In my games – losing an important city (with much developments) – usually leads to rage-quit and reload. Reason is the de-facto destruction of a lot of the value of the city by one simple conquest.

I would argue, that massive destruction during conquest also does not properly display reality. A lot of very important an very developed cities (Paris, Berlin, Vienna, Rome, Kiev, Frankfurt, Hamburg, Amsterdam, Shanghai, Beijing, Washington, Atlanta, New Orleans, Barcelona, Singapore etc, etc, to name only some of them) had all been conquered by an enemy Army (and often reconquered shortly afterwards) in the last 250 years. I do not think that the destruction of *all* or nearly all infrastructure of such cities in the course of the conquest (and re-conquest) displays the reality accurately. Especially the re-conquest of a former owned city should not destruct much developments (assuming that you would see less looting and intentional destruction by the conquering army).

Also: this destruction destabilizes mostly the AI-Civs, since the AI often does not rebuild their cities properly.
I agree with your assessment of the situation. The current situation is bad and neither accurate historically nor useful for gameplay. However, it fulfills one important role in that it provides a ramp up time until newly conquered territory becomes useful. This is important because expansionism is already very powerful, and this rule provides an obstacle or at least a delay to have self-reinforcing benefits from expansion. Newly conquered cities should first create a drain on the economy due to their maintenance, and then become more viable as their infrastructure is returned. So however we are changing the rules this effect should be preserved.

Without wanting to brush aside your suggestions, this post made me come up with a new idea and reminded me of an old idea and how they are related.

1) My new idea is related to how building destruction actually works. For people who don't know, it is basically a random chance that is determined individually for each building. Some buildings have a 0% chance to be destroyed (like wonders) and others a 100% chance (defensive and cultural buildings), but for the rest it is random. Individually means that depending on the rolls, two identical cities may once lose very few buildings and another time lose almost all of them. As long as this random element exists it is hard to make additional rules that makes the destruction proportional to say the level of fighting that happened previously.

So my idea would be to remove the destruction of buildings on conquest entirely. Instead, each building requires a minimum percentage of culture for it to take effect. Buildings providing only the bare necessities for a city to function (like Granaries) would have a very low culture threshold, while more sophisticated buildings like Banks and Universities require a rather high culture percentage.

In my opinion, that would be desirable for many reasons:
- it would remove the randomness from the game
- if buildings with strong commerce modifiers require high culture percentages (as is appropriate in most cases) we still have this effect of recently conquered cities being a drain on the economy
- it encourages investing in culture and increases its value, which is overall desirable
- if you retake your own city, you still have majority culture, so it also addresses the frustrating situation described in the post above

This probably needs to be combined with building destruction to some degree, just much lower. For some buildings, it just makes sense, for example defensive or military buildings. Some general destruction is also required just to require some production investment into the new city, preferably for buildings where it makes most sense for them to be easily damaged and hard to replace, like Aqueducts.

2) My second idea is to differentiate the options on city conquest a bit more. In particular, I would like to introduce the "Sack City" option as an alternative to "Install a New Governor" that does not raze the city outright. The amount of gold pillaged from cities in the default option would be reduced and sacking cities would differ in that
- more gold is pillaged
- more buildings are destroyed and population is killed
- foreign culture is reduced instead of converted into your culture
- non-state religions are removed
- maybe settled great people can be abducted

I think this option is a much better representation of what e.g. the Mongols did than outright city razing, so in turn that option can be further restricted.
 
2) My second idea is to differentiate the options on city conquest a bit more. In particular, I would like to introduce the "Sack City" option as an alternative to "Install a New Governor" that does not raze the city outright. The amount of gold pillaged from cities in the default option would be reduced and sacking cities would differ in that
- more gold is pillaged
- more buildings are destroyed and population is killed
- foreign culture is reduced instead of converted into your culture
- non-state religions are removed
- maybe settled great people can be abducted

I think this option is a much better representation of what e.g. the Mongols did than outright city razing, so in turn that option can be further restricted.

Would this also transfer ownership of the city or would it remain with the previous?
 
I never considered letting it remain with the previous owner, that is also an option.
 
Thanks for your quick reply, Leoreth, and thanks very much for investing thought into this topic!

However, it fulfills one important role in that it provides a ramp up time until newly conquered territory becomes useful. This is important because expansionism is already very powerful, and this rule provides an obstacle or at least a delay to have self-reinforcing benefits from expansion. Newly conquered cities should first create a drain on the economy due to their maintenance, and then become more viable as their infrastructure is returned. So however we are changing the rules this effect should be preserved.

