Suggestions and Requests

Suggestion: When Protestantism was founded, players as currently the Catholic Pope should could not choose to embrace Reformation choice.
Its possible that a King could have turned on the pope? But maybe that should come with an additional penalty? Like unhappiness in cities?
 
Is it possible to make food stores to go down during revolutions? It always felt so wrong having so little negative impact during anarchy, everything just freezes and no one at all dies, which breaks immersion. This would also make Great Statesman feel more precious for allowing you to prevent a bloody revolution. Maybe anarchy should also come with temporary unhappiness to simulate unhappiness of whoever had something to lose from the transition.​
 
Could the requirements for building Al-Khazneh perhaps be loosened to just require desert in city radius instead of oasis? Wouldn't desert + Judaism in itself be sufficient for ensuring a somewhat sensible location for it, somewhere in the Middle East?

Also, if it's not too much trouble, it would be great if some of the random events could be turned off or adjusted for those of us who prefer to play without espionage. I recently encountered this where I was forced to declare war on someone as the other options were not available.
 

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Seeing how much the AI loves to build them, it would be great if war elephants could be restricted to certain civs, perhaps as unique units for the classical civs+south Asian civs. Otherwise its absolutely batty seeing Mali and Congo (and even the Netherlands in the 1800s!!) scout the map with war elephants they shouldn't even have, since outside of the Maghrebi dwarf varieties African elephants were never tamed like this.
 
...It's been a while since I checked the new map, but is it possible (or would it be feasible) to have two elephant resources: a strategic resource 'elephants' for building war elephants, the other a luxury resource 'ivory' that isn't connected to the unit at all? You could still use the same graphics and the same 'camp' improvement for both.
 
Will be in 1.18 with bigger map unit speed increased? I think the road movement maybe increased by +1 to current, and maybe naval unit speed too +1
Even on Epic speed it's not easy sometimes to archive some UHV - coz you need move your unit far far away for settling/wars
P/s Now i really like marathon speed (except Global/Digital time coz cheap research), you can taste Medieval ages, not like you blinked - and they gone))
 
Yes, this is addressed in multiple ways. First of all, the number of turns has been extended from 500 to 600 on normal speed, so there is more time for moving units. Most naval units received +1 move like you suggested, so e.g. Galleys now have 4 moves (it feels right).

I decided not to change the moves of land units because going from 1 to 2 moves or 2 to 3 moves changes the tactical nature of the game too much. I made modest changes to routes: roads start out at x2 speed as before and go to x3 with Engineering. Roman roads start out at x3 and go to x4 with Engineering (the latter is new). Then normal roads go to x4 speed with Cartography, and are then tied with Roman roads. In other words, you get faster land movement speed than currently in the late medieval / Renaissance period. Note that the faster ship movement also makes naval transport more attractive.

I also improved the speed multiplier for Railroads with Electronics, but that is harder to express as a numerical modifier due to how the math works out.
 
My Suggestion and Request is I'd like to see Open Borders grant your naval units permission to enter the other civilization's Fort, for canal/port purposes.
Spoiler Fort for canal/port purposes. :
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Strange, I think that is actually a bug. You are supposed to be able to enter these tiles. I will make a note.
 
Yes, this is addressed in multiple ways. First of all, the number of turns has been extended from 500 to 600 on normal speed, so there is more time for moving units. Most naval units received +1 move like you suggested, so e.g. Galleys now have 4 moves (it feels right).

I decided not to change the moves of land units because going from 1 to 2 moves or 2 to 3 moves changes the tactical nature of the game too much. I made modest changes to routes: roads start out at x2 speed as before and go to x3 with Engineering. Roman roads start out at x3 and go to x4 with Engineering (the latter is new). Then normal roads go to x4 speed with Cartography, and are then tied with Roman roads. In other words, you get faster land movement speed than currently in the late medieval / Renaissance period. Note that the faster ship movement also makes naval transport more attractive.

I also improved the speed multiplier for Railroads with Electronics, but that is harder to express as a numerical modifier due to how the math works out.
Will there be any modifications to naval AI so they can utilize this more attractive naval transport? Or perhaps increase the cargo holding of transports. Currently if I do see the AI perform a landing, its only ever a small band of 3 or so troops.
 
Not at this time.
 
A new day, a new suggestion. I'd like to suggest that the action you take upon capturing a city (Sacking, Normal, Sparing) plays a role in how much of your culture is spread to the newly conquered city. With the percentage of your culture in a city playing a role in how much expansion penalty it incurs, I think it makes sense that a city that was treated well on its conquest would be more receptive to your culture than one that was mercilessly sacked. And therefore have less instability involved, at least initially.

Maybe something like 10% of your culture is spread on sacking, 25% on normal (the default now), and 50% on sparing a city.
 
My Suggestion and Request is I'd like to see Open Borders grant your naval units permission to enter the other civilization's Fort, for canal/port purposes.
Spoiler Fort for canal/port purposes. :
Honestly I’m just jealous the Suez Canal got built without you needing to control the area.

I’ve played quite a few games, and I’ve NEVER seen the AI build a fort there :(
 
Honestly I’m just jealous the Suez Canal got built without you needing to control the area.

I’ve played quite a few games, and I’ve NEVER seen the AI build a fort there :(
I Worldbuilded that example. :)
 
Hi, I am new, if I have some suggestions about world wonders can I share them?
Should I design them and then present it?
Welcome to the forum! Feel free to share your suggestions. There is a separate wonder suggestion thread in this subforum as well, you should be able to find it buried a few pages down.
 
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