Suggestions and Requests

What if the "one less Temple required per Cathedral" effect is given to the Clergy civic? I think it could be synergetic with a lot of medieval and early modern states that built a lot of religious architecture. Can be given to both Clergy and Theocracy, if also possible.
Not to poo-poo you, but why would you not switch to Clergy if you weren't running it and just switch back after it's built then?
 
You have an idea on how to improve the modmod or add an interesting new feature to it? Then this is the right place for you! I intend to read and consider every idea here.

The more detailed your suggestions are, the more likely it gets that I'll consider them. Images help to picture what you're talking about (for example for terrain changes), and when you've already considered the repercussions it may have on the rest of the game, it helps to calm down my worries in this regard ;)

Please note that just because I don't directly reply to a suggestion doesn't mean that I didn't read or consider it. Maybe it has already been brought up recently, or I need time to think about it and currently have nothing to say. Also, more complicated things might need some time to get done, especially when they concern other aspects of the game than those I'm currently working on.
Could you please add SouthAsia1 to the East Asia soundtrack (while also probably keeping it in the South Asia soundtrack)? It sounds pretty East Asian, and it's a gorgeous song that I would love to hear more of.
 
Could the tech modifier of Moors be nerfed a little, or make them more unstable in late game?Maghreb is so pretty a wealthy and productive area that Morocco usually become strong, populous, advanced and stable in Renaissance era, while in real history it falls like other victims of the great divergence.
I disagree with this suggestion, I think all other things considered it was possible for the Moors to become a great power especially if any part of Spain was kept. Also, their piracy was deadly throughout the 19th century.
I also have many games where they are very behind, so again I don't think the nerf is needed just because sometimes they reach great power status.
 
I don't know if this is possible, but when someone asks you to adopt their favorite civic, could this open up the civics menu so that you may adopt more than one?

Speaking of civics: One extremely minor thing that annoys me in Civ IV is how a leader's favorite civic only impacts foreign affairs. I'd like them to have some small incentive associated with them, like +1:) per city (or just biggest cities) or a stability bonus.
 
I don't know if this is possible, but when someone asks you to adopt their favorite civic, could this open up the civics menu so that you may adopt more than one?
I think this works, just make sure you don't use the Esc key to exit the civic screen. The exit will take priority on the diplomacy screen with the civ demanding the civic switch ;)
 
Suggestion to change Public Welfare:

-Tweak the extra commerce to be granted according to total happiness generated instead of excess happiness

The reason I'm suggesting this is because it has kind of bothered me with the current effect that growing your cities hurts you while running this civic (as you'll get the overcrowded malus and thus lose out on the extra commerce). This tweak would change it so that while overpopulation will still negatively affect you, the civic bonus itself isn't hurt by it. Also Public Welfare has always felt underwhelming to me when compared with Central Planning and Free Enterprise, so it could use some love imo. If this suggestion causes Public Welfare to generate too much bonus commerce then the bonus itself could be toned down a bit as well, my main concern as I said, is just the fact that I don't like that growing your cities hurts this civic choice.
 
@Leoreth - a suggestion for the Chinese/Mongol core and spawning areas...is there any chance you could extend the Chinese core by 1 extra row to the north? I like to found Beijing 1 tile north of the conventional spot (still Beijing, according to the city name map), to reduce crowding with Chang'an, however, that leads to two problems
1. It's not counted as part of the core for population
2. It flips to the Mongols

Even if you don't want to extend the entire core of China and reduce the Mongol flip zone by that entire column, could you at least change it around those tiles so that Beijing is always considered core and never flips to the Mongols?

Also, I have two suggestions to boost the Firelancer a little, but I think these are less important than the flip/core issue with Beijing.
1. Since it's only 90% the strength of the Arquebusier that it replaces, it should only be 90% the cost
2. Giving it a 10% bonus vs mounted could really help vs the Mongols

In my current China game, I beat the first 2 UHVs, but declared war on Mongolia after they flilpped Shenyang and Mukden...of the 35-unit army I sent to liberate Beijing, only 5 remained the next turn...they were mostly firelancers and a few heavy spearmen. The Mongols are way stronger in 1.16.6 than they were in the earlier versions, I think they're a little too strong.
 
I guess you are defending Mongols. That's a totally wrong strategy because they cause collateral damage. Also I suggest you build Cho-ko-nus or Lancers with two promotions. They have 60% chance to kill a Keshik while firelancers only have 30%.
 
Unless you have overwhelming military advantage it's a bad idea to refuse a flip. Either don't put cities in their flipzone, or agree to the flip then take the cities back (either when they collapse or when their birth protection expires).
 
