Suggestions and Requests

One thing I thought of one time this came up is that one ideology could be like Decolonization/Third-Worldism and disrupt colonial empires, making cities more likely to go independent or trigger a rebirth. This would help make the mod have less huge empires during the endgame.

Another thing is you could have ideological victories to parallel religious victories.
 
One thing I thought of one time this came up is that one ideology could be like Decolonization/Third-Worldism and disrupt colonial empires
I think decolonizing is in the DOC UN options. Ironically it'd probably save a lot of Euros. Britain, Spain, and the Netherlands are all constantly collapsing in the industrial age right now.
 
Yeah, vanilla Civ IV's UN function reeks of Fukuyama-esque "end of history" mindset. Free market secular liberal democracy is obviously the end state of all human civilization, regardless of their history, culture, or circumstances! Given the spirit of the 90s and early 2000s, I can understand why they were operating on this mindset, but 20 years of hindsight shows us that history is not at an end and neither is free market secular liberal democracy a guaranteed way of organizing a society.
One funny thing that illustrates that mindset is how in the Road to War mod (which is relevant to this discussion since it replaces religions with ideologies), you have Fascism, Communism, and then, instead of Liberalism or Capitalism, just "Democracy".
 
Different kinds of UN, all of which takes their ideological civic as "mandatory civic" to be switched.
Liberalism - United Nations, with the unique resolution of enhancing international trade and enforcing peace.
Communism - The Comintern, with the unique resolution of decolonization and spreading communist ideologies to undeveloped civilization.
Fascism - The Axis, with the unique resolution of asking tributes and demanding cities.
 
Different kinds of UN, all of which takes their ideological civic as "mandatory civic" to be switched.
Liberalism - United Nations, with the unique resolution of enhancing international trade and enforcing peace.
Communism - The Comintern, with the unique resolution of decolonization and spreading communist ideologies to undeveloped civilization.
Fascism - The Axis, with the unique resolution of asking tributes and demanding cities.
How about MLP ideology? Friendly relationship between all civs?
 
Marxism-Leninism-Ponyism
 
I am proposing very straightforward mechanics utilizing the hardcoded vanilla diplotext upon the initial contact. When 2 civs are meeting for the very first time you are forced to go through pretty inconsequential binary choice: peace in our times or head on the pike. Inconsequential, because nothing prevents you from choosing peace, surveying the situation and declaring war the very same turn. This is a lost opportunity to make a choice to mean something. Chosing peace in our times upon initial contact should establish binding 10 turn peace, as a proper peace treaty after the war. Obviously declaring war on contact enables war but further adds a new diplo malus " you shoot first and talk later".
 
I guess "inequality" could be a good stat that influence how popular communism/liberalism/Facism/traditionalism is in your civ.

Might be too hard to implement, But having a civ-wide "ideology" tab that measures inequality, might work well.

Could work on stats like culture, unhappiness, health, production, And gove certainr esults. High production and little "ameneties" make a city unequal etc.

Might be best tied to stability even.
 
With Spies getting 2 MP, Scouts are still left with 1 MP and it leaves Spies doing a lot of scouting, especially after gaining use enemy road promotion . Can we please make Scouts more interesting for the big map? A seasoned scout should be able to do something no other unit can. Better results from goody huts come to mind, but we have practically the same amount goody huts as before. Perhaps we could increase number of huts by 20%? Especially now when we have more civs competing in exploration? Define more areas of random placement, especially in Russian and American forests and Arctic regions.
 
Spies where arguably already better than Scouts because they can't get attacked by the many Barbarians and can go in any civ's territory. Their disadvantages is they come later and have a random chance of disappearing.

Not a huge fan of goody huts though. Scouts could instead do with better stats (since their main limitation is barbarians).
 
I honestly think Scouts and Explorers should be able to move through any civ's territory, especially Independents. They lack the ability to pillage tiles so I don't think this could be abused. Furthermore, has any thought been given to a modern or atomic era upgrade to the Explorer?
 
Would it be possible to give the two independents different border colors? So that I can know that If I'm declaring war on an independent city x, if I should expect independent city y will attack me or not. Also just make it easier to tell where their borders end at a glance.
 
Last edited:
What if scouts and explorers could build roads and forts and maybe if forts didn't require removing forests? That way they can go ahead and form the trails that your settlers will later take.
 
I honestly think Scouts and Explorers should be able to move through any civ's territory, especially Independents. They lack the ability to pillage tiles so I don't think this could be abused. Furthermore, has any thought been given to a modern or atomic era upgrade to the Explorer?
Spotter or Forward Observer perhaps? It could start with the Sentry promotion.
 
I honestly think Scouts and Explorers should be able to move through any civ's territory, especially Independents. They lack the ability to pillage tiles so I don't think this could be abused. Furthermore, has any thought been given to a modern or atomic era upgrade to the Explorer?
Paratrooper.
 
I honestly think Scouts and Explorers should be able to move through any civ's territory, especially Independents. They lack the ability to pillage tiles so I don't think this could be abused. Furthermore, has any thought been given to a modern or atomic era upgrade to the Explorer?
Is there a "Google Maps car" unit art?
 
I honestly think Scouts and Explorers should be able to move through any civ's territory, especially Independents. They lack the ability to pillage tiles so I don't think this could be abused. Furthermore, has any thought been given to a modern or atomic era upgrade to the Explorer?
Not exactly the same but there's been discussion of a Great Explorer :gp: in this thread.
 
Back
Top Bottom