Suggestions and Requests

Just found out this thread exists. Better place to post my suggestions.

OK so long story short I have 5 suggestions, which I believe would improve gameplay AND historical accuracy, and these are they:

1. You should be able to purchase cities. The historical accuracy point here is 2-fold. Firstly, land purchases were a thing, objectively. If I'm playing as America, and France controls territory to my west, it would be more historically accurate for me to buy the land off them, than to go to war with them. Secondly, when you have a large army, you naturally want to use it. And if you don't have any people nearby who control land that you historically occupied, then you may find yourself in possession of their land. Currently there is no incentive to give those cities to anybody. However, if you could sell the cities to people who do have a historical connection to that land, then it would make the map more historically accurate.

And this also speaks to why it would improve the gameplay. Because neither option is necessarily bad. Sometimes it might be good, when you have a large amount of money, to purchase some land. Other times, when you have a large army and not much to do with them, it might be better to just march around taking cities and selling them to the highest bidder.

2. It should be customary for more than one city to be traded in peace talks. Again, there is a clear historical basis for this. Many peace treaties throughout history have involved large swathes of land being handed over. But there's also a gameplay benefit here. If I have a big army, it's never worth me even considering peace treaties, because the one city I'm being offered is a city I could easily take. However, if civs were more likely to offer 2-3 cities in peace treaties, that would actually make the choice more difficult, and therefore making that decision would be more fun.

But this works the other way too. Not just in victory should more than one city be traded, but also in defeat. Take for example a scenario where I am playing as Germany against Russia. I push through massive amounts of land and take loads of cities, but then Russia begins to mobilise and, sensing that I might lose, I make a peace treaty, wherein I give them just one city back. That's silly. If Russia are mobilising a large army they should ask for a lot of the cities back. Again, this would be a hard choice to make. Do I want to give up almost all--if not all--of my gains, or do I want to stand and fight. Again, that choice would make the game more fun.

3. It should be possible to trade cities BACK to civilizations in a peace treaty. So for some reason currently only one side can offer things in a peace treaty. This again has bad implications for historical accuracy. For example, suppose I'm fighting against France as England. I launch an invasion and take Paris. The historically accurate thing to do would be for me to trade Paris back to them, and in return demand they give me cities in Quebec. Indeed, in the event that a core city is captured, I would think that 4-6 cities could be on offer, depending on their value. Again, this is historically accurate. It would avoid a country's core being controlled by foreign nations. And for game play I think this would also have benefits. Rather than the tedious process of taking over distant colonies, the smaller colonies that aren't worth invading can be traded in the peace settlement. But the main benefit here is the improvement to historical accuracy. Now if Spain invades France, I wouldn't have to deal with Spain controlling Marseilles, but rather with Spain controlling, say, Louisiana. Much more realistic.

4. Civilizations should be much more focused on taking back land that is lost. This is sort of a follow up on my point about how if you're losing a battle, you should expect peace treaties that demand you give up large amounts of land. But basically, in general it bugs me how much civilizations can be total pushovers. Civilizations should have a clear idea of what land they have lost in a war, and make it their priority to retake that land. Perfect example of this is the crusades. Any time I play a medieval game, I always take the Holy Land. I have never lost it to a Muslim power within the standard crusade period. Not once. I rarely lose it to the Ottomans. In reality, it should work how the real history worked. I send over a small army, but ultimately, I need to be prepared for Arabs, who should be sending large armies to come and retake it. In general, the fear of an opposing power retaking cities is something I scarcely worry about at all. I take the city and then usually the person I just attacked is willing to make a peace treaty right away.

5. It should be possible to demand liberation of certain cities/civilizations. Ok so let's suppose that I go to war with somebody, but they don't control any land that's historical for me to control. Well then what do I do? Give it to some equally ahistorical person? Make it independent, where it will inevitably then be recaptured? Instead, I should be able to demand that civilizations release civilizations when they control that civ's core area. And even individual cities. It should also be possible to demand even more here than you would if you were asking for the cities yourself, since in this version the cities aren't going to themselves.

