Suggestions and Requests

Some new ideas and suggestions:
Apothecary(Persian UB) should give food bonus to Wine instead of Silk.

My original reason was practical here, Alcohol as has been used as a medicine since ancient times.
And I have never hear Silk based medicines, at least not in the middle-east.
But I also recently learned that the Wine also has cultural connection to Persians:
"When famous Greek historian Herodotus, travelled to Persia around 450 B.C., he found a culture that deeply valued the wisdom that comes while being drunk. The Persians he encountered would make sure that particularly important arguments were debated both while sober and drunk, as only ideas that made sense in both states were truly worthwhile."
 
Personally I was thinking that technology should continue to be a source of growing your economy into the very lategame. As Ogi123 said there aren't really a lot of economy bonuses or do buildings in the late Modern Era techs, which are mostly military or Space Victory-based, which in addition (I think this was discussed before) does make the Modern Era pretty boring and disappointing - this is probably the biggest gap, and probably easier than trying to think up some new systems. It might also make sense to give each Transhumanism level a small commerce boost or something like that, to represent undefined technological improvements continuing to increase productivity or something like that and make technology at least somewhat non-useless if you ever get up there to finish the tech tree.
I mostly don't balance around the end game.

I agree that the late game technologies are relatively boring—unless you're going for a science or military victory, there's not much point to discovering them. I think they could be made more interesting with little effort. If this also helps with late game economic stagnation, all the better. So here are a few ways to solve these problems.

The easiest way to buff technologies is probably to give extra yields to improvements, just like e.g. Chemistry gives extra food to farms. These changes would give a sense that modern technology is improving the world, without needing to design new buildings or mechanics. I think Genetics could give extra food to farms and orchards. Renewable Energy could give extra commerce to windmills. Robotics or Automation could give extra production to production-related improvements (mines, etc.). Computers could give extra yields to towns. Tourism could give extra yields to natural reserves.

(Alternatively or additionally, extra yields could be given to buildings, e.g. industrial park gains extra production with Robotics, but I'm not sure if that's doable or desirable.)

Then new improvements could be added—Leoreth has mentioned the idea of sun collectors that would become available with Renewable Energy.

It might be a good idea to create some new buildings. In particular, I think a Telecom Network building should be added to the Telecommunications tech. It would require an electrical grid and have a similar effect. Such a building would make sense, considering that building internet or cell phone infrastructure is an important project undertaken by cities and governments.

Lastly, adding new wonders, as outlined in the wonder thread, will also help making the techs more exciting.
 
How easy would it be to add XML tags for Buildings to give yields to improvements and techs yields to buildings? I tried it myself but I was pretty confused as to what to do, even with a tutorial.
 
What if each Future Tech gives +1% commerce for your whole civilisation?
 
I mostly don't balance around the end game.
Believe me that shows. To be honest this isn't yours fault, endgame was always pretty terrible in all versions of civilization.
What is needed is endgame buildings. Currently last rows doesn't do anything but enable spaceship victory, additional city infrastructure will both solve recession problem and made final stretch more interesting. This should include more buildings in both global and digital eras.
 
I plan to address this, but not immediately. If you want to open a thread to pool ideas in advance for buildings etc. please go ahead. I'm also inclined to have improvement yield bonuses on some later techs.

In general though digital kind of is the spaceship victory era. Techs get exponentially expensive and you should really only go for them if you want the science victory that the spaceship is supposed to represent.
 
Can we talk about UN voting for a moment? The way things are right now is simply not fun. UN is useless much like in real life. Nobody ever supports anything you propose. I mean ANYTHING! Not a single civ except my vassal supports some old civ resurrection. Not a single vote for decolonization. Or anything on the agenda. Because there is also defy option Nays already have very strong asymmetric advantage. How about making voting results more diverse and seeing approval at least 40% of the time. I mean if a civ elected me for UN secretary they probably approve what I stand for! Can we please make votes more logical? Say, every civ that voted for you in the first place is likely to vote yes. Also pleased and friendly attitudes must translate into votes as well. I think decolonisation or independence are not understood by AI and that's why every single AI civ votes no for those.
 
The AP works like that too. Inquisition, excommunication always fail, collect tithe always succeeds.
 
I really believe there is a code inflexibility behind these collective Nos. Perhaps civs are taught to think one-dimensionally. Why would all the 20 civs in the world resist my agenda to free Mongolia from Chinese rule, for example? There are some enemies of China, there are some Friendly Communist supporters of my USSR. There are some Mongol lovers I suspect (not too sure about this one though). In short -- where is the diversity in the vote? Why ALL the civs act in the same boring predictable way? How did geopolitics became so pale? Where is the intrigue, pray tell me?
 
Obviously they are all controlled by the Illuminati.
 
The difference between techs for Vikings starting in 545 AD vs 600 AD is just too much! Whooping 3 techs (Architecture, Ethics, Medieval Guilds) for measly 4 turn advantage? I get it, sometimes with 3000 BC starts human Vikings can build a Great Library, while in 600 AD starts all the Classical Wonders are denied to them but still. Too much disparity. I suggest adding Architecture and Guilds for Viking 3000 BC start and punishing them with luck of Ethics only. It's not very ethical to give Vikings Ethics in 6th century!
 
It is known that Vikings from Greenland discovered America when they been scouting for wood. In our game after Compass a tile with ice on southern shore of Greenland disappears allowing for Cog to pass straight to America. I am suggesting to actually thaw land ice on Greenland on the tiles which are historical for Viking until the Little Ice Age (14th century) but leave the ice in the water. This will require human Viking player to actually settle Greenland and pass his Cog through the Southern tip of Greenland (Østerbygen). Currently Greenland never can be settled because of the ice, but if the tiles marked historical -- would be cool to actually use them every now and then (both AI and human).
 
Could Judaism and Zoroastrianism being present in your cities when not your state religion not prevent the construction of pagan wonders. Its very annoying as the romans being unable to build wonders in egypt and babylon because judaism is present. Its historically accurate for judaism to spread across the roman empire so its good that it spreads just it shouldn't prevent the ancient civs from being pagan.
 
Could Judaism and Zoroastrianism being present in your cities when not your state religion not prevent the construction of pagan wonders. Its very annoying as the romans being unable to build wonders in egypt and babylon because judaism is present. Its historically accurate for judaism to spread across the roman empire so its good that it spreads just it shouldn't prevent the ancient civs from being pagan.

I agree with this but don't you think we already have too many rules with exceptions? What happened to good old requirements of State religion banning classical wonders? Just because many Jews arrived to Babylon it should not stop pagan state from building Ishtar Gates....
 
Because there is no pagan religion. By definition a city with a religion in it is not pagan anymore.
 
Because there is no pagan religion. By definition a city with a religion in it is not pagan anymore.

Is it a good/realistic thing though? Not sure what design requirements created this "definition" -- but was the Rome pagan or Christian when Nero was persecuting St. Peter and Paul?
 
Design requirements? There is no pagan religion. That's not a requirement, but a fact.
 
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