Suggestions and Requests

Small thing but I always thought Washington should be near a river (maybe 1-2 tiles one), as it located at the end of a rather large one coming from the south, directly from the Ocean, the Potomac River.
 
Yeah there is a river to the N-west 1 spot, but I'd assume Washington to have a river as well, it can help the WASH with a levee, as well.
 
Is it possible to have the 'change civilization' choice be present throughout the game instead of being triggered only when a new civilization appears?
Say I'm playing in the 1700 scenario, but want to play Poland. Is it possible to play as Russia, conquer Polish core areas, and then, after liberation, switch to them?
 
Pretty sure ctrl + C lets you change civs at will.

I have noticed that there's an option on worldbuilder (under game options) to spawn them in, but it appears not to work and multiple error signs pop up.
upload_2022-6-5_12-45-11.png
 
Ctrl-c only work with cheat on I think?
I don't know about Ctrl-C, but using the standard method (saving on WB and loading) triggers these bugs where several civilizations declare war on themselves and general ungentlemanly behavior, such as also making defensive pacts with themselves, and a weird city-within-a-city thing I don't really get. I was thinking of changing civilizations in way that doesn't cause the game to go apeshit.

I have suggestions though. These range from simple additions to system changes. I call them 'Not-Great People' (NGP).
Premise:
We have Spies, and Great Spies. We have Missionaries and Great Prophets. We have Workers and Great Engineers. Each of those Great People have a Not-so-Great counterpart.
What if there were (a) mundane forms for each Great Person that explores mostly unaddressed mechanics, and (b) a chance for a not-great-person to be promoted to a Great Person?
So each civilization has a limit of 3 NGPs, and each NGP has one active ability and two passive abilities. One passive ability is a (Friendly) ability, granting a small opinion bonus to another civilization if the NGP is left in their borders (consider them as some kind of foreign advisor that they're grateful to have along; the cap on the bonus is +3).

Culture: Artist (NGP)/Great Artist (GP)
Culture has several niches it can exploit better, such as city nationality, tile stability category (core to foreign core), and replenishment of defensive %.
  • Active Power (Assimilate). The Artist spends 3 turns, and when complete, changes a percentage of a city's nationality to match your own. This is limited up to 50% (allowing you to draft units who drank the Kool-Aid). GP increase to 80%.
  • Passive Power 1 (Morale Boost, Friendly): Slightly increases the rate of replenished defensive structures by increasing the morale of defenders, and increasing health recovery in your territory. Each enemy unit defeated grants :culture:. GP doubles bonus.
  • Passive Power 2 (Influence Culture). The tile stability category around the Artist increases by one step in a 3x3 radius centered on the artist (increasing from Core > Historical > Contested > Foreign > Foreign Core). This bonus fades when the Artist is no longer stationed, and does not stack. GP that is settled in a city increases that one city's tile one step forever.

Production: Engineer (NGP)/Great Engineer (GP)

Production is focused on improvement of tiles and building of cities, but also some limited terraforming.
  • Active Power (Oversee). The Engineer spends 5 turns, each turn increasing the production of the settlement he is stationed in by 1% on the first turn, 3% on the second, 10% on the third, 3% on the fourth, and 1% on the fifth. GP doubles the bonus.
  • Passive Power 1 (Improve Infrastructure, Friendly). The Engineer acts as an improved worker, making better improvements (Cottage starts one step higher as Village, a tile with a Fort turns into a Hill if it was flat, and turns back once the improvement is removed) and faster. The Engineer can also improve allies' tiles, but cannot remove an improvement (except when building a better version of it). GP is even better in this, and can be sacrificed to turn a 2x2 tile area from Marsh terrain to Grasslands.
  • Passive Power 2 (Redirect Efforts). The Engineer stores excess hammers and overflow (up to 50 :hammers:), and can spend it using the Oversee action, adding the hammers at a 1:2:3:2:1 ratio). If the settlement he is in has an airport, it can airlift one additional unit per turn. GP has a higher limit to the excess (200 :hammers:).
For example, I use an Engineer in Thebes, and have 43 excess hammers after whipping the building into shape. The Engineer (if stationed in the city), stores the 43, and when overseeing a project, provides the following hammers each turn: 4:8:12:8:4.

Warfare: Commander (NGP)/Great General (GP)
Warfare is more straightforward, focusing on units and logistics.
  • Active Power (Lead). The Commander joins a unit of any type (land, naval, or aerial), granting one free promotion or some XP. The leading unit contributes more points towards the Great General bar than a normal unit, and upon defeat grants a large bonus to the bar. There is a 10% chance a defeated Commander survives without his unit's defeat, appearing in the closest city. A commander can join a friendly unit instead of a player-controlled one, in which case the same benefits happen, and you also get vision on the unit. The GP grants more XP, and has triple the chance to survive his unit (30%).:strength:
  • Passive Power 1 (Oversee Training, Friendly): The Commander increases military production of units in the city he is in by 10%, and gives new units +1 XP. GP doubles the bonuses.
  • Passive Power 2 (Reform Military): The Commander reduces the building cost of military buildings by 10%, and lowering war weariness by 20%. GP doubles the bonus.

