Suggestions and Requests

Multilateralism is very powerful in terms of output (25% of trade income added to hammer),
But its stability penalty (-2 or -3 for every war) is also quite devastating.
In the late game all the defensive pacts can easily lead to being constanyly at war with 3+ civs.
The best way to avoid this penalty is NOT to be involved in any alliances (defensive pacts), which IMO kind of goes directly against what multilateralist diplomacy is supposed to be.

I think the 100% War Weariness is a deterrent so that civs don't randomly declare war on each other. Maybe the AI could be made less aggressive when they adopt Multilateralism, to represent nations trying to resolve conflicts peacefully.
 
I'm not talking about war weariness, Im talking about the stability penalty from being at war while having Multilateralism.
 
'Doesn't Multilateralism's hammer bonus only apply for trade routes with defensive pacts though? So there's no way around making those alliances.
 
No, it applies to all trade routes.
 
Can we please assign some useful non cosmetic effect to city ruins? There can be so many cool ideas to chose from or to combine some of them together. Say, we can allow workers to resettle city ruins, providing the only alternative to city founding by settlers. We can make any building to build 50% faster for the new city which has former city's ruins in its radius, representing how bricks from older cities were used for new projects. With Museum creation a tile with city ruins can provide additional commerce. Units can loose al MP while crossing city ruins. Pillaging of city ruins can produce some unit similar to satellite and called artefact which can be brought to city in order to boost it's culture and gold production -- tourism. Building a new city on top city ruins results in one extra population point. City ruins can act like a super town in city radius. Civs with city ruins get "respect" points in Diplomatic circles. I can continue on and on but give us at least something, Leo!
 
Can we please assign some useful non cosmetic effect to city ruins? There can be so many cool ideas to chose from or to combine some of them together. Say, we can allow workers to resettle city ruins, providing the only alternative to city founding by settlers. We can make any building to build 50% faster for the new city which has former city's ruins in its radius, representing how bricks from older cities were used for new projects. With Museum creation a tile with city ruins can provide additional commerce. Units can loose al MP while crossing city ruins. Pillaging of city ruins can produce some unit similar to satellite and called artefact which can be brought to city in order to boost it's culture and gold production -- tourism. Building a new city on top city ruins results in one extra population point. City ruins can act like a super town in city radius. Civs with city ruins get "respect" points in Diplomatic circles. I can continue on and on but give us at least something, Leo!

I fear that some players will abuse settling, gifting, warring, and razing if it's too powerful.

One interesting way to model the brick thing could be to make city-ruins a sort of "reverse-cottage" that yields +X production but disappears after being worked for Y turns. Perhaps the number of turns would be reliant on how many buildings were in the city at the time it became a ruins. This could give a slight incentive to raze cities the AI placed in bad spots, hopefully without being so powerful that it will offset the stability penalty from razing.
 
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With all the new Wonders, French 1st UHV goal (accumulate 25000 culture in Paris) seems quite easy.
Maybe it would be more challenging on Emperor/Paragon. I was on Monarch.


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P.S. Louvre is an absolute monster. 105 Culture from a single wonder.
 

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@Tigranes. I don't talk to you when you're like this.
 
Building a new city on top city ruins results in one extra population point.
*comes out of the shadows to point out that this is already a feature in his modmod*
 
I fear that some players will abuse settling, gifting, warring, and razing if it's too powerful.

One interesting way to model the brick thing could be to make city-ruins a sort of "reverse-cottage" that yields +X production but disappears after being worked for Y turns. Perhaps the number of turns would be reliant on how many buildings were in the city at the time it became a ruins. This could give a slight incentive to raze cities the AI placed in bad spots, hopefully without being so powerful that it will offset the stability penalty from razing.

I mean ANYTHING would be more fun than nothing. I don't like features occupying map for pure cosmetic purposes. History must be .. unearthed!
 
You know what I'm talking about, I told you before.
 
Normally I like drama, but this particular play is getting old.

@Tigranes , in the future send any suggestions you have for Leoreth to me via private message, and I'll try to relay it to him more diplomatically.
 
Whatever makes it easiest to ignore this sort of post I guess.
 
You know what I'm talking about, I told you before.

I completely disagree with you picking on me and usually I handle it with humor, but not in this case. Not a single person, I repeat not a single person reading my post can see anything negative, combative, accusational or anything else you are so irked about. Just a regular ideas and request. I demand apology for your dismissive attitude, enough is enough!
 
I completely disagree with you picking on me and usually I handle it with humor, but not in this case. Not a single person, I repeat not a single person reading my post can see anything negative, combative, accusational or anything else you are so irked about. Just a regular ideas and request. I demand apology for your dismissive attitude, enough is enough!
Usually the issue in these sorts of scenarios isn't your initial post, but your followup posts after Leoreth states his opinion on it.
 
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