Suggestions and Requests

Some way of representing the conflict between "Communism" and "Capitalism" in the 1900s would be interesting, more than just havin them be tied to civics. Civ V did it very badly, but just something to make it more important than some simple bonuses would be great.
 
Could also have an anti-humanitarian capitalist victory for the player with the highest GPT when the "ice age ends" event occurs.

I would alternatively suggest implementing the raising of ocean levels to represent the ending of the current ice age and the lowering of ocean levels until there's no water left on earth to represent an anthropogenic runaway greenhouse effect, but Civ 4's engine doesn't really play nicely with changing land tiles to ocean tiles or vice versa midgame.
 
Randomness of Nature Ending where an event drops an asteroid on Earth, changing a couple of tiles to fallout and also destroying every civ within like two turns.
 
Anyone who considers a humanitarian victory too controversial is someone I'd happily lose as a player. This game can be won by literally destroying every other civilization on the planet.
What even would a humanitarian victory be? as far as I understand its just a personal philosophy of promoting human welfare. Not really much there I can see in terms a national/civilizational level. I can see an enviromenalist victory, involving green energy, and a few new global warming combating wonders and reforestation.

Oh and thorium reactors :P
 
I guess I should properly address some of these points:
  • Global Warming: I agree that it's bad both as a game mechanic and in terms of believability. The main reason why I haven't done anything about that is exactly what you mention: it's very low priority because it touches a short part of the game that is rarely played. I think the best way to improve global warming is to make use of the fact that the shape of the map is known, so the effects can be a lot more directed. Desertification should set in at the boundaries of existing deserts for example, or resources could start disappearing. Global warming should also be expressed by an increasing rate of random events like floods damaging coastal and riverside cities or improvements being destroyed by famines and heatwaves. The best example of what this could look like is the armageddon counter from FFH: it's transparent, the range you're in determines which bad things happen, and the effects start from mildly annoying and go to game ending. I think 100 "armageddon count" for global warming should mean a game over because you have made the planet irrecoverably unlivable in the medium term.
  • Humanitarian victory: I would definitely like to do this at some point, but the priority is also rather low. In my opinion it should not just be about global warming, but in general collaborative efforts that many civilizations participate in, as well as maintaining global peace. In my mind this also connects to the natural wonders and great explorer feature set that we discussed in the past.
  • Ideologies: For this I was thinking of a lightweight implementation where techs unlock different ideologies and then you get automatically sorted into an appropriate ideology based on the civics you have chosen. Ideologies would basically work like modern equivalents to state religions in that opposing ideologies lead to relations penalties and shared ideologies lead to relations bonuses, in a way that replaces religion as the driving force behind diplomacy in the industrial and especially the global and information eras. Like religions, ideologies could also come with appropriate ideological victories. There is some overlap with the idea of a humanitarian victory (at least for some ideologies) but it's still a different thing in my mind.
 
"Humanitarian victory" sounds a bit strange in the context of a game that traditionally only has one player win and the rest lose haha. I almost wonder if it would be a sort of "everyone wins" thing? I mean a victory is still a victory if it's shared I guess. Or would it be more of a "who contributed most to this state of affairs coming about?"

Also, if there's any map related things to be done in regards to global warming, I'd be happy to help whether that's desertification, change of tundra tiles to something else, or whatever - that type of environmental map stuff is right up my alley :)
 
Certain spy missions could result in a declaration of war when failed or when nationality is revealed. Missions such as influencing civics and religion or failing an assassination
 
UP: doubling amount of existing resourses of some kind.

expml: Mali gets two Gold/Silver&Gems from every resource mine
These are really interesting suggestions, but you should have written them as a single post, rather than quadruple-posting.

I like the Malian UP suggestion, though it could also be a wonder effect (resources in city's BFC count double?) I'm not sure which civ it is best suited for -- which civ specializes most heavily in (or is most dependent on) resources? -- so identifying the specific 'flavor' could be challenging.

The 'this city's population counts as core' wonder is also very clever, though potentially OP depending on how it's used. It might be well suited for one of the Palace wonders that reduce maintenance; a Forbidden City-type wonder that boosts stability instead could be a very interesting mechanic. As above, I'm not sure which civ/game situation this would fit best -- as an early game wonder it could be very useful, especially in the hands of an empire like Persia or Rome that must expand considerably (and therefore deal with expansion instability), though as a late game wonder it'd be better fitted for the massive globe-spanning empires of the Victorian Era. (I have no idea how OP this wonder could be, but now I'm wondering if it's the sort of thing that could potentially be used as a National Wonder effect rather than a world wonder -- give every civ a chance to expand their Core for a single city...
 
I think a "double resources from Mines" UP was proposed for a hypothetical Australian civ by several people.

As for expanding core territories that could easily be broken (I'd expect players to beeline for the most :food:-rich area they can settle, and it'd potentially allow them to have very unconventional survivals). Historical instead would be more balanced (or else make it so the city has absolutely no stability impact from population). Another possibility would be for each civ to have two stability maps (as exists for some civs already, like China), and have this wonder upgrade you to the bigger one. One particular problem though is that some civs that could benefit most from this (fast-paced conquerors like the Mongols) don't always have the time and :hammers: to invest in this.
 
Mali getting extra Gold/Gems from mines would be interesting. Currently you can make quite a lot of gold per turn selling them to Europeans.
 
How difficult is it to auto-update the religion map in the game? Per user Dracosolon's suggestion it makes sense to model the spread of religions after the acceptance of civil liberties and civil rights. I think upon discovery of civil liberties the proselytizing religions religion maps should greatly expand, and upon the discovery of of civil rights all religious maps should expand. All major religions should eventually auto spread to costal cites by the industrial age, and in the global age we should see more minor religions in costal cites around the world. This results in cosmopolitan civs either needing to become tolerant/secular or accept a theocracy to remain happy/stable.
 
Canal and trade cities.

Canal cities, like Panama and Suez and Trade cities, ranging from Italian Colonias to European treaty ports.
 
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