Suggestions and Requests

To come back to a proposal I made some time ago, I think if we wanted to give civilizations more incentives to move their Palace (and for a player to reconsider where it should be located) it might be interesting for new eras to unlock a new Palace building with slightly more powerful bonuses. Though this wouldn't really fit what you're talking about since this would happen across eras, instead of representing a division of power inherent to an era.

It seems to me that if we wanted to simulate what you're talking about, then having Republic (or another civic) negate the bonus provided by the Palace to the capital city, in exchange for a bonus in every city, might be better at modeling this. At least I'd rather have this than rebuilding my Palace several times per era - though I would be okay with a mechanic where instead the Palace randomly switches between your different core cities.

Problem is that this wouldn't really fit with more centralized Republic civs like early Rome or Netherlands. But perhaps this shouldn't be tied to a civic: instead some specific Republic civs like Italy or Greece might start with a "City-States" status that gives a per-city bonus but negates the Palace bonus. This status will eventually be lost: could be when the civ switches out of Republic, when it builds a new Palace (in which case my first idea about era Palaces might be useful), or maybe both. The idea of a civic-like status that some civs start with and that will be lost later reminds me of previous discussions about nomad civs, too. Maybe the two mechanics could work somewhat similarly on that front.

Though all of this seems a bit complicated/overly finicky just to model city-states (especially since currently a Palace doesn't give much of a bonus to its specific city, having instead a much more important role for the maintenance of nearby cities, something which wouldn't be affected by switching your capital between different core cities). I'm not sure what would be added by this besides realism (something Civ IV struggles with when representing lack of political unity anyway).
 
The initial civics of ethiopia, more especifically Religion and Economy civics, should be changed. The reason is that Clergy and Reciprocity doesn't represent the Aksumite pre-christianity society (the period that the gameplay begins). After searching some material about them I learned that the Aksumites have a pretty rich economy, been capable of having enough crops and a variety of domesticated animals, which allowed them to house a large population that turned possible their expansions by warfare and diplomatic means. Also, they indeed have an caste of clergies, but it was the king that held the power in the government and supernatural issues, as the king was considered son of Mahren, the Aksumites representation of war, and possibly was its high priest (thus, an quasi-divinity different from the other peoples).

In conclusion, I suggest that the aksumites/ethiopians begins with Deification and Redistribution civics instead of Reciprocity and Clergy civics.

Another topic that I want comment about is the research. The ethiopians began without Blooming and Arithmetics researched. Although I find that the absence of Blooming can be justified by gameplay purposes, at least Arithmetics should be present. At the time the game begins the D'mt kingdom has been collapsed divided into small kingdoms. The D'mt (the people who are the Aksumites predecessors in the region) already have knowledge about how to create iron tools and weapons and was capable to develop irrigation projects, which means that they have complex governmental organization.
 
I would like to suggest a change in the diplo screen, when looking at it the information is very cramped, the various squares of the head leaders and the texts are superimposed which makes it difficult to read.

Since the squares are arranged in a half-circle way, my idea would be to take advantage of the available area on the screen and make two half-circle lines. a smaller one, with a smaller radius and a larger one, with a larger radius, arranged in an intercalated manner.

So the head leaders would be arranged in the following sequence. the PLAYER CIV leader head centered, and then other leaders as follows: 1st in the larger half circle, 2nd in the smaller half circle, 3rd in the larger half circle, 4th in the smaller half circle, and so on.

Leo, do you think this would be possible to be executable? and would it be very difficult to program it? If so, I can let it go, but I think it would be a way to help with this problem.
 
The code that draws the buttons in a circular pattern is quite complicated. Not that the problem is actually that complicated but it's written in a way that looks hard to modify. I think the idea is good though, I have added it to the backlog.
 
When playing with Russia I have noted that the name Tsardom of Russia only appears when the civilization conquers Kazan, but if the player settles a city or have more than five cities the name changes to Russian Empire. Sometimes it doesn't even trigger the dynamic name Tsardom of Russia, going direct to the Russian Empire name, which is quite strange and ahistorical. Historically, the Tsardom of Russia was claimed after the conquest of Kazan and the fall of its homonimous khanate, but it lasted until the half of 18th century when was declared the Russian Empire to show Russia as a european power.