Say for example that Spain controls the Austrian core, Portugal's core, and Naples (we'll say Italy still exists.) It should be possible for me to win a war against Spain and then demand that they release Austria and Portugal (causing the two civs to respawn) and then release Naples to Italy. Maybe I also demand Jamaica for myself. But the point is that here I have got the benefit of weakening the civ I just defeated, but I've also now made the game more interesting by bringing about more independent states. And it's more historically accurate, since I haven't taken control of any territory that I shouldn't have control of, and I've brought the world map closer to how it should be.

Sorry this was long. I'll add a TLDR for each point:

  1. It should be possible to purchase cities with gold, in keeping with historical land purchases.
  2. Multiple cities should be regularly traded in peace talks, to make peace treaties more historically accurate and appealing.
  3. It should be possible and encouraged to trade cities back to your defeated opponent in peace treaties, so they regain control of their core area in exchange for some other peripheral territory.
  4. Civilizations should be much more single-minded in trying to retake conquered land, and much more conscious of their ability to mobilise more troops down the line.
  5. It should be possible to request that cities be traded to other civilizations, and even that other civs be respawned, when defeating a civ that controls large amounts of foreign land.
 
1. You should be able to purchase cities. [...]
I've begun to work on this (outside of DoC) last year, but then got sidetracked indefinitely. I hope to get back to it because it would, in my mind, be a big step toward disabling tech trading or diminishing its role (by giving players something else to barter with). I'm writing this just in case that someone intends to work on city trades in the near future – we could at least compare notes. There's also already AI code by Afforess in A New Dawn (SVN revision) that I've been meaning to take a closer look at.
 
Yeah, the AI evaluation of the value of a city trade is what keeps me from implementing anything related to that. This is doubly true for letting the winning AI give up some of its territory as part of the peace deal. If the AI doesn't understand what it's doing it could result in counterintuitive offers that are even more immersion breaking than not having it at all. If we have satisfying AI for it things are different of course, but I'm not the right person to implement it.

I think you definitely have a point about the AI trying to recover lost territory, I have made a note to keep this in mind for when I am reimplementing the AI wars logic.
 
I acknowledge that the Artificial Dumbness is overtaxed with trading territories.

But the idea is worth thinking about. Couldn't there be a value map that tells the AI which cities are worth keeping or purchasing? The AI should only offer cities when it experiences expansion instability; and then get rid of the most unstable ones and the ones that are bad money-sinks and without good infrastructure. Especially the worst of these last ones could even be given away for free. Like, say, Russian Alaska.

On the other hand, the AI player should only agree to a purchase when it is both overall-stable, and also financially solvent and expansion-stable; and when the offered city is in its areas of historical interest. However, core cities should always be bought back.

So, say, AI France has conquered Barcelona and vassalized AI Spain. Once AI France becomes expansion-unstable, it should offer AI Spain to buy Barcelona back, instead of holding onto all its territory until partial/complete collapse. However, there are problems I can already see: By giving up Barcelona, AI France worsens its GDP, and could slide into recession, which is by far more dangerous. There is another thing about selling cities: how does it affect diplomacy? Is selling a conquered city back to the original owner an act of "Liberation", or an act of "Extortion"?
 
Yeah I'm not surprised that coding the AI would be the major drawback. I definitely think it's worth trying some way or another to get it to work. Although having only fiddled around with modding in the most rudimentary capacity I'm not in a position to know what can or cannot be done. But I could definitely see you getting a fair bit of kudos if you were able to make it work. Not least from me.
 
What if there were an automatic event, ignoring/overriding the usual AI, where an AI civ that becomes very unstable in expansion stability attempted to sell a Foreign territory city to a neighboring civ, or else granted it independence?
 
The AI isn't really supposed to be able to avert collapse.
 
Late game really needs randomly generated Barbarians, just like the early game. I suggest using the concept of Terrorist ( a no nationality unit from the famous Earth 2010 mod by Barbarian King).
 
In addition to generating terrorists with spies, maybe there could a system to increase stability by promoting religious extremists, like Saudi Arabia and Wahhabism.

Another idea is that maybe terrorists could spawn when cities go into that non-occupation red fisting. Maybe add a red fist event for unhappy or starving cities as well.

