Suggestions and Requests

Since it takes 3 cities with legendary culture to achieve a cultural victory could there perhaps be an option for cities with epic or legendary culture to turn culture into something else?
 
Since it takes 3 cities with legendary culture to achieve a cultural victory could there perhaps be an option for cities with epic or legendary culture to turn culture into something else?
Bonuses/Unique Builds for cities with Epic/Legendary Culture sounds interesting. I'm very sleep deprived, so let me see what I can come up with.

  • Increased Relations with all non-Isolationist Civs per city with Legendary Culture you own.
  • Civics could convert Culture into other kinds of Commerce in cities with Legendary Culture (example: Gold with Public Welfare, Production with Revolutionism, Espionage with Totalitarianism)
  • 1 extra turn during Golden Ages per city with Legendary Culture
  • Not a Legendary Culture effect per say, but maybe Culture could be added as a stability factor? Increased Stability for having more Culture than rivals? Vice Versa? Bonus to Culture Calculations for having significant amounts of culture in enemy cities? More extreme effects from disparities between worst enemies? (Would make the "Spread Culture" spy mission much more useful)
  • Hit Works increase trade route income in cities with Legendary Culture. Further increased income if the destination city has an improved hit work. (example: Cinema and Hit Movie) If I understand correctly, trade route income works both ways. I admit, this suggestion is just me trying to get an economy build centered around resource trading and trade routes in the game, and this seems to be the simplest and least balance breaking concept I can think of.
 
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Increased Relations with all non-Isolationist Civs per city with Legendary Culture you own.
I like this one the most.
 
Two more suggestions:
  • Can we remove the "Religious Persecutor" from the build options under the Tolerance civic?
  • Also, when the player reaches the Global Age, can we remove the Explorer from the build options as well?
Spoiler In related news, satellites don't count as explorer units. I think they should, however. :

Civ4ScreenShot0123.JPG Civ4ScreenShot0122.JPG
Or, have the Satellites replace the Explorer units in the build screen?

By the way, I govern the most peaceful Third Reich ever. The last time I started a war against another nation was in the 18th century, with England. Ever since, I only gobbled up independent cities into my empire, while having delightful peace with all civilizations around me.

Also, Leoreth!
Here, he performs in Hamburg. Thanks a lot, you're a star artist! I enjoyed you on stage!
Civ4ScreenShot0120.JPG
 
When releasing a civ whose core you own, it would be nice to have an option to either let them be independent or keep them as a vassal.
 
Stealth bombers can currently be intercepted by lowly machine guns.
Can we put an end to that?
 
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First of all! Can we leave this situation as feature?)
Second: land value in Italy for Vikings is not as in folder "maps" (yellow - green)
 

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It's the overlay that was wrong (it still says Historical Area in the tooltip), it took the Roman core into account even though Rome is already dead and can never respawn.
 
Bonuses/Unique Builds for cities with Epic/Legendary Culture sounds interesting. I'm very sleep deprived, so let me see what I can come up with.

  • Increased Relations with all non-Isolationist Civs per city with Legendary Culture you own.
  • Civics could convert Culture into other kinds of Commerce in cities with Legendary Culture (example: Gold with Public Welfare, Production with Revolutionism, Espionage with Totalitarianism)
  • 1 extra turn during Golden Ages per city with Legendary Culture
  • Not a Legendary Culture effect per say, but maybe Culture could be added as a stability factor? Increased Stability for having more Culture than rivals? Vice Versa? Bonus to Culture Calculations for having significant amounts of culture in enemy cities? More extreme effects from disparities between worst enemies? (Would make the "Spread Culture" spy mission much more useful)
  • Hit Works increase trade route income in cities with Legendary Culture. Further increased income if the destination city has an improved hit work. (example: Cinema and Hit Movie) If I understand correctly, trade route income works both ways. I admit, this suggestion is just me trying to get an economy build centered around resource trading and trade routes in the game, and this seems to be the simplest and least balance breaking concept I can think of.

