Suggestions and Requests

It should be possible for actual WW2 era aircraft.

Even with fighters, I can't make it from Ireland to France (with whom I have open borders). I don't have the latest patch but this doesn't really make sense to me

upload_2022-4-25_1-6-42.png
 
Distance between Dublin and Brest is ~560km and distance between Dublin and Paris is ~780km. Spitfire's range on paper was 770km. However in practice, when expected to encounter enemy aircraft they were not sent on missions beyond 400km. Then there are long range escorts for strategic bombers such as Bristol Blenheim with range of 2350km. I think base range for fighters makes sense, but range promotions such probably give more range.
 
A little thought exercise. I don't think we'll ever see this civ due to its small size, its arguably low priority compared to numerous others, and the mod's general move away from eurocentrism. Still, this is intended as a "serious" approach as to how this could be represented on the larger map.

Belgian Civ

* Spawn: 1830 AD at Brussels.

* Territory: These tiles plus Belgian Congo, on the big map:
belgium tiles.png

* UP - The Power of the Flat Country: Historical coastal tiles also counts as water tiles for ship and city purposes.
-A UP that exists entirely to allow Brussels to exist inland and two tiles away from Amsterdam, though it also has the side effect of allowing you to settle Leopoldville inland if you so choose.

* UB - Grand Square: Replaces Palace. Other civs are willing to trade resources at a lower price, unique traded resources provide their unimproved base yield to the city.
-English name so as not to choose between Grand Place and Grote Markt.
-Yes, I know that Belgium also has a proper Palace, but I wanted an economic UB, and this one largely predates the spawn date so it should be there from day one.
-As an example, the traded resources effect would give you +1 :food: from Wheat, +1 :hammers: from Iron, etc.
-I wonder if something should be done with corporations - their resource consumption is directly at odds with the UB but Belgium is unambiguously a capitalist country so the player shouldn't be discouraged from blocking them. Yet I'm reluctant to add another effect, so maybe something should be done with a modern great wonder that would give "Corporations don't consume resources in the city", but I'm not sure which one would fit. That, or just precise that Corporations do not affect the UB's bonus even if the resource is otherwise consumed.


* UU - Force Publique: Replaces Rifleman. Can enter Marsh, Jungle, Rainforest. Can build Plantations, Slave Plantations.
-I don't think Belgium would have the time to reliably get Slaves the normal way so this is another way to get Slave Plantations.

* UHV1 - The Long Nineteenth Century: Make Brussels the city with the largest combined number of Merchants and Engineers in 1908.
-Refers to Belgium's role in the Industrial Revolution, which would effectively encourage you to build lots of economic and industrial buildings.
-Settled Great Merchants/Engineers would count.


* UHV2 - The Congo Free State: Control Congo and X Rubber Slave Plantations in 1908.
-The infamously brutal exploitation of the Congo by Leopold II makes the use of slaves feel justified.
-The two UHV have the same date so that you can't use Egalitarianism to get more Engineers.


* UHV3 - European Integration: Build Berlaymont, have Defensive Pacts with at least 40% of European civilizations and allow no communist civilization in Europe by 1992.
-The date is arbitrary, could be any other significant date in EU history.
-The communist part is there to make the diplomacy slightly harder and simulate the EU's attachment to liberal capitalism. It could be replaced with some other civics-related goal.
-This is a "by" UHV. It can be completed earlier than the deadline, since I'm guessing waiting this long would be a bit boring.


~

* A possible special rule to further help the civ: Civilizations with one core city receive +1 :food: per specialist in the city, in the late game (modern era or late industrial). This should also help make Republic obsolete (the two bonuses aren't cumulative) and help simulate small, dense civs.

I don't think the Atomium needs a new effect to synergize with Belgium, though that could be a nice bit of flavor. Additional :science: from Defensive Pacts?
 
Last edited:
That's an interesting idea, but UHV1 sounds extremely hard to achieve in such short timespan given that most other civs would have several settled GPs already by the time of the Belgian spawn.
 
That's an interesting idea, but UHV1 sounds extremely hard to achieve in such short timespan given that most other civs would have several settled GPs already by the time of the Belgian spawn.
I think you'd be expected to complete that goal with regular Merchant and Engineer specialists — through buildings — rather than settled Great People, though these would help. It's an interesting idea but specialists seem too variable for it to work well.
 
My concern with both UHV1 and UHV3 is that they can be denied by things completely outside the player's control:

For UHV1, if China suddenly decides all the specialists in a megacity need to be engineers in 1907 there's nothing the player can do.
For UHV3, if Poland suddenly turns communist in 1991 there's nothing you can do.

The only way to guarantee UHV1 is to have more specialist slots than anyone in the world

The only way to guarantee UHV3, hilariously, is to conquer all of Europe. All glory to the Belgian Imperium!
 
For UHV1, I agree that a fixed number is probably the way to go so changing it to X number of Engineers and Merchants makes sense. But regular DoC already has various UHV with the same problem (population UHV in particular) so I'm wondering if these should be replaced with fairer, fixed goals.

