Suggestions and Requests

The AI already collapses to the core. As the human, collapse is your loss condition. There already are enough safeguards in place to help you notice and give you time to address the problem, so there is no need to give the player another crutch. Collapse to core is way too easy to recover from and opens up way too many very easy exploits to immediately restore what was lost if you can expect it and plan for it like a human player can. I don't want to remove stability as a challenge and constraining factor from the game.
 
Hi Leoreth,
I played at the latest version a few times with Rome. In general I really enjoyed myself, I achieved a historical victory in 350 AD as my best game. As a caveat Greece founded a city in Italy and when it spawned they declared war on me which granted a few extra legions. Besides the overall very positive feedback I have a few comments:
1- Despite controlling cities either in my core or historical area my expansion stability was often pretty bad, even less than -10. With a good economy and good relations I was able to be overall neutral but I just cannot get enough stability to avoid Byzantium's spawn. I would like to get your thoughts on this.
2- I read elsewhere a similarly related comment. Later in the game after the historical victory it became really difficult to prevent Turkey and Moors from respawning, even while having a good stability. I am assuming it is because I was not controlling their whole core area but just parts. However their core area seems to be partially outside of my historical area and given the already strained expansion stability I ended up in a pickle. What are your thoughts on this?
I realize I am nitpicking a little bit, but I thought to still be a good idea to provide some suggestions. Cannot wait for 1.18 with the larger map!
 
1- Despite controlling cities either in my core or historical area my expansion stability was often pretty bad, even less than -10. With a good economy and good relations I was able to be overall neutral but I just cannot get enough stability to avoid Byzantium's spawn. I would like to get your thoughts on this.
Big empires in the classical era are not easy. Your core population is not worth much more than your peripheral population. As you advance through the eras, your core population is weighted more in the stability calculator. Being too unstable to prevent Byzantium spawning is entirely expected and what should happen unless you're running an exceptional game.
 
1- Despite controlling cities either in my core or historical area my expansion stability was often pretty bad, even less than -10. With a good economy and good relations I was able to be overall neutral but I just cannot get enough stability to avoid Byzantium's spawn. I would like to get your thoughts on this.
My thought on this is that you did a good job. It's normal to not circumvent the Byzantine spawn.
2- I read elsewhere a similarly related comment. Later in the game after the historical victory it became really difficult to prevent Turkey and Moors from respawning, even while having a good stability. I am assuming it is because I was not controlling their whole core area but just parts. However their core area seems to be partially outside of my historical area and given the already strained expansion stability I ended up in a pickle. What are your thoughts on this?
You cannot prevent the spawns of these civilizations. What do you want my thoughts on?
 
You cannot prevent the spawns of these civilizations. What do you want my thoughts on?
My bad I did not explain myself well enough, I defeated them both conquering all their cities after their first spawn, but they kept re declaring independence afterwards despite having a good stability
 
Yes, civilizations can respawn if sufficient cities in their respawn area are either independent or controlled by sufficiently unstable civilizations. In that case all cities in their respawn area are included in the respawn regardless of the stability of the owner civilization.
 
Yes, civilizations can respawn if sufficient cities in their respawn area are either independent or controlled by sufficiently unstable civilizations. In that case all cities in their respawn area are included in the respawn regardless of the stability of the owner civilization.
Having nightmares as Poland where Russia would respawn in god knows where, Siberia and steal Moscow from me because the Respawn always takes the capital too.
And then having to blitz said Capital, because Russia would rebirth with a huge army.
 
Yeah, I have said this before: the capital flip condition is a bit too punishing right now. I will re-examine that part of the code.
 
1) On the map screen and under Despotism, would it be possible to have a ✊ icon over cities that are capable of whipping? There's already a text alert but it's easy to miss or forget it.

2) There was some discussion a while ago about adding more information to the demographics screen. I've been thinking that adding the name of your best and worst rivals (if you know them) and what the numbers represent in the world's percentage (like land area in the score screen) could be good.
 
1) On the map screen and under Despotism, would it be possible to have a ✊ icon over cities that are capable of whipping? There's already a text alert but it's easy to miss or forget it.

2) There was some discussion a while ago about adding more information to the demographics screen. I've been thinking that adding the name of your best and worst rivals (if you know them) and what the numbers represent in the world's percentage (like land area in the score screen) could be good.
Red fist if whip with extra unhappiness, yellow fist if whip with normal unhappiness.
 