That is a very good point.

So my idea would be to remove the destruction of buildings on conquest entirely. Instead, each building requires a minimum percentage of culture for it to take effect. Buildings providing only the bare necessities for a city to function (like Granaries) would have a very low culture threshold, while more sophisticated buildings like Banks and Universities require a rather high culture percentage.

In my opinion, that would be desirable for many reasons:
- it would remove the randomness from the game
- if buildings with strong commerce modifiers require high culture percentages (as is appropriate in most cases) we still have this effect of recently conquered cities being a drain on the economy
- it encourages investing in culture and increases its value, which is overall desirable
- if you retake your own city, you still have majority culture, so it also addresses the frustrating situation described in the post above

This probably needs to be combined with building destruction to some degree, just much lower. For some buildings, it just makes sense, for example defensive or military buildings. Some general destruction is also required just to require some production investment into the new city, preferably for buildings where it makes most sense for them to be easily damaged and hard to replace, like Aqueducts.

Ellegant idea and seems to be solving the problem. Some of my thoughts:

- I agree, that some destruction makes sense (especially if a city is conquered after heavy fights)
- Should then the conquering civ be prevented by this mechanic to improve the city by building a certain building? (this seems problematic, f.e. for conquered cities in other parts of the world, when your culture does not reach certain levels for a long time).

2) My second idea is to differentiate the options on city conquest a bit more. In particular, I would like to introduce the "Sack City" option as an alternative to "Install a New Governor" that does not raze the city outright. The amount of gold pillaged from cities in the default option would be reduced and sacking cities would differ in that
- more gold is pillaged
- more buildings are destroyed and population is killed
- foreign culture is reduced instead of converted into your culture
- non-state religions are removed
- maybe settled great people can be abducted

I am all for it! Maybe it is possible to nudge the AI a little bit, so it uses this only in appropriate situations (again: certain civics, probably certain eras). Only the removal of non-state religions seems not to correlate so much with the sacking of a city.

of topic: I was excited reading, that you implemented new collapsing rules with a "collaps to the core". cant wait to try a game with this! Late game europe without masses of independend cities is going to be a big improvement!
 
I like the idea of having culture requirements for a building to function It makes for a somewhat organic representation of the cost of occupying foreign teritory. If this gets implemented, would it be possible to remove or reduce those limitations with a civic? It could be a nice bonus for when we want to represent multi-cultural empires.
 
This has bugged me for a bit with the VD module: could the American rifleman's graphics be changed to something more Civil War-era? The brown-coated sprite currently used isn't bad but it looks more like it should be fighting aside a Minuteman instead of upgraded from one.
 
Sure. Most of the unit art I am using is the default VD art, with additions from Realism Invictus and some other sources to fill the gap. I also noticed a few instances of art that I don't like but if I had decided to fix all of that I'd probably still work on VD stuff and it already was long enough.
 
To bring up some broader idea for discussion:


- Food-acquisition through trade between cities and civs in a later game stage


The CIV-System, that all cities get their food mainly from their surrounding lands is true for most of history. But: Starting with the 20th century the food supply of developed population-centers started to shift intensively to food-import from far away bread-baskets (within the same empire or traded from other countries).


Allowing food-transfer (after a certain technology-treshold) between cities (or even between civs) would probably more accurately depict the rapid growth of densely populated (core-)areas (first in Europe and NA and later all around the developing world).


I guess that some of this mechanic is already depicted, by the fact, that big cities need lots of happiness- and health-resources, which they need to acquire over an empire or global trade.


But a byproduct of the current food-supply by surrounding lands is, that the city-locations with the highest opportunity for population-growth often tend to be landlocked (lots of Grasland + food resources, f.e. Midwestern U.S., Ukraine and central Chinese Locations come to mind), while in reality populations centers tend to be on the coast. Also very big cities need to be surrounded by farms, and not by cottages or industrial improvements. It also would give ressource-low civs the opportunity to earn something by selling food.


This is really more of a broad idea and I guess such an option would have to be limited in some way to not boost the cottage/specialist-economies too much. I lack a good knowledge of the current tech tree, so I would not be able to suggest a technology for such a feature. Also I don’t know, whether the AI would be able to handle such a concept.
 
I have a question: Should Roman Legions be able to move while building roads like workers? It's kind of tedious to have a Legion manually build each road tile.

Also, is it me or Despotism and Republic are much more superior than Monarchy?
 
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