Suggestions and Requests

I'd love to see the great lighthouse in Egypt more often, maybe a no hills in BFC requirement
A big part of the problem is that production in Alexandria is absolutely awful (and alternative cities further east along the Egyptian coast are even worse). Therefore, AI Egypt is very unlikely to manage to build the Great Lighthouse, and AI Greece is very unlikely to build it in Egypt in particular. If you did impose a no-hills requirement, it would have to be in tandem with something that made it realistically buildable in Alexandria without a Great Engineer or it would just never get built at all - perhaps if its hammer cost was very low.
 
The AI is not equipped to use settlers for the free buildings in later eras. Is it technically feasible to increase the production speed (double or triple) for these buildings in later eras for the AI?
 
During my gameplays with Tibet and its neighbors civilizations, I noted that its AI doesn't follow well the historical conquests of the civilization and doesn't make any significance in the game besides exist. In order to bring some relevance to Tibet in the game I suggest giving the AI a conqueror event in the Tarim basin and Chang'an. The first to represent the Tibetan Empire conquest over the silk road and the second to represent the constant wars between Tibet and Tang China, more specifically the war in 763 a.C. when the tibetans have conquered the Tang capital of Chang'an and installed a puppet emperor to weaken even more the Tang dynasty (already shaken by the An Lushan Rebellion)

Reasons to do this:

- Relevance: The Tibetan civilization doesn’t have much relevance in the game by the fact that the AI doesn’t do much besides conquer any weakly defended city close to its borders. This suggestion would bring more relevance to the Tibetans and let they interact more in the game, even if for some turns.

- Gameplay: Being some annoyance to the bordering civilizations would make the chinese game more dynamic and the turks more strategical. The chinese would need to protect its supposed safety capital of the tibetan conquerors and the turks would have more difficult to maintain the Tarim basin (since the turks would need to have atention in expanding through Iran and Central Asia and defending its possessions in the Tarim Basin from the conquerors). To the AI, China could finally have its capital in the central plains (representing the changing of the capital from Chang'an to Luoyang and the future Song Dynasty that have its capitals in middle China), if the tibetans succeed in taking Chang’an. Another thing is that the tibetans would have not enough military to protect the Tarim basin from barbarians and that could make China advance further into central asia or Turkestan retake their historical lands, which both are historical.

- History: At its maximum power (between 750 and 790 a.C.), the Tibetan Empire have conquered the Tarim basin from China and the turks khanates several times; northeast and southeast China too have under tibetan control for a brief time, northern afghanistan too has conquered and remained at tibetan control between 801 and 815 a.C. until the successful expansion of the Umayyad Caliphate to the region and the empire have some tributary influence over the Bengal states.

Tibetan_Empire.png


The conqueror event would be composed of a few units and trigged close to Dunhuang and another existent city in the tarim basim and Chang'an in the turn that represents the year 750 a.C.

So, what you think about this?
 
Wondering out loud there, apologies if this is retreading old ground:

I know straits have been discussed a lot before on this forum, but it seems that the new Lagoon terrain, a land type that superficially looks like Coast, could offer some interesting possibilities for this.

Could a new Strait terrain type with similar properties be used to replace specific water tiles like the Bosphorus, etc; with an indestructible Strait improvement (either invisible or just a couple of rocks and/or boats) on it that acts like a Fort for ship passage?

And could the layer order of the terrain art be so that the connection between two Strait terrain tiles take priorities over other land types?
 
What do you envision the strait terrain to look like?
 
By default, exactly like a Lagoon terrain. Testing it in Worldbuilder it doesn't look too shocking even if the slight elevation is noticeable.
 
I don't think that would look good. Straits are not in locations where that would look appropriate.
 
this might be/certainly a dumb idea.
maybe making new kind of improvements (modern improvement) that costs gpt and gold to build to create much more yield + pollution, it may simulate the industrial revolution better since at some point new technologies enable such improvements and civilizations would cost a fortune to invest in.
real world:
- a modern farm nowadays produce so much food compared to a medieval farm, same for medieval workshop versus modern industrial complex
- in developed countries, from 75 to 81 percent of population lives in urban area
- israel produces a great deal of food despite its desert land (maybe increase gpt maintenance cost for desert?)
 
Also the game already cheats by having one abstract population point corresponds to more people in the more recent eras. And even in spite of that, as the game goes on your civ gets insanely more productive because you have so much more infrastructure, so more population would demand a lot of adjustments so that you're not building everything super fast.

