Suggestions and Requests

I think it's represented by "tolerate" option + manually declaring war on fellow Catholics. I saw it seldom happening (AI in Civ4 is highly opportunistic, so weak Counter-Reformation opposed by strong Reformation might cause Catholics to join dogpile war).

However, it's hard to represent HRE being rather divided on the issue historically. Probably Reformation should trigger a massive stability stress-test to cause a few cities go independent here and there, causing border gore and provoking AI into reclaiming rebel cities that fell to other AIs.
 
Celts have Wales as a core region, but any cities built there flips to the english when they rise. Historically, Wales was an independent region after the roman withdraw from britannia and have many kingdoms in the region until the conquest in 1283 by the Kingdom of England. So, my suggestion is to remove this region (the hill where Cardiff stands and the stone hill) from english rise of civilization flip. This way, the english will have to conquer the region and will give more action to their early gameplay.
Civ4ScreenShot0088.JPG Civ4ScreenShot0089.JPG
Another suggestion is to include the anglo-saxon raiders in brittania, spawning some axeman or swordsman inside boats in the east side of the island between III A.D. and V A.D. centuries. In my experience playing as the celts in 3000 B.C. scenario, they lose control of all cities in gaul to the franks when they spawn, only remaining the british cities. These ones have a quite peacefull and stable gameplay until the spawning of the english. Implementing this, can give more challenge to the celts gameplay and making more historical, showing the conflicts between the bretons, picts and the germanic peoples that have settled brittania
 
Celts have Wales as a core region, but any cities built there flips to the english when they rise. Historically, Wales was an independent region after the roman withdraw from britannia and have many kingdoms in the region until the conquest in 1283 by the Kingdom of England. So, my suggestion is to remove this region (the hill where Cardiff stands and the stone hill) from english rise of civilization flip. This way, the english will have to conquer the region and will give more action to their early gameplay.
View attachment 745974 View attachment 745973
Another suggestion is to include the anglo-saxon raiders in brittania, spawning some axeman or swordsman inside boats in the east side of the island between III A.D. and V A.D. centuries. In my experience playing as the celts in 3000 B.C. scenario, they lose control of all cities in gaul to the franks when they spawn, only remaining the british cities. These ones have a quite peacefull and stable gameplay until the spawning of the english. Implementing this, can give more challenge to the celts gameplay and making more historical, showing the conflicts between the bretons, picts and the germanic peoples that have settled brittania
Can we not make England's early game more annoying as it is?
You already have to tug of war your own core production tiles, the most random barbarian spawns that can end your game because theyre 8 strength axemen vs ancient era archers.
 
Regarding Russia, it's true that they failed to expand beyond Irkutsk. But overall they seem to be doing well. Is the desire to see them expand further into eastern Siberia a balance concern or more about historicity? I am wondering if the city locations available there would actually help them.
Can I ask this question again? It seems nobody replied to it.
 
Can I ask this question again? It seems nobody replied to it.
For me, it's both. Russia should be a powerhouse civ in the 19th and 20th centuries, and it's disheartening to see how much of the map is still empty in the global age (this applies to Canada as well, who will usually not even expand west of the Great Lakes if left to their own devices on normal speed/difficulty. At least not in the early half of the 20th century).

There's not much of a good reason to actually settle anything beyond Irkutsk, gameplay wise. What's out there? A random horse, more furs, some nigh-inaccessible minerals. The only reason a player has to go out there is for the UHV and historicity. I do enjoy the roleplay aspect of selling fur resources to other civs, though.
 
There are moderately good production city spots east of Irkutsk once Levees and Factories are online. Northern Manchuria, especially. Even Yakutsk could be decent enough at 7 pop max. They also provide more trade routes for that much needed commerce.
 
Fair point
 
First of all I wanted to make sure that it's worth trying to prod the AI in that direction.
 
First of all I wanted to make sure that it's worth trying to prod the AI in that direction.
Honestly, I can't say it's worth it for sure. The AI is not good at running big empires. Maybe if the jail was a free building after the Renaissance, they might not be so volatile, but... well, the AI isn't that smart. So even if Russia expanded to all of Siberia, it might only just bog them down more.

Also the AI doesn't understand the culture puzzle you need to do to access Yakutsk by land, which is probably why you never see the AI settle it.
 
This is more like a question than a fully fleshed-out request

The Norse in 600 AD always, with 100% consistency, attack independent Morrocco right before the Moors spawn, with zero impact on the game. On extremely rare occasions, they also snipe Carthage before the Arabs get to it.

Would it make sense to add an independent city in Britain (York?), and maybe prod them to also attack the Celts/Irish or something prior to England spawning (mimicking historical Norse conquests), and then when York? flips, they get into a war with England?
 
Small suggestion. Using the latest commit along with the VD module. Native longbowmen in North America still use the old european model, probably other units as well. Since everything everywhere already broadly looks like local cultures, this is the only place I've seen generic models used instead. Not sure if it is best suited for the base mod or VD, but thought I'd put it out there. I've noticed iroquois muskets show up as a native specific model which is very nice.
 
Celts have Wales as a core region, but any cities built there flips to the english when they rise. Historically, Wales was an independent region after the roman withdraw from britannia and have many kingdoms in the region until the conquest in 1283 by the Kingdom of England. So, my suggestion is to remove this region (the hill where Cardiff stands and the stone hill) from english rise of civilization flip. This way, the english will have to conquer the region and will give more action to their early gameplay.
View attachment 745974 View attachment 745973
Another suggestion is to include the anglo-saxon raiders in brittania, spawning some axeman or swordsman inside boats in the east side of the island between III A.D. and V A.D. centuries. In my experience playing as the celts in 3000 B.C. scenario, they lose control of all cities in gaul to the franks when they spawn, only remaining the british cities. These ones have a quite peacefull and stable gameplay until the spawning of the english. Implementing this, can give more challenge to the celts gameplay and making more historical, showing the conflicts between the bretons, picts and the germanic peoples that have settled brittania
In my experiment as long as the core city is your capital it would not flip.
 
Small suggestion. Using the latest commit along with the VD module. Native longbowmen in North America still use the old european model, probably other units as well. Since everything everywhere already broadly looks like local cultures, this is the only place I've seen generic models used instead. Not sure if it is best suited for the base mod or VD, but thought I'd put it out there. I've noticed iroquois muskets show up as a native specific model which is very nice.
Even less consequential, Iran uses the generic F-16 model for its fighter jet in VD. Can it be changed to the F-14 in Iranian colors? Iran never operated the F-16, the revolution made their order void.

(I could do something similar for a lot of the modern units but I don't know if Leoreth would care to add any of it)
 
Sorry, but I won't make individual unit changes.
 
I have a crazy suggestion, or rather a dream. when you conquer a city there is the possibility, in addition to the classic 4 options, to transfer the city to one of the 8 neighboring squares. practical examples that I have always thought of:
I conquer Cordoba and transfer the city to Seville
I conquer Hangzou and transfer the city to Shanghai
I conquer Aleppo and transfer the city to Antioch
I conquer Tire and transfer the city to Damascus
there could be a cost for the operation, a decrease in the starting population and a certain amount of citizen discontent and general instability. I imagine it's very complex if not impossible to do... but how nice would it be? especially because razing cities has become too inconvenient in this MOD
 
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