Suggestions and Requests

Kourou or bust
 
then what's the difference?
 
Glorious Patagonia, truly the quintessence of los hermanos!
 

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pois e amigo seu pinto e pequeno

google translate (out of portuguese):

because and friend your chick is small

I'm out of the loop. What is this about?
 
google translate (out of portuguese): "because and friend your chick is small"
Google Translate missed the other, more vulgar meaning of "pinto" in Brasilian Portuguese, which is similar to the "male chicken" meaning in english.

Anyway, in that picture, pinto was crossed out and replaced with "core area": "because, my friend, your core is small". So it's probably meant as an extremely friendly tease against Argentina and its core. Probably.
 
Google Translate missed the other, more vulgar meaning of "pinto" in Brasilian Portuguese, which is similar to the "male chicken" meaning in english.

Anyway, in that picture, pinto was crossed out and replaced with "core area": "because, my friend, your core is small". So it's probably meant as an extremely friendly tease against Argentina and its core. Probably.
thanks for bringing me back into the loop:grouphug:
 
Google Translate missed the other, more vulgar meaning of "pinto" in Brasilian Portuguese, which is similar to the "male chicken" meaning in english.

Anyway, in that picture, pinto was crossed out and replaced with "core area": "because, my friend, your core is small". So it's probably meant as an extremely friendly tease against Argentina and its core. Probably.

"Brasilian" Portuguese

LMAO, Brazilians are so transparent. The attempt at uncovering the meaning of such a silly meme was also positively amusing.
 
#1. The country of Georgia is not dessert. It is very fertile (around the caucus mountains east of Turkey and on the black sea).

#2. Hydro plants should be +2 or +3 to food on dessert tiles. Otherwise there is no reason to build them, and this makes sense.
 
Hydro plants should be +2 or +3 to food on dessert tiles. Otherwise there is no reason to build them, and this makes sense.
Huh? Hydro Plants provide clean power, easily increasing your health by 10 all by themselves with enough power dependent infrastructure in the same city.
 
i mean it's the peach state for a reason
 
Some suggestions about improvements:

Roads:
Ancient cities shouldn't get road by default, for example the historical Harappan cities didn't have any roads.
Cities should only get default road in classical era, (or after discovery of wheel, if that is too late).
Workers can build roads on city tiles.
Also railroads on cities shouldn't be free, they can replace roads when you build railway station, or use worker.
Building a Highway on city should give one +:commerce:.

Ruins:
I don't think all cities should give ruins, they should have enough culture and size for that.
So when ancient city of size 1 with 0 culture is razed, it shouldn't leave anything behind.
Also in late game razed cities should became cottages/hamlets/villages instead of ruins, depending on the culture and size.
Ruins can provide a :commerce: by default, and +2:commerce: with hotel.
Clearing ruins should take 1 of turn, but could provide small amount of hammers (maybe 5:hammers:), wonders could increase this.

Forts:
Forts could give a :hammers: by default and another :hammers: with railroad.
You culture should automatically spread there if it is next to your border, even if it is on fourth ring.

I have similarly had thoughts about ruins. I think you make good points, although the :commerce: from ruins should arguably only appear later on, when tourism becomes relevant, otherwise I don't really see how it would actually represent the value of the ruins. Maybe a random (and small) amount of :science: would be justifiable on clearance of ruins as well (as per the event which sometimes fires, giving extra :science:), or a slight amount of :culture:, since countries tend to base their identity on the ones who preceded them as well.
I also like the new options on city capture, and I think that it can be used further to improve historical accuracy (possibly also in a dynamic way rather than only scripted, although I'm not sure how it would work). The idea is to represent the cities who became less important throughout history due to sackings and a general shift of the political situation of the region. I'm thinking of specific examples which cannot simply be overridden by more modern cities which are close enough at the exact same location. An example would be the switch of importance from Tyre to Damascus, which the current mechanics don't picture well, since they require the razing of Tyre if playing from 3000 BC. Arguably, Babylon and Baghdad are also distant enough to distinguish between them. Ultimately, it wasn't all about a specific city, but the region. Mesopotamia has seen a dozen of cities from which it was ruled and they were often slightly differently located.
Keeping in mind one of the goals of DoC is to somewhat accurately model the history of the world so that it ends up in similar historical situations at given times, I think a geographical shift by 1 tile would be appropriate for cities sometimes. That would result in the city being moved to a location with an improvement built on it, with the buildings left after the sacking. I'm not sure what the best solution would be for razing, or what the improvement replacing the old city would be. There at least some instances in which it could be useful and might be limited to a couple of scripted shifts for the AI. but I think it could also work with the player as a dynamic process, such as an event which fires on capture and lets the player choose the new location from available ones. That could have gameplay advantages, such as a city you want to keep but it's just outside of your core/historical area.

