Suggestions and Requests

What I thought about when playing Arabs (and then Russia) is that there could be a possible mechanic where, upon entering a new Era, you get the option of changing your capital for free, but only within your Core Area. If weighted correctly, Arabs would move their capital from Mecca to Baghdad at the right era, and the same goes for Russia (moving from Kyiv to Moscow).
This might result in America jumping capitals from NYC to Washington and then back, but it's at that point a question of tinkering with AI weight.

Edit: Also Rome’s move to Constantinople, Moor’s back and forth, and China’s palace jumping though eras.
 
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I wonder if the Russians birth spot not should be Kiev or Novgorod instead of Moscow as they both older, Moscow came pretty late (first mention is mid 1100's).

Probably has been requested many times in the past, but in the long run I think a Kyivan Rus' civilization would be a better solution, making the Muscovite Rus a different entity that later will form Russia.
 
Shouldn't the tibetans have expansion tiles in taklamakan and western gobi deserts? These areas were once controled by the tibetan empire. Since is difficult to conquer and maintain that region because of the barbarians, turks and chinese, I think that this would be an positive upgrade to the tibetan gameplay and would make the civilization AI more active in the game instead of only existing in Lhasa or conquering Pagan.
 
Another ambitious suggestion is adding Unit Traits

Unit Traits
Each unit created starts off with one random trait. These traits are mostly positive but minor, but some have moderately stronger effects with drawbacks for balance. Even civilian units (such as specialist units, workers, missionaries, and settlers) have their own list of traits. These promotions are added to the unit's custom name.
These vary, including but not limited to:
Military Traits
  • Light (+5% withdraw chance)
  • Heavy (+5% :strength:)
  • Quick (-10% :strength: , +1 movement)
  • Brutish (+10% :strength: , +1 movement penalty)
  • Attacker (+1 :strength: for attacking, -2 to defending)
  • Defender (+1 :strength: for defending, -2 to attacking)
  • Mentor (when defeated, gives a portion of XP to a random other unit)
  • Patriot (+20% :strength: within national borders)
  • Cunning (10% chance to survive being defeated, and relocate to the nearest city)
  • Defender (x2 benefit from defensive bonuses)
  • Raider (x2 :gold: gained on raid)
  • Champion (+20% XP gained, +50% upgrade cost)
  • Militia (-20% XP gained, -50% upgrade cost)
  • Ambitious (+10% healing when in hostile territory, -10% when in friendly territory)
  • Peacekeeper (+1 happiness in a city, enemies defeated give small amount of :culture: in nearest city)
  • Conviction (5% chance an enemy unit defeated joins your civilization)
  • Looter (10% chance for :gold: from a defeated enemy)
  • Terrain-Expert (+5% :strength: on one terrain type, and -1 movement penalty in it)
  • Siege-Breaker (defeating an enemy near a friendly city gives a small amount of :health:, happiness, and :hammers:)
  • Inspiration (defeating an enemy near a friendly city gives :gp: based on era, and :hammers: towards cultural buildings)
  • Explorer (+1 visibility, higher chance for a good result on tribal villages).

Some buildings or wonders can determine the traits gained by the units built in that city.

Military (Siege) Traits
As general military, but includes the following:
  • Poisoner of Cities (after bombarding a city, inflicts 1 :yuck: for 2 turns; representing biological warfare throughout the ages),
  • Terror of Towns (as ruthless, but unhappiness instead),
  • Unmaker of Wonders (-10% withdraw chance, but a successful withdrawal after a city gives a small amount of :gold:).

Military (Naval) Traits
As general military, but includes the following:
  • Boarding Party (as conviction, but 10% chance against ships),
  • Skeleton Crew (-10% Str, +1 unit capacity),
  • Blocking Expert (gains a small amount of :gold: for each trade route blockaded),
  • Blockade Runner (when attacking another naval unit that is blockade mode, gives +20% withdrawal chance. If successful, ends up in another square adjacent to the blockading unit with extra movement).

Military (Aerial) Traits
As general military, but includes the following:
  • Airfield Bomber (deals extra damage when bombarding a city that has aerial units stationed inside),
  • Dogfighting Expert (deals extra damage when intercepting),
  • Keen Eye (deals extra damage to enemy units in difficult terrain)
  • Expert Bomber (deals extra damage to enemy units in open terrain)
  • Vigilant Pilot (+5% interception),
  • Multitasker Plane (adds +1 commerce to the city stationed in)
  • Overwatch Expert (adds +20% defense to the city stationed in)