AI (even as a human, too, actually) gets stupidly large armies when you declare war on them while they have birth protection. I've seen some civs get almost 30 siege weapons just for a flip being refused.
 
When has the AI declared war on you while you are still birth protected?
 
AI (even as a human, too, actually) gets stupidly large armies when you declare war on them while they have birth protection. I've seen some civs get almost 30 siege weapons just for a flip being refused.
I think that birth protection should be toned down a little.
When has the AI declared war on you while you are still birth protected?
I think he means the human gets too large of an army when someone declares war on them during birth protection (i.e. the human flips a city, the AI declares war in response)
 
Some suggestions regarding Egypt:

The eastern portion of the arabian península should have more conquest value to Egypt AI, just like the Levant. The reason is that this region was for a long time under the influence of the egyptian dynasties (fatimid, ayyubid, mamluk) and that would put more conflict in the region, since its more dificult due to most of the civilizations have the same religion.

Memphis should turn into Al-Fustat or Fustat after flip or captured by Arabia. When Egypt reborn as a islamic nation, the name should change to Al-Qahirah. I suggest this because Cairo was founded only after the Fatimid Caliphate conquest of Egypt. Before that, Fustat was the administrative center of Egypt during Rashidun, Umayyad and Abbasid Caliphates.
 
From the git update log:
"prevented placing Slave Plantations during advanced start"
This will again make the Brazil UHV close to impossible, unless you make a huge campaign over independent civilizations in Africa (if you are lucky they are still some there).
Kongo almost never have more then 2 slaves.

I agree, but on the other hand with advanced start slave plantations enabled, that goal can be accomplished in the first turns. I think that warrants rethinking it entirely. Something like this, perhaps?

Brazil 1 - Have over 50 gold-per-turn from selling sugar to other civilisations and harvesting the plots. (Still based around sugar. Slave plantations would make it easier by having additional gold on the plots.)

While on the topic of UHVs, I find the current Italian gap between its Renaissance goals and its 1930 conquest goal to be a bit boring. I think folding the first two goals into one ("Build San Marco Basilica, Sistine Chapel and the Leaning Tower and have three cities with Influential culture by 1600 AD") and introducing an intermediate goal would give the player something more interesting to do. In earlier stages when designing the civ, there were discussions of a tech goal simulating various Italian discoveries, that sounds appropriate.
 
I agree, but on the other hand with advanced start slave plantations enabled, that goal can be accomplished in the first turns. I think that warrants rethinking it entirely. Something like this, perhaps?
The UHV still contains 4 pastures goal, which is a bit more difficult since is basically means you have to invade Argentina.
 
My suggestion for new civs for the new map (sorry if this isn't the right thread for this, I'm new here)

Africa
Boers - I wrote some suggestions for them in the map suggestion thread, I can copy them here if you would like
Swahili - I have no suggestions for this civ's gameplay or unique elements, but I think it would be good to have, both to fill up coastal East Africa, and because it could have interesting interactions with Arab, Persian, Ethiopian, Indian, and Portuguese civs
Islamic Egypt - I know it shows up as a respawn of ancient Egypt, but it was a very different culture and civilization, and it would be nice if it was playable and had its own UHVs

Asia
Manchu - they could take over China in the 17th century, and have new UHVs that are different from China, they could provide interesting gameplay as well as making 1700 AD China a civ that can win UHVs (although in this case, China wouldn't be present as a civ in 1700 AD, only Manchus would, China could spawn again in the early 20th century if the Manchus are unstable)

Europe
Sweden - Scandinavia shouldn't really be represented by just one civilization - the Vikings can become Denmark-Norway once Sweden spawns
Kyivan/Kievan Rus - now that Eastern Europe has more space, they can fit in, and can be an interesting rival to Poland and Russia, they can respawn as Ukraine if Russia collapses to core in the modern era
Celts - it would be nice to have a playable Celtic civilization, it can respawn as the Kingdom of Scotland in the Middle Ages and as the Republic of Ireland in the Modern Era, although a color change would likely be necessary (Scotland is blue, Ireland is green, or you could split the difference and make them some greenish-blue intermediate color)

Australia - the only major post-colonial civ that is missing other than the Boers, it would be nice for Australia to be an actual civ instead of just staying a British colony for the entire game

Those are the only civs missing that I think are really essential

Some others, like Nubia and Israel, might be nice to have, but are probably too small to even include on the bigger map.

It might be nice to split Islam into Shia and Sunni, too, but I don't think it's that important, since the only Shia civs in the game would be Iran and Islamic Egypt.
If the Celts do make it in (and I hope they do), this would be good diplomacy music for them in the Middle Ages/Renaissance
 
Here's a good leader head for the Manchu (if they get added), or for 19th century China
 
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