On a slightly related note, I also think the cores of civilizations should always have at least one city (independent if the civ is not alive). If one does not exist, it should spawn after no hostile armies are present. That way, Persia can't just raze all of Greece and make the Romans settle an area that was clearly long inhabited and important. If Athens would have been razed, another city state would take its place.
 
My idea is to create a new unit, the "planter" so that it can actively and non-passively disseminate resources such as coffee, orange, sugar, tobacco, cotton, banana, rubber, cocoa, tea and silk. Since these resources simply appear in a non-historical way in locations where they are not native, you simply found the cities and wait for the spawn. So in order to create this unit, a civilization would have to found a city in a location with the in range resource (usually in asia / africa, build the planter, and then transport that unit to a tile with a "good soil for coffee growing" feature ", and then the planter switches to the coffee resource itself.

If civilization did not have a city with a native coffee resource, it could use espionage on a coffee plantation tile from another civilization to steal its production technique and allow the creation of the "coffee planter" in the capital or if the civilization had friendly relations with the local civilization that owns the resource a unit explorer could go to the resource, perform a learning mission during some turns, win a promotion (it would be only 1 per explorer) and when that unit returned to the capital it was replaced by a planter (we could use the units of CIV4 Colonization), this would give us another way beyond espionage or founding a city close to the resource

The planter would be a national unit, you could only produce the unit or carry out espionage, if you have a city with at least one tile with the resource "good soil for growing coffee" in your empire.

The "good soil for coffee cultivation" tile would only be revealed if viewed by a caravel / explorer earlier or within the cultural radius later. This would make an interesting synergy with the search engine for natural wonders if it were adopted, valuing the explorer unit, making it interesting to explore america and africa with the explorer.

The spawn dates for the "good soil for growing coffee" tiles would be chosen individually for each region or for each resource.

Coffee: Ethiopia and sawali coast will be the native areas for the first 5 resources,
at 1301 spawn 1 coffe in yemen,
in 1475 spawn "good soil for growing coffee" in turkey,
in 1574 spawn "good soil for growing coffee" in Mecca and Cairo (to represent Arab dominance in this market),
in 1700 spawn "good soil for coffee cultivation" in Suriname and despawn in Turkey Mecca and Cairo (this despawn may coincide with the fall of arabia),
in 1706 spawn "good soil for coffee cultivation" in sumatra,
in 1748 spawn "good soil for growing coffee" in cuba
in 1774; 1794; 1820 "good soil for growing coffee" in Rio de Janeiro; São Paulo; Sao Paulo,
in 1835 spawn 3 "good soil for growing coffee" in Colombia,
in 1850 spawn "good soil for growing coffee" in vietnam

Orange / citrus: the 7 resources in China, Myamar and India will be the native resources, they spawn in 2500BC (I see this exaggerated number, maybe start at 3 and go to spawn the other 4 later),
in 100 spawn 1 orange in Jerusalem and 2 "good soil for growing orange" in turkey and egypt,
in 1000 spawn "good soil for growing orange" in sicily,
in 1200 spawn "good soil for growing orange" in valencia seville and morocco,
in 1493 spawn "good soil for orange cultivation" in the Dominican republic,
in 1516 1518 1530 spawn "good soil for orange cultivation" in panama mexico and são paulo,
in 1700 spawn "good soil for orange cultivation" in argentina angola zimbabwe south africa (i did not find date information),
in 1800 spawn "good soil for growing orange" in california and florida

Sugar: India's 3 sugar resources will be the native area,
at 400 spawn sugar in Fiji island and indonesia,
at 606 spawn sugar in china,
in 647 spawn "good soil for growing sugar" in china and taiwan,
at 800 spawn 2 sugar in thailand,
in 1100 spawn sugar in east africa,
in 1100 spawn "good soil for growing sugar" in Zinbabwe and south africa,
in 1400 spawn sugar in azores,
in 1500 spawn 2 "good soil for growing sugar" in philippines (date just to coincide with European maritime expansion),
in 1500 spawn "good soil for growing sugar" in hispaniola
in 1534 spawn 2 "good soil for growing sugar" in northeast brazil,
in 1640 spawn 3 "good soil for growing sugar" in caribbean, caribbean and guiana (this could be related to a Dutch UHV, the capture of northeastern Brazil and the transfer of plantations to the West Indies)
in 1654 despawn 2 sugar in northeast brazil,
in 1700 spawn 3 "good soil for growing sugar" in brazil, inner brazil, northeast brazil
in 1850 spawn "good soil for growing sugar" in hawai

Rubber: the 8 resources in america will be the native area,
in 1875 spawn "good soil for growing rubber" in Malaysia, Sri lanka, thailand, indonesia, liberia, ivory coast, nigeria, Cameroon and 2 in congo.(some are great modern producers)