So, to make the Tsardom of Russia a more participant name in the game I suggest to keep the trigger of conquering Kazan, but remove the quantity of cities as a trigger of the Russian Empire, putting instead the requirement of Russia having researched Statecraft. It is more history accurate, the tech itself represents the rise of more centralist and absolutist governments and allow the Tsardom of Russia dynamic name show up more often.
 
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The Porcelain Tower guarantees that foreign trade routes always work, even if you're running Isolationism, right? That should probably be specified in its description.
 
When playing with Russia I have noted that the name Tsardom of Russia only appears when the civilization conquers Kazan, but if the player settles a city or have more than five cities the name changes to Russian Empire. Sometimes it doesn't even trigger the dynamic name Tsardom of Russia, going direct to the Russian Empire name, which is quite strange and ahistorical. Historically, the Tsardom of Russia was claimed after the conquest of Kazan and the fall of its homonimous khanate, but it lasted until the half of 18th century when was declared the Russian Empire to show Russia as a european power.

So, to make the Tsardom of Russia a more participant name in the game I suggest to keep the trigger of conquering Kazan, but remove the quantity of cities as a trigger of the Russian Empire, putting instead the requirement of Russia having researched Statecraft. It is more history accurate, the tech itself represents the rise of more centralist and absolutist governments and allow the Tsardom of Russia dynamic name show up more often.
Maybe Civil Liberties would be better? Or when they reach column 12.
 
I'm not sure where to post this question, especially since I don't want to necro a seven-year-old thread, but I had a question about this:
Back in version 1.15, Leoreth intended to add some new actions for various Great People. However, in the follow-up discussion, there were a number of really interesting suggestions in that post about tying Great People to quests, which resulted in a discussion about ways to reboot the entire 'events' system that RFC mods inherited from the base game.

Did anything come of this thread or those suggestions?
 
I want to ask for the extremely important change of replacing one of the Pig ressources in France by a Cow (I think the one in the west would be slightly more appropriate but either positions work). It would give Paris some much needed :hammers: while correcting the great irony that France of all civs doesn't have any of the two ressources associated with cheese.

I'll also post this map (which I think Leoreth already posted somewhere on this forum):

https://landgeistdotcom.files.wordpress.com/2021/09/europe-livestock.png

Did anything come of this thread or those suggestions?

Looks like Great Prophets spreading a religion and Great Buildings for every GP, at first glance.
 
Why not "control or vassalize" (Argentina), instead of control only, for the second Colombian UHV - grand Colombia?
 
Colombia's UHV is really fun. You just need to know how to deal with the overextension. Use Despotism and found San Jose del Guaviare once you get Microbiology.
 
If you as Colombia conquer all of South America your economy is likely to give more positive stability then the negative you get from overextension.
 
Maybe Civil Liberties would be better?
Yes, I think its better than Statecraft. From gameplay perspective, it takes a little more for the player to research it. According to the definition of Civil Liberties in civilopedia, it could represent of the enlightment ideals that Russia has began to embrace during the reign of Peter the Great, which declared Russia as an westernized empire to compete with the western powers.
 
Arabia should begin with Politics and Elective as civic, since the Rashidun caliphs were elected or apointed by a council instead of being an hereditary office. Hereditary rule only begin with the Umayyads. In the gameplay perspective, the civilization would have faster research and experienced troops (by faster barracks and stables), which could benefict their initial expansion, mainly in the 3000 BC scenario, which Persia and Egypt have more chances of being alive. Also, to stop the civilization from having the name Rashidun Caliphate after his historical time, the dynamic name could be triggered by using the civic, instead of the actual mechanics. The same idea could be used to the Hereditary Rule civic with the dynamic name Abbasid Caliphate and maybe the introduction of the Umayyad Caliphate dynamic name in the game.

The Delhites/Mughal change dynamic names very quickly. It begins with Sultanate of Delhi and right after the player have conquered 5 cities, changes to Mughal Empire. Maybe trigger this mechanic to a research a tech would represent the two civilizations better. The best tech I have thinked to represent the passage from the Delhi Sultanate to the Mughal Empire is Firearms, since the Mughal Empire was the first nation on the indian subcontinent to use gunpowder weapons.
 
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I think that Roman UHV2 could be more demanding about expansion. I'd like to see Rome fighting with Parthian/Sassanide Empire, having 2 or 3 cities in the Middle East.
I wrote this because I've recently found Rome a quite easy civ to play, as exposed here
 
I would like that. Tangentially related but I think conquering Egypt should be made a bit less tedious by making its AI stop spamming settlers and cities.
 
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