Suggestions and Requests

I would like something where Vassal countries who have the same religion as their overlord cannot convert (if necessary, with certain qualifications - eg, fanaticism/theocracy civic).
For immersion, it would be good to have my subjugated underlings stay under my wing after I've sent missionaries throughout their nation.
For UHVs, it would help some of the conversion goals. They could be made slightly harder (eg, x religion for 20 turns) to compensate.
 
  • Expansion areas are set at the birth of a civilization that is set as an expansion civ. Tiles must have a war map value of 5 or higher, be on the same continent as the civ's starting tile or less than 32 tiles away.
  • Expansion time by default lasts 30 turns, after it runs out expansion areas are removed. Conquering a city in the expansion area can extend the expansion time to up to 10 turns. Making peace with a civilization removes its territory from the expansion area.
  • If a civilization is not at war, there is a regular check if there are foreign cities in their expansion area. They will declare war on one of these civilizations.
  • The war declaration triggers the unit creation. This includes war declarations the AI decides to make on its own account.
There are no specific dates and no independent definitions of expansion areas, if that is what you expected.
OK thanks, this is pretty thorough explanation. So if I understand it correctly, settling on Caribbean islands marked with "Spanish Expansion" wouldn't trigger any conqueror events since they're not in Europe and more than 32 tiles away, right? And how is the distance calculated, is it the sum of difference between x and y coordinates? I guess it wouldn't be the Euclidean distance...

And your explanation here could be listed somewhere in the encyclopedia in game, perhaps, for easier access.
 
It would not be marked as expansion at all. The distance uses the Civ4 ring pattern, i.e. the second ring of a city is distance 2, the third ring is distance 3 etc.
 
I explained the rule, not which tiles are currently in the expansion area.
 
Entirely thanks to being on a cross-country road trip I had an idea for a new global-era improvement: farms with a wind turbine. Only on non-resource tiles, 1 :hammers: & a reduction in nearby city building power unhealth? No idea if there's any art anywhere for it though.
 
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I would suggest the player should be allowed to complete a building by paying regardless of the form of government, we can add some discounts for some specific forms of government, but it seems non-historical that a monarchy cannot speed up a temple if the funds are available and so on.
 
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Spoiler :

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The year is 1941 and GermanyCIV has just conquered the cities of Vienna and Pest, which stopped the collapse of AustriaCIV and win the area of Denmark in the congress. And also the entire area of PolandCIV is already occupied by Germany, taking the independent cities after PolandCIV collapsed at the end of the 18th century. Should I be afraid of the next few years in this gameplay?

lol, So the game's AI has been quite realistic in my gameplay with BrazilCIV. But I'm finding the German and Dutch CIVs Speeding in Tech a bit (note: but I'm not yet in the version where the science costs were changed from 80 to 85 for these CIVs, so I think it will solve a bit).

AmericaCIV has been expanding well and is now expanding throughout North America properly, this point I would consider resolved Leo. I just find it strange that AmericaCIV has now founded a city in Liberia in Africa, close to the year 1941.

Two CIVs that have founded cities very close to each other are MexicoCIV and ArgentinaCIV. Mexico's CIV founds several cities close to each other, there are 3 cities on one tile of the capital. Maybe they should lower the priority of some of them so they don't get so cramped. ArgentinaCIV is less problematic, maybe it's just my impression.

Spoiler :

1749424445036.png



In general, tech progress has improved a lot with Tech Divergence, it helps to slow down the most advanced players. I have a doubt regarding this mechanic, the cost is based on the tech cost of each CIV, because I think that up until the first/second column of global tech, the price increases of Tech Divergence seem well balanced, although I feel they are a little expensive when I compare them to my competitors. (If they are based on the tech cost of each CIV, as I am with BrazilCIV, which is 90, and GermanyCIV is 70 and HollandCIV is 80, and I am the player who is out of step in the lead, that is why, but it is not enough. I think that with the 5% increase in the tech cost of these European CIVs implemented, it should solve the problem).