Civilian (Includes spies, workers, settlers, missionaries) Traits
All civilian units gain 20% withdrawal chance to help boost their survivability.
  • Industrious (workers have increased building speed, missionaries have higher success chance for spreading faith, other specialist units, as per the Non-Great People suggestion above, have higher success chance on their active missions)
  • Cunning (10% chance to survive being defeated, and relocate to the nearest city)
  • Swift (20% withdrawal speed, can evade capture or defeat by military units)
  • Rash (+1 movement speed, -20% withdrawal speed)
  • Hardy (+1 defensive strength, +1 per era)

Loyalty (Revolutionaries and Loyalists)

All units have a chance to also gain loyalty promotions.
There is one loyalty promotion for each civic and one for each religion. In effect, these are markers for revolutionaries and loyalists.
For example, a unit in a civilization that is Catholic and has the Monarchy and Mercantilism civics active has a chance of gaining Loyalty (Monarchy), Loyalty (Catholic), and Loyalty (Mercantilism).

Loyalty promotions determine the unit's fate during revolutions (when changing civics), great heresies (fancy name for changing religions), when bankrupt (are not disbanded when you are in the financial red), and when collapsing.
  • When you change civics or religions, all units with the relevant loyalty promotion have a 50/50 chance of either becoming enemy combatants (independent), or leaving your civilization in disgust and joining another civilization with the civic or religion you abandoned (prioritizing nearby civs). When an enemy combatant, they do not attack other civics who share the same civic/religion, but can be attacked. They, naturally, keen their original name, so it might be cool to suddenly be gifted a diehard Monarchist veteran from Paris when your neighbor France is going through the Reign of Terror.
  • When you go bankrupt, loyal troops do not get disbanded (although they are still counted for financial purposes), but they suffer a small demotion (-10% healing speed) to represent logistical difficulties when bankrupt.
  • When collapsing, all loyalty units remain under your control, but do not automatically relocate to the nearest city that is friendly to you. They receive the ambitious trait, losing it when entering your territory, but giving a +1 happiness bonus for 2 rounds.
Naturally, adding this mechanic opens up the door for synergistic mechanics, such as one civilization having higher chance of attracting loyalists, or making all revolutionaries defect (but to nonhostile civs) instead of becoming hostile units.
To be honest this loyalty/revolutionary mechanic is the primary reason for this post, but random traits also adds a layer of depth to gameplay.
 
I'd like to see a commerce focused National Wonder added in to the game. Maybe a National Hotel for example? It could grant trade route or just simply gold/commerce bonuses. Or maybe it's bonuses could be tied to having many other hotels in your cities or good relations with other nations (increased tourism)?
 
You should be able to refuse to adopt civics proposed by the UN. Perhaps it should make all other civics in that category give +1 or +2:c5angry: in every city. This might not be an issue otherwise if AIs were not overly eager to adopt the UN civics. They pass overwhelmingly every single time in my experience.
 
You should be able to refuse to adopt civics proposed by the UN. Perhaps it should make all other civics in that category give +1 or +2:c5angry: in every city. This might not be an issue otherwise if AIs were not overly eager to adopt the UN civics. They pass overwhelmingly every single time in my experience.
This, I know I've complained about this on several occasions but it's really egregious. I've taken to just removing the UN via WorldBuilder.

Notwithstanding the idea that the United Nations could ever successfully enforce civic changes on a global scale being patently absurd, it's made even worse by the AI voting yes without exception to those particular options.

I think the mod would be made better by simply removing the civic enforcement votes entirely.
 
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So what you're saying is removing the UN would make life better because it's mostly useless, a relic of an earlier time, routinely initiates farcical and exhaustingly predictable voting patterns, and just flat out gets in the way? You don't say... :coffee:
 
How about we remove the USA instead considering it causes a lot more problems than the UN
 
I actually was able to refuse a UN-mandated civic change. I'm guessing it was an option because I built the UN. (I didn't initiate the vote, Stalin did.)
 
How about we remove the USA instead considering it causes a lot more problems than the UN

Well apparently if not for the USA counterbalancing Russia, there's one county that just runs away in score and starts conquering everybody. Though I suppose most of the problems comes from the fact that America's UHV depends on their allies not pulling their weight.

But I have a UN suggestion. "Send Peacekeepers to Kongo" could be a vote. If "no" cities start getting razed in Central Africa. If "yes" cities start getting razed in Central Africa but the five richest nations lose a vague amount of gold a turn for ten turns.
 
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I actually was able to refuse a UN-mandated civic change. I'm guessing it was an option because I built the UN. (I didn't initiate the vote, Stalin did.)
Yep, I think if you own the UN or have a large amount of population you can defy. Doesn't really help that much when the AI will basically continually spam those sorts of resolutions and you either have to ruin your civic setup or have all of your cities crippled with tons of unhappiness.
 
Well it might be fine if those resolutions were difficult to pass. Currently the UN will always vote to force civics changes.
 