On the topic of my trade economy suggestion, after playing and beating the Colombian UHV I learned you can make mass bank off trading resources, despite most civs rarely having more than 5 gold to trade.
 
despite most civs rarely having more than 5 gold to trade.
What is up with that, by the way? @Leoreth, is there a hard-coded limit that civs never have more that 5 gold per turn available to trade on the diplomacy screen, or are they just that good at min-maxing that whatever they set their slider, they never end up with more than +5 gold per turn? I've never seen another civ with +10 gold per turn, or +15, even though those are fairly common when I play (at least in the late game).
 
Not sure, but my understanding of it is that the AI adjusts its sliders to make a minimal surplus, and the diplo AI will only ever leave a portion of available GPT accessible for trade.
 
What is up with that, by the way? @Leoreth, is there a hard-coded limit that civs never have more that 5 gold per turn available to trade on the diplomacy screen, or are they just that good at min-maxing that whatever they set their slider, they never end up with more than +5 gold per turn? I've never seen another civ with +10 gold per turn, or +15, even though those are fairly common when I play (at least in the late game).
England, Russia, and China commonly have 10+ during the lategame. If a civ has < 300 Gold they should probably be incentivized to run 10% more gold than normal, seeing as how generally 300 is a good number for most things that will require you to pay money (random events, trading companies, etc)

Most civs rarely have more than 50 gold at a time in their coffers. Would also be nice if certain Leaderheads were given a higher likelihood of sliding out more gold, culture, or espionage
 
I still worring about my favourite vikings. Can we have alternative colours for nord peoples (maybe dark blue insted of light blue? (I know, we have France, but no borders between them AND no borders between them in
near future (i garantee)? Or just some room (territory) for expension in early future? Main problem in all my games for them is callpsing due to 2-3
unnecessary сities. No room for expensive...
P.S. Sorry for my nigerian inglesa, I am from Mother Russia, comrades...)
 
I still worring about my favourite vikings. Can we have alternative colours for nord peoples (maybe dark blue insted of light blue? (I know, we have France, but no borders between them AND no borders between them in
near future (i garantee)? Or just some room (territory) for expension in early future? Main problem in all my games for them is callpsing due to 2-3
unnecessary сities. No room for expensive...
P.S. Sorry for my nigerian inglesa, I am from Mother Russia, comrades...)
Why do you want different Viking colours?
 
Why do you want different Viking colours?
IMHO it is not assiciated with :viking:. (Swedish flag is DARK blue - yellow) Cant think of something light in Scandinavia.) No bright colours at all. In flags, in norse cinema, borders in maps, etc.
 
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By that standard many civilisations do not have "accurate" colours, I would not use modern flags as the standard for which colour is accurate. Personally I don't have any colour association with Vikings in particular.
 
It'd be cool if there was a Schism in Islam reflecting the Shia/Sunni split. Probably would be a similar mechanic to the Orthodox/Catholic split (when more Muslim cities are outside of the founding country's borders). Or perhaps it could be conditional on war or collapse of the founding civ? I know this could strain already strained relations in the Islamic game but it could be interesting if managed correctly. Also, the addition of Sikhism could add an interesting later-game element. Perhaps conditional on a South Asian civ researching Statecraft, Civil Liberties, Sociology or Social Contract. I think those techs would be good because they are roughly contemporary with the historic founding of Sikhism and reflect the Sikh duty to selfless service and striving for social justice.
 
It'd be cool if there was a Schism in Islam reflecting the Shia/Sunni split. Probably would be a similar mechanic to the Orthodox/Catholic split (when more Muslim cities are outside of the founding country's borders). Or perhaps it could be conditional on war or collapse of the founding civ? I know this could strain already strained relations in the Islamic game but it could be interesting if managed correctly. Also, the addition of Sikhism could add an interesting later-game element. Perhaps conditional on a South Asian civ researching Statecraft, Civil Liberties, Sociology or Social Contract. I think those techs would be good because they are roughly contemporary with the historic founding of Sikhism and reflect the Sikh duty to selfless service and striving for social justice.
Shia/Sunni has been talked about before, IIRC the main issue is that one of those (I forget which) would have very few civs that actually run it as a state religion.
 
Please consider adding the Jurchen/Manchu as a civ before 1.17. They would fit in so nicely in the ecosystem of this mod.
 
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