Suggestions and Requests

Somebody actually wrote covid-19 spread in Completely Dumb Ideas thread
Can't remember the post in question but assuming it wasn't someone anti-science, I think that's more because DoC doesn't really bother with following history from WW1 onwards due to how complicated it all gets, which is why things like North/South Korea, the destabilization of the middle east by western powers, and post-WWII military strategy (MAD, proxy wars, etc) are ideas which would be "dumb" to suggest for DoC.

They themselves are not dumb ideas, but things of their nature have been suggested and subsequently deconfirmed so many times that it's basically a meme at this point.
 
Last edited:
Tolerance seems like a very weak civic, especially if you are enacting Monarchy and so can easily offset the unhappy penalty from non-state religions.
Usually I only select Tolerance for stability's sake.
I have a suggestion to slightly buff Tolerance.
How about adding "+2 Happiness from Cathedrals of non-state religions" (so that non-state religion cathedrals grant the same amount of happiness as state relgion ones)?
This would also incentivize players to spread religion and build cathedrals in the Industrial and later eras.
 
Last edited:
What about a slight GP boost pr. non-state religion in order to simulate diversity/enlightenment/etc.?
 
Just for fun, but I always found Priests' jack-of-all-trades nature a bit odd as far as Specialists go, so I thought it might be flavorful if they were a more flexible type, receiving a minor bonus depending on your religious Civic:

-Animism: :culture: (oral tradition, etc. and as a flexible lever of expansion before Artists really show up),
-Deification: :hammers: (great projects to the leader's glory),
-Clergy: :gold: (the growing assets that tend to flow from the church's ties to secular society),
-Monasticism: :science: (though maybe in this case this should instead be tied to Monasteries somehow),
-Theocracy: :espionage: (should be self-explanatory),
-Tolerance: not sure, maybe a generic bonus to :gp: growth?
-Secularism obviously doesn't get anything.

The idea is that all of these should be mediocre compared to other specialists, but constitute a supplementary strategy for civs witth a lot of Priest slots.
 
Is the "Lost Battles to Barbarians" penalty really necessary?
Civs like Rome, China, and Russia face endless parades of barbarians, and they aren't exactly easy to defeat without losses, especially in the early game.
 
Is the "Lost Battles to Barbarians" penalty really necessary?
Civs like Rome, China, and Russia face endless parades of barbarians, and they aren't exactly easy to defeat without losses, especially in the early game.
And they all had stability issues at varying points for, in whole or in part, conflicts with barbarians at the borders.
 
Farm spam with Vassalage + Manoralism in the Middle Era is very powerful,
and it seems that even with Moors and Arabia, there is no reason to pick Slavery over Manoralism.
(At least in the 600AD start)

How about buffing Slavery so that Muslim civs have an incentive to pick it?
My suggestion is to allow Muslim civs to acquire slaves from victories (as a religion bonus),
and enable civs with Slavery to either settle slaves in cities, or use them to boost building production.

This will also represent the active acquisition/trade/usage of slaves done by the Muslims from the Middle Ages up to 19c.
 
And they all had stability issues at varying points for, in whole or in part, conflicts with barbarians at the borders.
I meant that losing battles to barbarians is, in itself, a penalty because it means that your tiles are going to be plundered, your cities/workers might be in danger, and you have to invest more hammers in replacing the lost units.
Do you really need another kick in the butt?
 
I think it is a bit lame that you can win 90% of your battles vs Barbarians and still get the stability malus because of the ~10% you lose due to bad luck, and just general attrition. The malus isn't really that big through, so it doesn't bother me that much. But it does make me roll my eyes that I'm getting a malus when I'm completely dominating the barbs.
 
I think the nuclear submarine should be able to carry an ICBM.
Huh? The whole point of ICBMs is that they aren't mobile. You sure you aren't thinking of Tactical Nukes?
 
Huh? The whole point of ICBMs is that they aren't mobile. You sure you aren't thinking of Tactical Nukes?

I think they're called SLBM (Submarine Launched Ballistic Missile). In game there's only the ICBM isn't there? So to make it simple just enable a submarine to carry an ICBM.
 
I think they're called SLBM (Submarine Launched Ballistic Missile). In game there's only the ICBM isn't there? So to make it simple just enable a submarine to carry an ICBM.
Unless Leoreth removed them, there's also Tactical Nukes, which can be moved and have a limited range like Guided Missiles.
 
Leoreth did remove them.
 
Leoreth did remove them.
Then Knoedel can only shake his head in disappointment and confusion over Leoreth's actions.
 
Just wondering if it would not be better to simple remove the ability to deny your cities to flip to a new born civilization (and be forced to let it go). That would make the game way more difficult as humans can easily outplay AI, since I normally refuse to let a city go and manage to destroy a new civ straight away.
 
Speaking of refusing flips..
In a recent game of Byzantium, I refused the flip to the Ottomans, and they kept spawning new Janissaries and Knights to make sure that I could not wipe them out on the first turn.
I only succeeded in killing them by WB'ing 50 knights and spamming right-clicks on their stack before the unit spawn triggered.
Is this WID?
If so, is this feature implemented for all civs? Or only the Ottomans?
 
That's a feature of Rise And Fall, yes I want to change it.
 
Back
Top Bottom