Or a certain percentage of the world's population has to be living under a given civic to pass it, any civic can be passed as an enforced civic, anyone can refuse to accept it in exchange for massive diplo penalties with nations that didn't refuse, but no unhappiness modifiers for refusing, and there can be an option to repeal the forced civic. With civs generally voting in favour of civics they are currently running or that aligns with their leaders' ideology, rather than just always saying yes no matter what it is. Would make it a neat method of escalating cold wars. Could even add regional organizations like NATO, Pacific Alliance, Mercosur, SCO, SADC, Arab League, ASEAN, etc to further allow for competing political blocs.
 
Could even add regional organizations like NATO, Pacific Alliance, Mercosur, SCO, SADC, Arab League, ASEAN, etc to further allow for competing political blocs.

I like this idea. A simple structure is to make blocs appear organically with civs who have similar interests, which gives opinion bonuses to, and increases the likelihood of, entering (and honoring) defensive pacts. Perhaps even increasing tech spread rate.

A bloc might disintegrate if two members fight one another, so that there are never too many blocs.

This can even represent older eras, such as crusader states, spanish american rebelling civilizations, and anti-revolutionary france.
 
Health ideas:

I suggest changing the yield of settling a great scientist from 6 research & 1 production into 6 research & 1 health. It would represent the connections science & medicine share, and helps out the ancient floodplain health-constrained cities.
I got the idea from played the History Rewritten mod, where some specialists provide health.

On a second note, I find the late civic Public Welfare to be underwhelming. I suggest adding a 0.5 health per specialist bonus to simulate publicly run healthcare.


Late game Capitalism-Communism-Socialism ideas:

Beginning in the industrial era, shared economic civics should better relations, and dissimilar civics should worsen relations. Upon entering the global era, the relationship effects should increase.

Upon entering the global era, nations create unhappiness for global era rivals who do not share their economic civic. The civics Free Enterprise, Central Planning, and Public Welfare would have this effect, with Public Welfare being exempt from the penalty.
[The vanilla "Unhappiness for civilizations without _CIV_" penalty would come into effect upon entering the global era.]

Upon entering the global era, this results in:
  • Capitalist nations receiving unhappiness from global era rivals running Central Planning.
  • Communist nations receiving unhappiness from global era rivals running Free Enterprise
  • (Capitalist & Communist) nations receiving unhappiness from global era rivals running Public Welfare.

This could result in a rather realistic end game where the communists and capitalists must produce cultural propaganda to keep their citizens in line while trying to convert/destroy their ideological rivals. The underpowered public welfare would now be a valid path forward for the unaligned states.
 
Late game Capitalism-Communism-Socialism idea

I like this idea. It is generally flavorful and especially useful for Russia’s UHV, since it is hard enough to overcome the state religious malus and keep communist civs from collapsing, but getting relations to friendly is pretty difficult and subject to chance.
 
Jesuitic Missions: The Jesuits were very active in the Americas, and their various missions are considered World Heritage sites. It would be nice to have another not only Argentine, but South American wonder. They would give Better Relations with all Apostolic Council Members and/or +1 research for every Priest. The enabling technology would be Academia and it would get obsolete with Representation. It would obviously require Catholicism, but also it MUST be built outside Europe.

Given the above mention in the Civilisation Attributes open discussion thread, I’ve got thinking about something to represent the Jesuits and their colonization role, particularly in the Americas but also in Asia and Africa. As many of you know, they not only gathered, converted and organized the indigenous peoples under one of the Catholic colonial powers (Spain, Portugal and France), but also many of their missions and reductions became or greatly contributed to the growth of important cities such as São Paulo (Brazil), Córdoba (Argentina), Asunción (Paraguay), Quito (Ecuador), Los Angeles, San Francisco (USA), Montréal (Canada) and others. Besides, they established many educational institutions that became important universities and schools. Giving their history, I think it would be great to have them as a special mechanic for Catholic colonial powers, even though we know that the Catholics already have several religion-specific mechanics in the game.

One possibility is to create a building available (with Companies or a contemporary tech) only in colonies for Catholic civilizations called Jesuitic Mission or something. After building it, it would automatically spread Catholicism and give a culture, production and possibly science bonuses (let's say, + 2:hammers:, +2:culture: and + 1:science: or something) representing the establishment of the colonial rule and the organization of local people around it. This powerful building, however, would expire relatively early (around late 18th and early 19th century, maybe with Representation or Nationalism techs) and obviously would require Catholicism as state religion and possibly some specific Civic. We could use some art assets available in some Civ Colonization mods, who also have specific mechanics for Jesuitic missions.

Another possibility that maybe can be combined with the above is to have the Jesuits as a colonial corporation similarly (and possibly competing) with the regular Trading Company. I’m not sure about which resources it would consume (maybe the same), but it would also spread Catholicism and give similar bonuses as the proposed building.
 
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