I feel like there could eventually be some sort of mechanism to better represent the transfer of food from farm-heavy cities to the more urban ones (Silo building: if the city is in population control mode, the excess food is redirected to your bigger cities), though I guess corporations already represents that to an extent.

It's all a bit academic anyway since the contemporary era is harder to model in Civ terms but also of much less consequences to gameplay.
 
Is there something that can be done to make online multiplayer enabled for this modmod?

I also have an idea that would make things historically accurate for the founding of some civs. Example: When America is founded, they are immediately at war with England. France, if it exists also immediately declares war on England supposing they weren't already. England does NOT automatically lose military units per turn to America as defectors. In the real war, England hired German mercenaries to fight some of the war. As a result, as soon as the war happens, the England player/ai has the option of spending a certain amount of gold from their treasury (if they have it) to automatically put troops in America to fight the war. Similar to what happens when troops are put in India.

I would support similar mechanics put in place for a lot of new world civs declarining independence since many times they didn't go down without a fight. Would make it feel more authentic. OTOH I feel there isn't really an advantage of these colonies unless going for a unique historical victory because they will just declare independence and going to war to get it back absolutely isn't worth it because of units defecting to fight the enemy.

My understanding is these defections weren't all that historically accurate anyway, at least in some cases.
 
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I also have an idea that would make things historically accurate for the founding of some civs. Example: When America is founded, they are immediately at war with England. France, if it exists also immediately declares war on England supposing they weren't already. England does NOT automatically lose military units per turn to America as defectors. In the real war, England hired German mercenaries to fight some of the war. As a result, as soon as the war happens, the England player/ai has the option of spending a certain amount of gold from their treasury (if they have it) to automatically put troops in America to fight the war. Similar to what happens when troops are put in India.

I would support similar mechanics put in place for a lot of new world civs declarining independence since many times they didn't go down without a fight. Would make it feel more authentic. OTOH I feel there isn't really an advantage of these colonies unless going for a unique historical victory because they will just declare independence and going to war to get it back absolutely isn't worth it because of units defecting to fight the enemy.

My understanding is these defections weren't all that historically accurate anyway, at least in some cases.
I think these deterministic ideas go against the spirit of the mod, that England must declare war on the Americans, and that France must go to war with the British. I think the goal of this mod is to follow the general flow of history, but also give ample room for "what-if" situations to occur. Forcing a war between the French and the English, or the English and the Americans, takes away from the freedom that the mod provides. But I do agree that it would be neat to see mercenaries play a bigger role in the mod than they already do.

Also, I'd encourage you to update your version of the mod :). Leoreth has removed unit defections, and has introduced a whole new system of helping new civilizations get on their feet.
 
Unified Theory tech should give the first person to research it a great scientist, there's aren't any great person pops in the digital era or the last two columns of the global era. Computers giving an engineer would also make sense.
 
When I was last playing the game every vassal I got made my income get worse instead of better despite having the civics installed that vasslals increase your income. Glitch?

Also, an idea: Don't make Jersuaslem automatically part of the byzantine empire. Instead, Europeans band together to try to take the city, with the Arabian player fighting to keep it or reclaim it. Obviously to replicate the crusades.

Is there a way to make more oil necessary to have enough of it as is the case in Civ 6? I think that would make the game far more interesting.
 
When I was last playing the game every vassal I got made my income get worse instead of better despite having the civics installed that vasslals increase your income. Glitch?

Also, an idea: Don't make Jersuaslem automatically part of the byzantine empire. Instead, Europeans band together to try to take the city, with the Arabian player fighting to keep it or reclaim it. Obviously to replicate the crusades.

Is there a way to make more oil necessary to have enough of it as is the case in Civ 6? I think that would make the game far more interesting.
Jerusalem will be taken from Byzantium ~1000 AD when the Turks invade the Middle East.
The crusades to Jerusalem took place from ~1100 AD to ~1300 AD, so I'd say the system works as is.
 
When I was last playing the game every vassal I got made my income get worse instead of better despite having the civics installed that vasslals increase your income. Glitch?
Vassals increase your city maintenance cost. This feature goes back to the base game of Civ 4.
 
Vassals increase your city maintenance cost. This feature goes back to the base game of Civ 4.

can it be edited for this mod so that vassals are a net positive instead of negative? My understanding is that european countries absolutely benefited from their colonies/vassals for example. Such as the Brits in India.
 
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