But from this third column onwards and in Digital Age, the costs seem unbalanced to me (I haven't played this part yet, but looking at the costs and considering that my cities already have all the buildings to strengthen trade routes and science buildings and I will only have the supercomputer and hotel buildings to increase, I think the costs will be very insane and there will be no time to complete the spaceship parts for scientific victory). I think I could check this and decrease the tech divergence of Digital Age, and decrease it very slightly in the 3rd column of Global Age.
 


The year is 1941 and GermanyCIV has just conquered the cities of Vienna and Pest, which stopped the collapse of AustriaCIV and win the area of Denmark in the congress. And also the entire area of PolandCIV is already occupied by Germany, taking the independent cities after PolandCIV collapsed at the end of the 18th century. Should I be afraid of the next few years in this gameplay?

lol, So the game's AI has been quite realistic in my gameplay with BrazilCIV. But I'm finding the German and Dutch CIVs Speeding in Tech a bit (note: but I'm not yet in the version where the science costs were changed from 80 to 85 for these CIVs, so I think it will solve a bit).

AmericaCIV has been expanding well and is now expanding throughout North America properly, this point I would consider resolved Leo. I just find it strange that AmericaCIV has now founded a city in Liberia in Africa, close to the year 1941.

Two CIVs that have founded cities very close to each other are MexicoCIV and ArgentinaCIV. Mexico's CIV founds several cities close to each other, there are 3 cities on one tile of the capital. Maybe they should lower the priority of some of them so they don't get so cramped. ArgentinaCIV is less problematic, maybe it's just my impression.



In general, tech progress has improved a lot with Tech Divergence, it helps to slow down the most advanced players. I have a doubt regarding this mechanic, the cost is based on the tech cost of each CIV, because I think that up until the first/second column of global tech, the price increases of Tech Divergence seem well balanced, although I feel they are a little expensive when I compare them to my competitors. (If they are based on the tech cost of each CIV, as I am with BrazilCIV, which is 90, and GermanyCIV is 70 and HollandCIV is 80, and I am the player who is out of step in the lead, that is why, but it is not enough. I think that with the 5% increase in the tech cost of these European CIVs implemented, it should solve the problem).

But from this third column onwards and in Digital Age, the costs seem unbalanced to me (I haven't played this part yet, but looking at the costs and considering that my cities already have all the buildings to strengthen trade routes and science buildings and I will only have the supercomputer and hotel buildings to increase, I think the costs will be very insane and there will be no time to complete the spaceship parts for scientific victory). I think I could check this and decrease the tech divergence of Digital Age, and decrease it very slightly in the 3rd column of Global Age.
In a recent Japan game I had the same problem with digital age technologies. I was in a race against USA and a strong Ottomans to grab whatever digital age techs were available, but the last few technologies cost upward of 200k beakers, so even with a huge empire maxing out on commerce buildings it was taking me at least 6+ turns to finish the last few technologies. I suppose they should be difficult to research, but I literally couldn't research enough techs in time. I think reducing their cost slightly might be best to keep the tech divergence mechanic in play. I also agree with Mexico's city priorities - a couple of those cities should never be founded.
 


The year is 1941 and GermanyCIV has just conquered the cities of Vienna and Pest, which stopped the collapse of AustriaCIV and win the area of Denmark in the congress. And also the entire area of PolandCIV is already occupied by Germany, taking the independent cities after PolandCIV collapsed at the end of the 18th century. Should I be afraid of the next few years in this gameplay?

lol, So the game's AI has been quite realistic in my gameplay with BrazilCIV. But I'm finding the German and Dutch CIVs Speeding in Tech a bit (note: but I'm not yet in the version where the science costs were changed from 80 to 85 for these CIVs, so I think it will solve a bit).

AmericaCIV has been expanding well and is now expanding throughout North America properly, this point I would consider resolved Leo. I just find it strange that AmericaCIV has now founded a city in Liberia in Africa, close to the year 1941.

Two CIVs that have founded cities very close to each other are MexicoCIV and ArgentinaCIV. Mexico's CIV founds several cities close to each other, there are 3 cities on one tile of the capital. Maybe they should lower the priority of some of them so they don't get so cramped. ArgentinaCIV is less problematic, maybe it's just my impression.



