Suggestions and Requests

Do you really want a TTS voice to talk to you when you give unit orders?
 
TBH no, at least not if it's bad quality. My first option would be to have someone here do the voices or pay someone to deliver a more professional job.
 
I have a suggestion for drafted units. Drafted units should get a "promotion" of -20% strength when attacking, until after their first battle, and then they should lose it. Mobilization like this leads to rushed training, poor morale, and it should be incentivized to use them defensively.

Personally, I also think there should be a much higher stability hit for drafted units losing offensive battles as well, since mobilized deaths are inherently more political, though idk if that can be implemented.


(personally I also think, at some point along the tech tree, drafting a city should give 2 units, or it gives 2 units after a certain population threshold in the city (with same -pop and unhap as 1 unit))


Edit: just adding on a bit, but I think the game is missing the feeling of mass mobilization during 19th/20th century conflicts, and allowing 2 units drafted per turn would really turn up that feeling of total war during the world wars period, at least for the western european powers with large city populations.
 
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Could this be simplified by having drafting contribute to war weariness, while giving drafted units a XP penalty?

Drafting producing two units instead of one sounds good though. Though rushing and the modern era in general could benefit from the "if there's enough excess :hammers:, a city can complete several items in its queue in a single turn" rule you find in certain modmods. But then I don't know how complicated such a thing would be to implement, or if it would be desirable (it might make Despotism even stronger for one).

On another note: I suggested that the current Pyramids effect (cities continue to grow when using :food: for :hammers:) could synergize well with the Tributaries civic (for a Templo Mayor wonder maybe?). It got me thinking that this effect isn't terribly relevant for Egypt or other ancient civs. They don't have that many things to build so finding the time for workers and settlers isn't a problem, they're in floodplains so they'll grow big anyway, and their AI build too many settlers as it is. The Pyramids have a cool synergy with the Sphinx effect ( :food: for wonder :hammers:), but I'm not sure Egypt is in position to do much with it. Other effects could be:

-Something to link :health: and :culture: (+1 :health: per :culture: level?), Egypt is always lacking in :health: (though maybe this isn't a problem because its cities' growth is already guaranteed),
-Engineer and/or Statesman slots in every city - those are rare and valuable in the ancient era, and Egypt needs :gp: for both its UHV and URV, OTOH there's a bit of overlap with Ishtar Gate (whose effect isn't that much help to Babylonia, so maybe the Pyramids could steal it),
-:gp: or :culture: from excess :food: - :culture: is boosted, but the :culture: UHV can afford to be made more difficult anyway.
 
Giving us the option to Take over a civ when losing is really needed, i play this to have fun, not to "win". So giving me the option to swap civs on defeat would be a good way to keep on playing.
 
I do wonder if there would be a way of representing "tribes" and cultures without having them be barbarian/independent cities. Tribal villages are quite boring and is just "goodie huts".
Perhaps having an improvement that spawns 3x3 ind/barbarian culture tiles and hasa garrisson of troops. I wonder if you could add a name too it, so it shows up as "Gothic Village" "Sami village" etc.
 
Why not make it a city at that point?
 
How extensively would you expect your idea to be used?
 
I'm not sure what reworked tribal villages would do that barbarians don't already. What interactions could you have with them?
 
I guess a more workable would be this:
Tribal Villages would spawn at certain spots on the map, using pre-determined names (if they can appear) . They would spawn with a garrisson fit to the culture/tribe it represents, so Horse Archers on the steppes, etc.
Stepping on them/taking them would give you three options:

Recruiting a scout/warrior/worker/soldier for Gold.
Razing the Village
Looting the village for Gold
I am thinking that to deter spam, both the Recruiting and Looting would spawn barbarian units on the plot.
I dunno, would be more fun than the simple goodie huts, but maybe it's way too complicated.
 
As for predetermined names, there is nothing I can do besides spawning a sign on the map (which is ugly clutter, in my opinion). A city could be named.
 
As for predetermined names, there is nothing I can do besides spawning a sign on the map (which is ugly clutter, in my opinion). A city could be named.
Couldn't there be a name in the tooltip? I assume it says something like "Tribal Village" right now when there is one, and it could be cool for flavor if it says "Iroquois Tribal Village" if it happens to be in a zone that was inhabited by the Iroquois people. There could be a map with an indigenous name for each tile, which gets used if a tribal village is on it. Probably not really worth doing, though.
 
The question is where to store this information, still. I don't want to add another string field to every plot on the map - that becomes quite wasteful.
 
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I just played through a grand marathon game, and I must say it's just equisite. However, I did notice that the Classical era seems to just have alot of scripted events, and that got me thinking about how to reduce those. So I know that each civilization is supposed to represent a "people" (e.g. the Franks, the Phoenicians, etc.) with one exception for the Germans being two civs (Prussia and Austria).

However, I realized that in the great struggle to balance gameplay with historicity that Alexander's scripted conquests might be avoided by splitting Greece into two civs: a culture and naval-exploration oriented "Greeks" to represent the Mycenaens and Greek city-states that settled Asia Minor, founded really historically significant colonies in places like Taras, Syracusae, Massilia, Saguntum, etc. and achieved all of the Classical Age achievements and a later conquest-oriented "Macedonians" who spawn with really strong units to represent Alexander and his successor kingdoms focused on conquest and culture.

Just a food for thought.
 
I just played through a grand marathon game, and I must say it's just equisite. However, I did notice that the Classical era seems to just have alot of scripted events, and that got me thinking about how to reduce those. So I know that each civilization is supposed to represent a "people" (e.g. the Franks, the Phoenicians, etc.) with one exception for the Germans being two civs (Prussia and Austria).

However, I realized that in the great struggle to balance gameplay with historicity that Alexander's scripted conquests might be avoided by splitting Greece into two civs: a culture and naval-exploration oriented "Greeks" to represent the Mycenaens and Greek city-states that settled Asia Minor, founded really historically significant colonies in places like Taras, Syracusae, Massilia, Saguntum, etc. and achieved all of the Classical Age achievements and a later conquest-oriented "Macedonians" who spawn with really strong units to represent Alexander and his successor kingdoms focused on conquest and culture.

Just a food for thought.
Here's a wacky idea: (AI only?) Greeks and Phoenicians could have access to a unique unit that's a Galley that starts with a Settler, therefore encouraging them to go settle random parts of the Med.
 
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