Or instead of complete collapses, have it so that while your nation's stability is negative, cities have a chance to spawn terrorists near them depending on their culture rank and how unstability your nation is.

The instability terrorists thing is probably my favorite idea. It'd make complete collapses way more interesting.
 
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I like the idea in theory, but do we really need another cause of AI instability and collapses?
The idea is that it'd replace complete collapses. I'd imagine it'd be balanced such that you'd be all but assured to fall at the same time you currently would experience a complete collapse. Now that I think of it, that one's less of a "terrorist" system and more of a "independence" system akin to that from previous versions.
 
There are times when you want to stray away from UHVs or anything historical,
and play around with civs long after their historical lifespan.
Most of these civs would have their UUs and UPs died out.
(ex. Mayans, Babylonians, Egyptians..)
Wouldn't it be interesting, for fun's sake, to give these civs late game UUs?
Like in Rise of Nations, where the Mayans have modern era replacements for heavy infantry.
 
Some building balance suggestions.

Sewer and Park has same :hammers: cost and while Park provides 2:health:+2:), Sewer only gives 2:health:.
To balance buildings, Park should give one :health: less and Sewer one :health: more, but since we already have many 3:health:buildings. I would suggest this:
Sewer: 2:health:+:)
Park: :health:+2:)
This feels also more logical.

Since this would decrease available :health: I would suggest to add it to Warehouse, (since now it is identical to Bank) and move the merchant slot to bank (since there aren´t many famous warehousemen compared to bankers/economists).
Warehouse: :health:+25%:gold:.
Bank: Two merchant slots+25%:gold:
 
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doesn't sewer give an additional population like in HR?
 
Also, levees are far more powerful in RFC than they are in vanilla,
just because there are so many rivers on the map.
I propose that their hammer cost be further increased.
Also Brooklyn Bridge should also get a cost increase proportional to the levee.
 
Also, levees are far more powerful in RFC than they are in vanilla,
just because there are so many rivers on the map.
I propose that their hammer cost be further increased.
Also Brooklyn Bridge should also get a cost increase proportional to the levee.

I like to have Levees even in cities that only have two or three river tiles. Your suggestion would mean that Levees can never regain the considerable investment in them. Counter-proposal: Variable-cost levees that cost X hammers per river tile in the BFC of a city. Brooklyn Bridge is already a very costly wonder, btw, and it is late enough that most cities will already have levees unless you start as one of the late-game american civs.

give [surviving ancient civs] late game UUs?
Like in Rise of Nations, where the Mayans have modern era replacements for heavy infantry.
To paraphrase Leo, DoC isn't about parallel world fantasies. My 2cents: The Aztecs have no business having a special "Jaguar Tank" with +25 jungle defense. The Mongolians don't get "Keshik Helicopters" with +2 move. And the Romans don't get "Marine Legions" capable of laying highways.

Some building balance suggestions.
Sounds great. Although warehouses should only provide health when there is preservation, and the refrigeration tech is another two columns later. Hm. Maybe the warehouse just gets nerfed (no additional merchant at first), but it is the requirement for a +2 health supermarket (in addition to +10% food) ?
 
I like to have Levees even in cities that only have two or three river tiles. Your suggestion would mean that Levees can never regain the considerable investment in them. Counter-proposal: Variable-cost levees that cost X hammers per river tile in the BFC of a city. Brooklyn Bridge is already a very costly wonder, btw, and it is late enough that most cities will already have levees unless you start as one of the late-game american civs.
Levee costs the same amount of hammers as factory, and in DoC the former is often better than the latter in terms of hammer boost. (Before you get power)
Why would you build levees in cities with 2-3 river tiles? You have workshops for that.

To paraphrase Leo, DoC isn't about parallel world fantasies. My 2cents: The Aztecs have no business having a special "Jaguar Tank" with +25 jungle defense. The Mongolians don't get "Keshik Helicopters" with +2 move. And the Romans don't get "Marine Legions" capable of laying highways.
Fair enough.
 
I think the "Send inquisition" option in the Apostolic Palace should expel religions from certain Civ or city(ies), and not gain espionage points toward a Civ. The Inquisitor is too expensive, it can only be built one at a time, the AI doesn't build it and even if you give one to the AI he won't use it.
 
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