Suggestions and Requests

Nuclear winter mechanic! Instead of desert world you get snow world, reduced food and commerce yields, and so on. Civs dwindle away into ancient era levels of population. We can call it Civilization IV: Rhye's and Fall of Civilziation: Dawn of Civilization: Twilight of Civilization.
How I learned to stop worrying and start loving the colon
 
I have never seen hostility to this idea. Usually someone proposes this, then someone else asks which civs would actually adopt it and what the impact would be, and then there is never a convincing follow up to that question and the discussion fizzles out. It's a big who cares of a change idea.
Maybe hostility was a strong word
 
You certainly did do that.
Is it possible that a 'plant forest' action could be added with Ecology, so that players can try to reverse global warming? Perhaps even have some special events where if a player does not fund environmental efforts global warming will be accelerated. Finally, there could be wars where the player attacks countries disrespecting environmental laws
 
Is it possible that a 'plant forest' action could be added with Ecology, so that players can try to reverse global warming? Perhaps even have some special events where if a player does not fund environmental efforts global warming will be accelerated. Finally, there could be wars where the player attacks countries disrespecting environmental laws
On the other side of that, you could have at tech like Microbiology give bombers the ability to bomb forests and have a (probably lowish) % chance of destroying them. Or maybe tie it to a new tech like Herbicides that also gives farms another yield boost in the mid 20th century. Represents what the US did in Indochina with Agent Orange, or allows players to go full scorched earth against an enemy. Maybe could use a 'chemical weapons' diplo hit too that isn't as long lasting or as high as using nukes.
 
On the other side of that, you could have at tech like Microbiology give bombers the ability to bomb forests and have a (probably lowish) % chance of destroying them. Or maybe tie it to a new tech like Herbicides that also gives farms another yield boost in the mid 20th century. Represents what the US did in Indochina with Agent Orange, or allows players to go full scorched earth against an enemy. Maybe could use a 'chemical weapons' diplo hit too that isn't as long lasting or as high as using nukes.
AI doing deforestation much more effectively))
 
If you are Catholic, you already get contact with all other Catholic civilizations via the Apostolic Palace.
 
Theocracy should give you contact with all civs of the same religion.

If you are Catholic, you already get contact with all other Catholic civilizations via the Apostolic Palace.

So Theocracy alone should not directly grant permanent contact. But there are more religions than just the catholics out there, so I still think it is a great idea - maybe make it so that you cannot lose contact with any civ that you share a religion with if you have the Theocracy policy and the Commune tech. And gain contact with all others with the Statecraft tech.

(I do think that Theocracy is slightly underpowered for most civs. Theocracy could also grant free espionage points per round against each foreign capital that shares your state religion)
 
This has been said before, but I've been playing the SE Asia civs this week and the issue is more blatant than ever:

Can we stop the AI from pillaging everything in its path? Pillaging roads never helps the AI, it just wastes its own time and prevents itself from moving units forward more quickly. Pillaging rainforest improvements is even worse: the AI will block its own path off to spite the player, and will get stuck behind the now-empty rainforest tile it cannot pass through. It cripples the AI's performance in a war.
 
Can we stop the AI from pillaging everything in its path?
I've submitted similar proposals before and would like to renew it in the hopes we get a critical mass going. Given your workload Big L you are also welcome (encouraged) to respond with a "Not possible", "On my list but will require a considerable undertaking", "Learn how to Python, noobs", etc.

the AI will block its own path off to spite the player,
Nooooo don't give in to Evil Silly! You've been a playtesting paragon and bastion of rationality, please stay here with us we need ya.
 
Maybe "Norse" spawning Barbarians could be removed and instead both Norse UU could have Hidden Nationality.
You might have a stronger case than you think.

1732902248652.jpeg
 
Some more (repeated) suggestions as I continue my Southeast Asia playthrough. Japan and Korea, and to a lesser extent India, keep stealing all the wonders. Here's some easy ways to fix this:

Shwedagon Paya: requires gems (so Burma, India, Dravidia, Thailand, Java, and Khmer can all build it, but not AI Japan or Korea)
Pramban: requires dye*, but city must border a water tile (so Khmer, India, Malay, and Java can build it, but not India in Delhi or Pataliputra)
Borobudur: requires banana (so Khmer, Malay, Dravidia, Thailand, and Java can built it, but not AI Japan or Korea)

*edit: this is actually a Hindu wonder so the usual suspects don't steal it, it probably doesn't need a resource associated with it at all

The Japan and Korea AI often beeline Shwedagon Paya (and Japan will almost always try to get Borobudur too). Java at least can do something about this, but I have been unable to play the war galley trick as Burma because your only port is so far away compared to Java and its war galleys it gets on spawn.

I know that DOC isn't trying to be a historical determinist game, which is why I chose resources all these south/southeast Asian countries have, so any of them can build these wonders (and nothing stops a player from doing weird stuff for the sake of wonders!). I'm just tired of Japan and Korea sniping every Buddhist wonder there is with little counterplay available. Also my monthly shill post for more Asian wonders.
 
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It's a Black Friday miracle!
 
Let me know if that works, I did not test it in any way.
 
Let me know if that works, I did not test it in any way.
Bad news, hon. A few 'overview' autoruns haven't presented a *noticeable* change.

EDIT: On closer looks, it seems like the gratuitous Road carnage is no longer present. Best Example: That infamous Roman Road on Constantinople's stone still stands as of 1300AD!
EDIT EDIT: After a few more games I suspect I ran the first few before actually Pulling the latest version (maybe my brain checked that box off when I read Git Log?). The AI Major Civs are indeed refraining from "pillag(ing) improvements that provide access to tiles with features". I paid special attention to SE Asia (which I have to admit might be a first) and already noticed much more dynamic interplay. Cheers.
 
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The Japan and Korea AI often beeline Shwedagon Paya (and Japan will almost always try to get Borobudur too). Java at least can do something about this, but I have been unable to play the war galley trick as Burma because your only port is so far away compared to Java and its war galleys it gets on spawn.
I have spent a lot of time to get Borobudur as Malay. without war trick Japan will always build it before any other civ (and it very cheap for them). And even after i was ensure Japan can't build it in time - Korea can steal it with GE (sometimes they got 2-3 GE in row and build many Buddhism wonders (3000BC))
 
Would it be possible to get the French AI to less aggressively chop forests, and keep some around for lumbermills? In my England game, there hasn't been a single forest within French borders since around 1200. Every flat tile without a special resource has a cottage (except that they built two workshops in Brittany, which are worse than lumbermills until much later).

It does mean they've been teching quite well, but their cities are needlessly production poor. Admittedly it had one benefit for them, as I looked at their denuded land and decided to invade Iberia instead.

Edit: the love of the French for cottages is such that not even the cows are safe:
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