For UHV3, this is a "by" UHV - you only need to accomplish it once before the deadline is up. And the diplomatic part could be adjusted to make it either harder or easier, depending on feedback. You're right tough that a military solution is still possible - some additional condition like "without ever conquering a European city" could be added, but this is already a wordy UHV and I would think the diplomacy route should be easier anyway.
Maybe "Have Defensive Pacts with five European civilizations and no communist civilization in Europe without ever conquering European cities." The 5 civs requirements would require Berlaymont anyway. But then I suppose you could in theory be unlucky enough to end up with a Europe with not enough civs - at which point you'd have to wait for enough respawns.
 
Last edited:
As far as I'm concerned, if someone can conquer all of Europe as Belgium to purge those dastardly commies, they deserve their UHV
 
I think you'd be expected to complete that goal with regular Merchant and Engineer specialists — through buildings — rather than settled Great People, though these would help. It's an interesting idea but specialists seem too variable for it to work well.

Maybe the requirement should be to build a Museum/Academy/Manufacturing/ and two/three national wonders instead?
 
Civ III Music suggestions

Civ III Roman Industrial Music - Industrial Era

Civ III Smash- Digital Era
Civ III Stars- Digital Era
Civ III Techno Music
Civ III Play the World - Digital Era
Gaia's Landing
Alpha Centauri Opening Music

I thought about adding some CIv II suggestions here such as XOM but I thought they might be too involved

Why more techno music in the Digital Era? Because it reflects the technologies at the time and separates the era from the others. While I do like that Civ IV has classical music I think John Adam's pieces are best suited for the Global Era along with stebs music suggestions that I hope are incorporated in the future.

Civ III Measoamerica 1
Civ III Measoamerica 2

And if there must be classical music in the digital era then I suggest the work of Max Ritcher.
 
Last edited:
One small (?) request, due to the changes in how Civs are tracked in the game it no longer appears possible to view a future Civ's flip zone from within the game, since in the worldbuilder unspawned Civs will not exist. Any measures to restore this feature would be appreciated.
 
Civ III Music suggestions

Civ III Roman Industrial Music - Industrial Era

Civ III Smash- Digital Era
Civ III Stars- Digital Era
Civ III Techno Music
Civ III Play the World - Digital Era
Gaia's Landing
Alpha Centauri Opening Music

I thought about adding some CIv II suggestions here such as XOM but I thought they might be too involved

Why more techno music in the Digital Era? Because it reflects the technologies at the time and separates the era from the others. While I do like that Civ IV has classical music I think John Adam's pieces are best suited for the Global Era along with stebs music suggestions that I hope are incorporated in the future.

Civ III Measoamerica 1
Civ III Measoamerica 2

And if there must be classical music in the digital era then I suggest the work of Max Ritcher.
While I don't want to yuck anyone's yum, I will say I do not like the idea of contemporary-ish non-classical music in the game in the later stages of the game. It would hurt the atmosphere for me. If this is included I humbly request it be made a module similar to the other soundtracks made available for Islamic and Asian civs so the player can choose whether or not they want it.

Again, not trying to bring the suggestion down, I'm sure many would enjoy it, would just like it be made optional. :)
 
While I don't want to yuck anyone's yum, I will say I do not like the idea of contemporary-ish non-classical music in the game in the later stages of the game. It would hurt the atmosphere for me. If this is included I humbly request it be made a module similar to the other soundtracks made available for Islamic and Asian civs so the player can choose whether or not they want it.

Again, not trying to bring the suggestion down, I'm sure many would enjoy it, would just like it be made optional. :)

Would you have suggestions for post-1965 classical music in this case?
 
One small (?) request, due to the changes in how Civs are tracked in the game it no longer appears possible to view a future Civ's flip zone from within the game, since in the worldbuilder unspawned Civs will not exist. Any measures to restore this feature would be appreciated.

+1. Even manual Python console commands would be very helpful.
 
Per the discussion in the 'Time Victory' thread, can you make it possible to demand technology as tribute from vassals?
 
It's really annoying when you take or are awarded a city such as Canton, but it quickly becomes useless as it's dominated by the previous owner's culture. Furthermore, if China collapses, they will flip the city back when they are reborn (not sure if this is still the case, but either way).
So, I want to suggest a new building:

Treaty Port
  • Guarantees cultural control over adjacent tiles
  • Prevents revolts caused by foreign culture
  • Immune to flipping from civilization rebirth
  • Built for free when city is acquired via Congress decision (overseas only) or Trading Company event
  • Cannot be destroyed, but is removed automatically when owner is no longer considered overseas
Note that it's not a typical building as it cannot be built manually. It is only present in cities under certain conditions.
 
Is it possible to make modifiers change by era/year? I think there are some civs that could have their heavy modifiers become more lenient in modern era to reflect their quick growth (China, India, other developing countries).
 
Top Bottom