In general, tech progress has improved a lot with Tech Divergence, it helps to slow down the most advanced players. I have a doubt regarding this mechanic, the cost is based on the tech cost of each CIV, because I think that up until the first/second column of global tech, the price increases of Tech Divergence seem well balanced, although I feel they are a little expensive when I compare them to my competitors. (If they are based on the tech cost of each CIV, as I am with BrazilCIV, which is 90, and GermanyCIV is 70 and HollandCIV is 80, and I am the player who is out of step in the lead, that is why, but it is not enough. I think that with the 5% increase in the tech cost of these European CIVs implemented, it should solve the problem).

But from this third column onwards and in Digital Age, the costs seem unbalanced to me (I haven't played this part yet, but looking at the costs and considering that my cities already have all the buildings to strengthen trade routes and science buildings and I will only have the supercomputer and hotel buildings to increase, I think the costs will be very insane and there will be no time to complete the spaceship parts for scientific victory). I think I could check this and decrease the tech divergence of Digital Age, and decrease it very slightly in the 3rd column of Global Age.
ADDITION: Other points that I remembered in this 1700AD gameplay with BrazilCIV, I tried to start the game about 7 to 8 times to get the best initial situation and something that has become quite recurrent is that the OttomanCIV was very weak when I started the game in 1822, usually they lost several cities and usually only have cities in the region of present-day Turkey. Usually they lost Egypt, which became independent, and also the city of Baghdad, and sometimes some cities in the region of the Arabian Peninsula.

since this error happened in about 4 to 5 start attempts, so it has been relatively recurrent, maybe we could do something about it.

Another point that I noticed is that since in the late game there are many CIVs and now we have the slot limit for Civilizations, I have noticed in my two longest gameplays with BrazilCIV that the collapse of civilizations has seemed to me to have been more constant in this late game. In my last game, there were collapses of PolandCIV, IndiaCIV, ArgentinaCIV (which was my vassal, which I took from its Core), CongoCIV (without losing cities), BagamCIV (which would be in the region of current Myanmar, without losing cities), AustriaCIV (but it lost several cities in the war, so it's understandable) and now ChinaCIV is in the red in stability with MongoliaCIV becoming independent, and I think it will fall in the next turns. So it's been quite constant.
To try to solve this, could something be implemented so that after CanadaCIV (which is the last to be born) spawns, the collapse criterion becomes a little more lenient to use all the slots, because in the late game in this new bigmap there are more CIVs and these collapses have been frequent. Or try to increase the number of slots by +1 in the 1700AD scenario (or others later that are added in the future). Maybe even do away with the NativeCIV slot, as it consumes one of the available slots, since, after the dates when the colonization period ends, in the 1700AD scenario I think it could be destroyed after 1900AD to free up more space.

Something that I found very interesting is the independence of MalaysiaCIV, around 1940AD, it helps to rebalance the game because in these final stages the NetherlandsCIV and GermanyCIV have been the strongest technologically. AmericaCIV has not yet been as strong as these two in terms of technology, but it has already improved a lot in terms of settling. JapanCIV is no longer as technologically overpowered as it was in the first versions, so I think it is already more balanced.


If this post is in the wrong place, feel free to move it to another track like "Tech Balance 1.18" or another.
 
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Two CIVs that have founded cities very close to each other are MexicoCIV and ArgentinaCIV. Mexico's CIV founds several cities close to each other, there are 3 cities on one tile of the capital. Maybe they should lower the priority of some of them so they don't get so cramped. ArgentinaCIV is less problematic, maybe it's just my impression.
Isn't that the core territory of Mexico? The player is incentivized to cram as many cities into their core as they can, maybe that's what the AI is doing here.
 
Yeah, I've actually done the two cities 2S and 2E of the capital for exactly that reason. I hate the city 2NW because it's non-core and close to the capital, but the others absolutely have a purpose.
 
C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\RFC Dawn of Civilization\Maps

Only for civs that existed in the small map version though. Also your path may vary; you'll just need to find where your game is installed.
 
C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\RFC Dawn of Civilization\Maps

Only for civs that existed in the small map version though. Also your path may vary; you'll just need to find where your game is installed.
Thanks! Are there flip maps anywhere?
 
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