Suggestions and Requests

Is there any chance of having an option to enable dynamic leaderhead change for the player as well?
 
I think it's better to respect the leaderhead choice the player makes when starting the game.
 
I think it's better to respect the leaderhead choice the player makes when starting the game.
Can you please add a link to all the possible leaders for a civ from its Civilopedia page, the way that unique buildings and units are linked there?
 
I think Indonesia's UP could use a pretty significant buff, maybe like double the amount of gold it currently gets? It's just not really an amount that benefits you much at all, and very inconsistent.

Also, I think it could be good to move the advanced start thing to the turn after you build your first city, so that if you move to a different starting spot you can still get the boost.
 
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That might be better, but you can actually already place improvements anywhere within your core/birth area even before having settled anywhere.
 
Also, I think it could be good to move the advanced start thing to the turn after you build your first city, so that if you move to a different starting spot you can still get the boost.

I also think this would be interesting, the advanced start would be much more useful to the player if he could wait to found a first city / or something like 2/3 turns. Because then it would be possible to add buildings in this new city, or distribute the buildings in a more equitable/strategic way among all cities (with the improvements this is not significant because it is already possible to apply them in the birth area, but with the buildings in the cities this wait would be useful)


Example:
In the current situation if you start with BrazilCIV, you start with a settler in the tile of the city of Rio de Janeiro, then you spend the first turn to move that settler to the location to found the city of Brasília (but you would need the next turn to founding the city), but as the Advanced start has already started, it is not possible to add buildings in Brasília and this city starts very weak and takes a long time to have the capacity to be productive in science/production.

If it is in this new changed situation, of waiting about 2/3 turns / until founding a city, this city of Brasília could be founded and benefited by adding buildings to it so that it becomes a productive city earlier in the game.

In the scenario of being the first city, the damage for not being able to add more buildings is even more pronounced.
 
Can you make it so watermills can coexist with other improvements on a tile? There's no reason that a mill on a river should prevent, say, a pasture or a farm from being built.
 
Can you make it so watermills can coexist with other improvements on a tile? There's no reason that a mill on a river should prevent, say, a pasture or a farm from being built.
That would probably benefit areas like Central Europe way too much; you would build a watermill on possibly the majority of your tiles. Also, this logic could apply to a lot of improvements (pasture/farm, workshop/anything else, etc).
 
That would probably benefit areas like Central Europe way too much; you would build a watermill on possibly the majority of your tiles.
Maybe make stacking watermills something that is unlocked by a tech? Hydraulics, maybe?
Also, this logic could apply to a lot of improvements (pasture/farm, workshop/anything else, etc).
Except the watermill is placed on the river, whereas the other improvements are placed on land.
 
Spoiler Pictured: A town with farms around it :

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I've always figured improvements were supposed to represent something like "this area is mostly used for agriculture, or it's a highly developed urban area just not the most important city (towns), or full of industrial towns and factories (workshops), or an important commercial and industrial area based on trade off the local river (watermills)." It's just shown as a single improvement because it's funner to see your "watermills" "farms" and "towns" rather than ordering your worker to like, industrialize the area or something.

Either that or civ 4 is a world where monstrous watermills visible from space are a common and viable economic development :p
 
Can you make it so watermills can coexist with other improvements on a tile? There's no reason that a mill on a river should prevent, say, a pasture or a farm from being built.

Perhaps a mechanism for updating the terrain tile improvements. Something similar to what already happens with cottages. You build a improvement on the tile and if it is work by X turns, it transforms into a stronger version of it. In order not to be an exploit for older CIVs in the game some of these updates could only be activated when the player discovered a certain technology, so the CIVs would have access to this according to their historical progress in the tech tree.

Examples:
cottage > Hamlet > village > town

Farm > "Mature Farm"

Pasture > "Mature Pasture"

Plantation > "Mature Plantation"

Workhouse > "manufacture"/"Industrial Hub"

Water mill > "Industrial riverside Hub" / "Industrial dam"

Then these updated versions could have a slightly stronger bonus, like a Farm gives +1 food, when it evolves into a mature farm gives +2 food. And that update could be unloced by a tech (like microbiology tech for example)

What do you think of this idea? What improvments do you think should have this update? which tech should release each of these updates? how many turns to evolve? and also name suggestions for these new improvments updated.
 
