Suggestions and Requests

Thanks for the report! I will make notes to address these issues.


I recently realised that as well. I don't know if it's that easy. As the player, if you know that you have work boats, you won't use your points to build water improvements. But conversely, we don't know if the AI will use advanced start points to build fishing boats. Taking their work boats may have them end up worse in case they do not spend their points there. But I see the concern, so let me think about it further.
Easy: No one gets work boats, heck, no one gets anything, all games begin and end in the void.
 
If we want to ensure that the AI build these, wouldn't the brute force method be to give workboats to the player only, and to autobuild Fishing Ships before the Advanced Start phase?
 
Would it be possible to add support for more graphs? It could be cool to be able to track things like population and empire size over time. With my limited Python experience, I tried to go in and figure out how it worked myself, but I'm lost in the CvInfoScreen.py file.
 
The main issue is to actually track the information required for those graphs. I agree that population and land would be interesting graphs to have. You bringing that up reminded me that upcoming changes require the graphs to be adapted anyway, so I might add those along with it.
 
The discussion in this old thread made me think: what if, to give a reason for the player to rebuild their Palace and reconsider whether they want it in a new location, some techs unlocked new Palace buildings that were strictly better than their predecessor? That way even if you don't want to move it you would still want to upgrade it.

Possible effects could be:
-Maintenance or stability bonus (which could replace in a more transparent way the bonus you get in new eras).
-Multipliers, to encourage picking your best city.
-Free buildings that you normally get by era in new cities, applied in every city.
-Military bonuses if strategic positioning can be an incentive - I'm thinking a faster healing rate for units in garrison (or possibly on nearby tiles), for one.
-Something to do with specialists or improvements if any of those need buffs.

Kind of a throwback to the Civ1 Palace. Problem is I'm not sure there's a good name for upgraded versions outside of something generic like "Modern Palace", etc.
 
But why do we want players to rebuild their palace at another location?
Because there's plenty of historic real life civs who changed their capitals around, and it would be nice if there was a gameplay reason to encourage that.
 
I think the Japanese dynamic names should be similar to France where they can be only called an empire in the Industrial era. The moment they unite their archipelago, their name immediately transforms into the Empire of Japan; where in reality it only turned into an "empire" after the Meiji Restoration in 1868.

Instead of it being called the Japanese shogunate in the Reinassance era, why not have it called the "Tokugawa shogunate" as it symbolizes the rule of the Tokugawa clan in Japan during the 16th to 19th century (Edo Period).
 
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Generally, the title of empire either implies that an emperor is in power, or that something has imperial extent over other parts of the world regardless of its form of government. Meiji Japan first meets the first definition, and then the latter. The Shogunate meets neither.
 
Generally, the title of empire either implies that an emperor is in power, or that something has imperial extent over other parts of the world regardless of its form of government. Meiji Japan first meets the first definition, and then the latter. The Shogunate meets neither.

Yeah if I can remember the emperor was only a figurehead during the majority of the Edo Period with the Shogun as their head. The emperor only gained political power after Emperor Mutsuhito (Meiji) and his allies launched a coup de tat against the Shogunate government
 
Would it be possible to make so that when upgrading units in city, units wouldn't become worse than newly build unit from that city. What I mean in practice is that XP given to units built in the city would act as minimum new XP. For example when upgrading a Horseman with 8XP to Lancer in a city with Barracks and Stable, upgrade would normally drop Unit from 8 to 8*6/10=4.8~~4XP, but because of military infrastructure in city unit would drop to 5 XP instead. Another effect that I wish is that if building gives free promotions to unit built in the city, it would also give those on upgrade. It sucks when unit has leadership promotion from Military Academy and loses it when upgraded.
 
I think it would be cool if a democratic European civ that controlled almost all of mainland Europe could be called the European Federation or something similar. Is there a dynamic names thread for suggestions like these?

But does that make sense given that the only way for that to happen is a civ conquering the rest of the European civs? I can see your point, but given that we don't really have any in-game way of simulating anything like the EU, it seems like a somewhat arbitrary name.
 
The largest empires in Europe never actually started calling themselves European Something, and a modern equivalent doing so is maybe plausible but still speculative. OTOH some dynamic names are pretty alt-history-ish by necessity so that may be a fun easter egg.

The actual European Union would probably be better represented by either a new diplomatic option, or a wonder that takes advantage of existing ones. Maybe civs with open borders (or something more restrictive) with their capital on the same continent as yours?
 
What is a European Federation referring to if not a construct similar to the EU? A sovereign European superstate of some kind is usually referred to as a federal European Union so it makes sense that people come to that conclusion.
 
You present your position with a lot of confidence considering the last paragraph.
 
I feel the URV #3 for Buddhism should be adjusted; if you axe the Mayans, it is very doable (perhaps just have Cautious or Better relations with all Old World civs, though that would basically mean meet everyone before the Byzantines convert to Orthodox?), but as it stands it seems to essentially require you to sit in a small pocket of low population cities for 100 turns, then conquer all the civs that put an emphasis on religion diplomatically and/or wait for them to turn secular - the religious diplomatic penalty sort of kills all other strategies without an unrealistic amount of luck (with the Arabs, Spain, etc. collapsing by themselves).
Not sure what would be an ideal replacement, but perhaps "Convert X% of SE Asia (90+%) to Buddhism and X% of Asia (60%+) to Buddhism.

I know this isn't a development priority, and you have stuff to do, but just a thought.
 
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I noticed that Sagrada Familia wonder doesn't have religion requirement in this mod. Since it's a church it should probably require Catholicism or any Christian religion.
 
Spoiler :
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It feels rather unfair to me that I'm facing a pretty severe -10 stab penalty to something that is more or less out of my control. In my scenario, I've been taking almost all barb battles at >90% odds, but even with those odds, losses are inevitable with the quantity of barbs late antiquity era throws at you as Rome/Greece. It feels like even doing everything "right" is still going to result in you facing this stability penalty.

Basically every other stability penalty has some sort of reasonable counterplay or way of solving. This one essentially says "highroll on combat odds or lose stability".

I guess my question is, is this WAD? Is it something you're expected to be able to adapt to?
 
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