Suggestions and Requests

Something something inertia rule.
 
I love Babylon. I play them all the time. One thing I've noticed is that whether you're going for a short-term HV or trying to stay in as long as possible, there is never any good reason to use the Asharittu Bowman's collateral damage ability aggressively. They are always better used as city defenders. I would love to see a rework that gives them slightly better city defense, or first strike, or buff against a unit type--anything.

I used to play Babylon on Monarch and do very well for myself. As of now I'm having a lot of difficulty with the Greeks on Regent. The Greek invasion has been buffed with the addition of companion cavalry and possibly other units(?). Maybe a bowman buff that would allow AI Babylon at least a sliver of a chance to withstand the Greeks would be interesting.
 
Got to menu->options and enable "display UHV end turns".
I don't think you understand the point. For the first Russian UHV only the end turn of the railroad part is shown, not the one for colonization by 1700.
 
I think you mean emus.
 
It's a problem when I play as Brazil(1700ad scenerio). When Brazil spawns, if Congo has collapsed, there is almost no slave to trade in the world. And since most of the time there are no Native Africa cities in the world at 19th century, Brazil also can't gain slave by capture Native cities.
So my suggestions are:
1. Make Independent cities in Africa to native cities in 1700ad scenerio.
2. Make sure Congolese cities turn to native but not independent after Congo collapses.
3. Native military units spawn in Amazon(just like Mohawks and Mounted Braves spawn in North America), then Brazil can gain slaves by attack them. But I am still not sure what this unit should be.
 
Could we perhaps make vassals a bit more eager to trade with their master civ? Or even quite a bit - it seems strange to me that you can force-vassalize a civ and even then they refuse to give up their resources in a "fair deal". I find myself often not even wanting to gain a new vassal, as there often is too little to show for it, with the changes to mercantilism and the AI now way more reluctant to trade, both in general and as a vassal.
 

Attachments

  • Screen Shot 06-30-19 at 02.27 AM.JPG
    Screen Shot 06-30-19 at 02.27 AM.JPG
    346.1 KB · Views: 211
Could we perhaps make vassals a bit more eager to trade with their master civ? Or even quite a bit - it seems strange to me that you can force-vassalize a civ and even then they refuse to give up their resources in a "fair deal". I find myself often not even wanting to gain a new vassal, as there often is too little to show for it, with the changes to mercantilism and the AI now way more reluctant to trade, both in general and as a vassal.
That's more than fair. They're giving away their last Corn for an Iron and Copper which you have 3 and 2 of, respectively. You aren't even going to lose anything from trading them away. The effect of having 1 strategic resource is the exact same as the effect of having 2.
 
Playing 1.16 I noticed part of a game mechanic that has bugged me through at least the past few versions, which is the extent of the culture/territory flip when a new civ spawns. For example, playing as Egypt when Byzantium spawns, the fish resource accessible to Alexandria is flipped to Athens, which is three tiles from the fish anyway. Bc it is a new spawn, the amount of culture points assigned to that tile is in the 1000s, and is basically impossible to flip back without continuous investment in extra culture in the city, such as great works.

Would a change be possible so that during these kind of flips only the cities workable area is flipped, unless it is say, core land area of the newly spawned civ?
 
Last edited:
Is there any Byzantine city within reach of the tile in that case?
 
No, As Sparta was never founded, and there are no cities in Crete or Byzantine/Greek cities in North Africa
 
Do you have a save from before the spawn/flip happens?
 
sorry leo someone else will have to upload the save if they encounter the issue.. my home internet is down at the moment and i can't use my mobile hotspot for the pc i have 1.16 installed on..
 
No worries, there's no need to hurry.
 
Some observations and suggestions after a Vikings game (3000 BC, actual svn, monarch):

- Scandinavia seems still a bit too fertile (all grasslands, pigs, fish ressources, game) - there would be no need to settle and plunder elsewhere with this land. :) As a new map is made it would perhaps best, to see that it is no so plentifull with the new map.

- Vikings are often tech-leader in medieval ages until their first collapse. They start really advandced for starting in 545 (600 AD) and start way earlier than the other medieval euro civs.
Remove Guilds, and perhaps even some of Scholarship, Ethics or Architecture.

- They start with an outdated galley. Change too another longbaot or remove.

- The conquest of England is really easy. Huscarls with CR II have a crazy city attack bonus and gain no penalty for attacking from a ship. Perhaps remove their inherent +20% city attack bonus.

- and...
 
Last edited:
Back
Top Bottom