So I had a thought.

In the old world, we have some resources that represent hunting, like deer, whales, squirrel, even elephants.

At least most of the time they weren't domesticated, but instead hunted in the wild.



The thought I had is that the "New world"- north America and Australia- don't have much of a unique species of this type of animals.

While yes, a lot of these species were driven to extinction in the last few thousand years, some of them still remain and are important to the cultures of the area, such as moose and bison- buffalo.

I would also recommend adding turkey as a resource, as it kinda fits right in.



Australia could have the emu as it's unique resource.

I know some of these seem too "exotic" to be included as a resource, but still, these are the local animals to these places, and (sadly) were hunted by the masses.
 
Bisons have the problem that their herds were gradually destroyed as American settlers advanced, so they'd be irrelevant to current civs. This is a shame since there are definitely good models for this resource in other mods. They would be a great UP/UB though for some eventual Plains Indians civ (+1 :food: on unimproved flat plains?).

For turkeys, the issue is that poultry is so ubiquitous that it'd be hard to isolate them to specific tiles. Their presence is IMHO already implied by farms.
 
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Bisons have the problem that their herds were gradually destroyed as American settlers advanced, so they'd be irrelevant to current civs. This is a shame since there are definitely good models for this resource in other mods. They would be a great UP/UB though for some eventual Plains Indians civ (+1 :food: on unimproved flat plains?).

For turkeys, the issue is that poultry is so ubiquitous that it'd be hard to isolate them to specific tiles. Their presence is IMHO already implied by farms.
But there are already animal resources in the game, like cow, sheep, fish, deer, pigs and horses.
I dont see how adding veriants would be any different.
They are only meant to represent areas with a high concentration of the resource, and would spice up gameplay in the whole American continent.
 
Could we please move Mongol starting location to 1E? HUman player always doing it to work both Sheep, but , alas, AI is not blessed with such an insight and always settles in place. It is still currently named Karakorum, still in Orkhon valley, and would not change much except helping AI Mongolia to develop more prosperous capital.
 
Could we please move Mongol starting location to 1E? HUman player always doing it to work both Sheep, but , alas, AI is not blessed with such an insight and always settles in place. It is still currently named Karakorum, still in Orkhon valley, and would not change much except helping AI Mongolia to develop more prosperous capital.
Where ya been silly? Call Leoreth "Oprah" because everybody's getting a new starting location! 🥳🥳🥳🥳
 
Injured siege weapons (even at 1 HP) are still able to deliver full damage to city defenses (i.e. full 8%), while their attack or defense strengths are reduced accordingly. Could we fix the former, please?
 
Injured siege weapons (even at 1 HP) are still able to deliver full damage to city defenses (i.e. full 8%), while their attack or defense strengths are reduced accordingly. Could we fix the former, please?
Please no change, I use this on purpose. The two attacks represent different things
 
Starving or whipping the periphery cities is the standard unimaginative technique used by human players to improve their stability. Obviously, there should be a price to pay and, at the very minimum, there's a price for whipping : long lasting unhappiness that will contribute to instability in domestic category. But intentionally starved city just see their population dying every turn and does not feel angry about it. I propose that every population point lost due to the negative food balance at the end of the turn will result in one angry face lasting for 10 turns on normal speed. "Your rule brought us misery and starvation" tooltip reads.
 
Speaking of peripheral population control, I've been thinking about North African and Egyptian grain. The surplus grain from these regions fueled Rome's, and later Constantinople's, incredible populations. When they lost access to these breadbaskets, both cities' populations shrank.

What if there was a classical era wonder that could transfer a percentage of :food: from the city it's built in to your capital city? Say that Rome conquers Egypt, builds this wonder in Egypt's old capital, and then carpets the Nile valley in farms. A large chunk of this :food: is transferred to Rome, giving it a larger population than it could otherwise achieve in the classical era (maybe the pig or the sheep spawn at a later date, and are not present in the classical period). This also keeps Egypt's population smaller, helping the player's stability. When Rome loses Egypt to Byzantium's spawn, then Constantinople is the city receiving this Egyptian :food:.When the Arabs take Egypt, Constantinople starts shrinking, motivating the player to go take Egypt back for their UHV goals (this could also fuel Mecca or Baghdad's growth, not that Baghdad needs help growing). Perhaps this wonder goes obsolete with crop rotation or horticulture.

Just a thought I've had lately, I wanted to get it out of my mind.
 
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