Some months ago I posted about the possibility of adding more modern Asian wonders in to the game. I came across these 3 pretty nice looking wonders:




I'm currently looking to add these into my game and coming up with appropriate wonder effects. I'm especially thrilled about the Osaka Science Museum since it's a late game wonder that could really play well into Japan's goal of researching the 8 Digital Era techs. But yeah, I wanted to bring these wonders into attention incase they stand a chance of some day making it into the official Doc releases! :)
 
Some months ago I posted about the possibility of adding more modern Asian wonders in to the game. I came across these 3 pretty nice looking wonders:




I'm currently looking to add these into my game and coming up with appropriate wonder effects. I'm especially thrilled about the Osaka Science Museum since it's a late game wonder that could really play well into Japan's goal of researching the 8 Digital Era techs. But yeah, I wanted to bring these wonders into attention incase they stand a chance of some day making it into the official Doc releases! :)
I took the liberty of adding those to The Spreadsheet. Feel free to fill in additional details like techs, effects, etc.
 
Speaking of Wonders, how about a Central Railway Station (National Wonder)? Popped into my mind as I just walked past my city's railway station. I'm thinking maybe something like the Wonder requiring 8 railway stations and once constructed, it would add +1 extra trade route for all your railway station buildings or alternatively some flat sum of commerce for every railway station constructed. I feel this could have pretty good synergy with Chateau Frotenac if done properly.
 
I noticed that some civs field a small amount of supercities at the expense of vast amount of countryside, while some other civs struggle for space.
At the same time, a lot of AI civs don’t settle or expand where they should (Russia in Syberia, Canada, Britian and other colonizing civs/etc).
So is it possible (or even worth it) to make an event or dynamic subsystem where cities spawn in unoccupied tiles that fit them?
I sometimes enter worldbuilder to found cities for rival civs if only to add some representation and give them a much needed boost. For some reason the settler AI isn’t working well, and this could be a workaround.
 
Suggestion: a message in the notification center: "Connection with [Civilization] reestablished.", when you had lost contact with a civilization and restored it. Or something of the sort. Similar to: "[Civilization] has [X] amount of gold available for trade." message.
I see you have implemented this in 1.16.7, thnx!
"You have resumed diplomatic contact with X."
 
How feasible would it be, for the civic 'City-States' Republic to give a production bonus (50% or 100%) for building a 'Palace' to move a nation's capital? It strikes me that most nations that fit the 'city states' model (ancient Greece, classic Maya, Renaissance Italy) didn't have a single long-term capital so much as a series of local hegemonic cities, and making it easier for such civs to actually move their capital would make it a bit more likely for that to resemble real history.

Another possibility would be for the 'City States' Republic civic to give a temporary bonus, something like "+100% culture in your capital for the first 20 turns after building a Palace" or something (+50% culture, +25% production in the capital?). That'd give such civs a reason to invest the time and effort in moving their capital.
 
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How feasible would it be, for the civic 'City-States' to give a production bonus (50% or 100%) for building a 'Palace' to move a nation's capital? It strikes me that most nations that fit the 'city states' model (ancient Greece, classic Maya, Renaissance Italy) didn't have a single long-term capital so much as a series of local hegemonic cities, and making it easier for such civs to actually move their capital would make it a bit more likely for that to resemble real history.

Another possibility would be for the 'City States' civic to give a temporary bonus, something like "+100% culture in your capital for the first 20 turns after building a Palace" or something (+50% culture, +25% production in the capital?). That'd give such civs a reason to invest the time and effort in moving their capital.
There isn't a "City-States" civic, but it'd be nice to have something like this. A temporary capital city boost after building a palace would be cool. It could possibly be a general game mechanic, and be further boosted by whatever civic is most associated with city-states (Republic, I'm guessing?).
 
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