Tabacco: 1 tabacco in cuba and 2 in middle USA will be native area,
in 1585 spawn 2 "good soil for tabacco cultivation" in east coast usa,
in 1600 spawn "good soil for tabacco cultivation" in venezuela,
in 1674 spawn 2 tabacco in brazil,
in 1700 spawn "good soil for tabacco cultivation" in malawi,
in 1700 spawn "good soil for tabacco cultivation" in turkey,
in 1700 spawn "good soil for tabacco cultivation" in china

Cotton: as this is a crop very dispersed in the globe, there will be several native areas, 1 cotton in Inca, Maya, Sawali coast, Pakistan, India; 2 cotton in egypt, mongolia; 3 in Turkmenistan
I suggest the spawn of 1 cotton in bangladesh and peninsula arab (due to the expressive fabric industry / the name "al-qotom" comes from arab)
in 1100 cotton spawn in congo,
in 1600 spawn "good soil for growing cotton" in florida, Louisiana, california and Louisiana,
in 1760 spawn "good soil for growing cotton" in belém-brasil,

Banana: the 5 resources in australia and indonesia will be the native areas,
in 327 spawn "good soil for growing banana" in india,
in 400 spawn "good soil for growing banana" in china
in 1100 spawn 2 "good soil for growing banana" in central africa,
in 1500 spawn "good soil for growing banana" in ecuador,
in 1600 spawn "good soil for growing banana" in guatemala, colombia, brazil and brazil,
in 1800 spawn "good soil for growing banana" in brasilia,
in 1850 spawn "good soil for growing banana" in hawai

Cocoa: the 8 resources in the amazon and central america will be the native area.
I suggest the spawn of 1 more native resource near Porto Velho due to the lack of resources in the Midwest area of Brazil
in 1655 spawn "good soil for growing cocoa" in salvador brazil,
in 1700 spawn "good soil for growing cocoa" in hispaniola, java, clebes,
in 1850 spawn 4 "good soil for growing cocoa" in ivory coast, ghana, nigeria and Cameroon

Tea: the 4 resources in china and 2 in south america (yerba mate) will be the native areas,
in 525 spawn "good soil for growing tea" in japan
in 800 spawn "good soil for growing tea" in myiamar,
in 1000 spawn 2 "good soil for growing tea" in india
in 1600 spawn "good soil for growing tea" in indonesia,
in 1700 spawn "good soil for growing tea" in west bengal,

Silk: the 5 resources in china will be native area
(the only way to get the silk planter is to spy)
in 300 spawn "good soil for growing silk" in Korea, japan, vietnam, indonesia,

this mechanic would be interesting to emulate historical events like Europeans bringing Asian cultures, until then exotic, to the colonies in America, Holland capturing the Brazilian sugar northeast and leading the cultivation technique to the West Indies, as well as espionage related to these themes like the English taking rubber trees from brazil to asia, and the theft of silkworms from china. this would add value to the exploration as well.

ideas related to pests that have affected crops such as potatoes in Ireland (so one idea would be that the resource is back to "good soil for growing potatoes" and with that you have to use a planter to recover the resource)

please make comments if you liked it, if you find it viable, it can be improved
 
Something for those useless ancient era units you forgot about or never had the opportunity to upgrade. Rather than just delete or spend crazy amounts of gold to upgrade your warrior to a unit several eras more advanced perhaps there could be some feature to add that unit to your military culture. It could be as simple as to have an ancient unit join a city as a specialist and give a slight culture boost or experience boost. There are many examples of long-outed units becoming important heritage symbols in modern militaries in real life. We could do the same in game. Of course we would want to put limitations on it. Such as must be X eras outdated and perhaps just one allowed per city.
 
Something for those useless ancient era units you forgot about or never had the opportunity to upgrade. Rather than just delete or spend crazy amounts of gold to upgrade your warrior to a unit several eras more advanced perhaps there could be some feature to add that unit to your military culture. It could be as simple as to have an ancient unit join a city as a specialist and give a slight culture boost or experience boost. There are many examples of long-outed units becoming important heritage symbols in modern militaries in real life. We could do the same in game. Of course we would want to put limitations on it. Such as must be X eras outdated and perhaps just one allowed per city.
Maybe being able to settle a level X or higher unit in a city for a one time culture boost equivalent to 25% of the production cost? X being some level that can't be obtained just by building and civic effects, to prevent it from degrading the value of being able to build culture.
 
Maybe being able to settle a level X or higher unit in a city for a one time culture boost equivalent to 25% of the production cost? X being some level that can't be obtained just by building and civic effects, to prevent it from degrading the value of being able to build culture.
Yeah that's an interesting idea. As units lose levels with each upgrade it could be an interesting trade-off. You can continually upgrade old battle-hardened units while losing levels or you could save them up for culture boosts. Both are valuable options. Sometimes it's a better option to just scrap the old unit and build a new one, this way you get something from that scrapped unit which you invested production and maintenance cost in.
 
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