Economy: Merchant (NGP)/ Great Merchant (GP)

Economy covers tinkering with trade routes, commerce, and corporations.
  • Active Power (Trade Mission): The Merchant can use this ability to trigger a pop-up, allowing them to choose any city that is connected to the one he is in by a trade route :traderoute:, and teleport to it. The merchant also has limited espionage capabilities, gaining missions. He can perform the Investigate City (for 1 turn), Steal Treasury, Poison Water, Foment Unhappiness, and Bribe Worker missions. The Merchant has a higher chance of retreating to the nearest city compared to a spy. GP can teleport twice, and has higher chance on succeeding (and escaping) on a mission.
  • Passive Power 1 (Commercial Negotiations, Friendly): A merchant stationed in a city adds a small amount of :commerce: for each trade route the settlement has. GP doubles the bonus.
  • Passive Power 2 (Negotiate Ventures): A merchant stationed in a city keeps the corporations that are in it from leaving, even if they would otherwise leave. If there are no corporations in the city, the merchant increases the chance of one appearing. A GP can instead be spent to build a Corporation HQ to keep it present perpetually and increase the benefits it has by 20%.
Religion: Priest (NGP)/Great Prophet (GP)
Religion covers a little bit of everything.
Special: Changing your religion has a 50% chance of removing your Priest (check once per Priest).
  • Active Power (Proselytize): A reusable missionary, limited to one city. Using the same ability in a city with the faith has a chance of removing a random other faith (as religious persecutor). Spreading the faith:religion: to a civilization that shares the same faith has a minor opinion bonus.
  • Passive Power 1 (Faithful Shield, Friendly to Same-Faith Civilizations): The Priest exerts a Zone of Control (3x3) against missionaries and Priests (but not Great Priests) of faiths other than your own, and lowers the chance of spread of enemy faiths, even vs Great Missions. The Priest can also attempt to remove the unit they engage against (75% vs. Missionaries, 50% vs. Priests). GP's rate in combat is 100% vs. Missionaries, 75% vs. Priests, and 50% vs. Great Priests).
  • Passive Power 2 (Holy War): The Priest adds a minor stability boost to you when in your city that has your religion, and adds 10% to combat strength for your units on the same square when outside your lands (as well as friendly units who share your faith). GP doubles the bonuses and also has the Medic promotion.
Science: Scientist(NGP)/Great Prophet (GP)
Science has several niches to explore besides bulbing and accumulating beakers, such as tech transfer, stealing, and utilizing desire for research.
  • Active Power (Innovate): The Scientist gains a similar ability to the Merchant, but can only move if the two cities also share science:science: buildings (besides open borders and trade routes). He also gains a unique espionage mission that can break up tech stealing to smaller chunks, and reduces the cost for Tech Stealing. GP is more efficient in Tech Stealing and cannot be caught.
  • Passive Power 1 (Inspire Wonder, Friendly): The Scientist adds 1 happiness and health every 30% Research. high Research Levels. GP makes the bonus 1 per 10%.
  • Passive Power 2 (Accumulating Experience): The Scientist boosts the Tech Spread bonus, and gives 2 Scientist GPP for each Science building in the city.
Governance: Statesman/Diplomat (NGP)/ Great Statesman (GP)
Governance concerns itself with a little of everything, but mainly stability and boosts for messing with AI. Great Statesmen also gain the ability to force ceasefire (as the event).
  • Active Power (Influence): The Statesman has several spy-like missions, including Sabotage Project, Spread Culture, Support City Revolt, Foment Unhappiness, Steal Technology, Influence Civics, Influence Religion, Bribe Worker, and Perform Counterespionage. The Statesman also has two special missions:
    • Dismantle Coalition, which can allow the Statesman to unmake a Defensive Pact between your target and another civilization,
    • Damage Control, which allows the statesman to reduce one non-permanent (such as different religions) random opinion penalty by 1.
GP have higher success chance in these missions.​
  • Passive Power 1 (Diplomatic Ties, Friendly): The Statesman increases stability in your city or that of a friendly civilization, and prevents loss of contact with the civilization. If in enemy lands, this increases the chance for peace talks. This also has double the normal bonus to Opinion, and makes the AI more likely to agree in general negotiations, especially declare war on other civilizations. Opinion penalties decay faster while bonuses remain for longer. GP doubles all the bonuses (quadruples bonus to Opinion). This is otherwise similar to the French special power, and the French get another bonus to compensate.
  • Passive Power 2 (Diplomatic Immunity): The Statesman, when apprehended for a failed espionage mission or attacked in combat, has a 75% to escape to the nearest city. A statesman entering hostile land can only be discovered by another statesman or spy, allowing other units to find or capture him.
Espionage: Spy (NGP)/Great Spy (GP)
Espionage focuses on core BTS play with some modifications. Stationed Great Spies also add +1 XP to spies created in the city.
  • Active Power (Mission): This is as per normal spies:espionage:, with the addition of the ability to teleport to other cities that share trade routes (as per Merchant), but takes one additional turn. Great Spy can teleport up to three connected trade routes away. GP of course keeps has the Infiltrate City ability.
  • Passive Power 1 (Hidden Operative): This is the spy's normal ability to cross national boundaries without open borders, remain hidden (even from other spies), and increase chance of detecting enemy spies. GP cannot be detected at all, except by other stationed GP, and has a higher chance of finding enemy spies.
  • Passive Power 2 (Trained Professional): This represents the spy's capacity to level up. Successful missions add XP to the Spy (and hence, XP to the GP bar), and defensive captures of enemy spies also nets XP to spies on the same tile (and naturally, to the GP bar).

NGP, I think, should also have a small chance (5%, or 1% for mission-using NGP) be able to turn into GP upon using their active power. When it comes to the Commander, perhaps surviving a fight triggers the check instead. Nothing cooler than losing your commander, only to find out that they came with more experience and are ready to rejoin the fight.
 

Attachments

  • doc self hatred.png
    doc self hatred.png
    96.5 KB · Views: 55
  • guanzhou tianjin civil war.png
    guanzhou tianjin civil war.png
    525.1 KB · Views: 58
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.
 
Last edited:
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)
battle-of-saratoga-large-56a61b2d3df78cf7728b5ddd.jpg

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.
 
Last edited:
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.)
 
Back
Top Bottom