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Suggestions and Requests

Discussion in 'Rhye's and Fall: Europe' started by Publicola, Jun 11, 2015.

  1. AbsintheRed

    AbsintheRed Chieftain

    Joined:
    Jul 27, 2009
    Messages:
    7,895
    Location:
    Szeged, Hungary
    It is definitely planned, yes.
    EDIT: I mean improving both their stability and their army.
     
  2. Osakasayama

    Osakasayama Hominid in decline

    Joined:
    Jul 6, 2010
    Messages:
    60
    Location:
    St. Louis
    Just finished a Venetian game, here's my thoughts.
    • Stability problems: Capturing Athens made my Stability drop from solid to -9 in 1~2 turns, resulting in instant indy flip of Athens or another city in every reload trial. Recent AI Venice often collapse without doing much, but could they be given a stability boost?
    • 4th Crusade: Crusade-stealing doesn't occur as often in recent games, but could this be due to the Pope hoarding so much money?
    • Mercenaries in Constantinople: Varangian guards and Tagmatas are available for too long. It's ridiculous that the Ottomans can hire them...
     
  3. cmakk1012

    cmakk1012 Chieftain

    Joined:
    May 27, 2012
    Messages:
    68
    Huh, I was able to keep stability not a problem as Venice by switching to the Feudal set of civics as soon as I could, but that probably shouldn't be necessary
     
  4. gilgames

    gilgames Priest-King

    Joined:
    Apr 5, 2012
    Messages:
    690
    Location:
    Budapest, Hungary
    Stability for human is shaky but accepable. For the AI is huge if they can go big. Otherwise they can collapse easily.
     
  5. El Bogus

    El Bogus Chieftain

    Joined:
    Dec 20, 2009
    Messages:
    361
    Location:
    Leipzig, Germany
    I have to agree that Venice is one of the only civs with stability problems. At least, when I play Venice. That's probably because I want to keep Merchant Republic. The second tier of the civics is just so much better it's absurd.
    Also, the limitation of the number of cities with Bureaucracy and Merchant Republic makes them very undesirable for the human because in no game you aim to have only 5 to 6 cities. The AI on the other hand seems to love these civics. In my opinion way too many civs adopt Merchant Republic.

    On the topic of crusade-stealing, this happens fairly often in my games.
     
  6. AbsintheRed

    AbsintheRed Chieftain

    Joined:
    Jul 27, 2009
    Messages:
    7,895
    Location:
    Szeged, Hungary
    I agree, also noticed that stability for Venice got harder nowadays. Both for the human player and for the AI.
    To be honest I have no idea what's the cause for the sudden drop, they were usually pretty stable before.
    Will give them some easier time in the beginning.

    Good point about mercenaries.
    Yeah, I also see this happen more times than not.
    Indeed, that shouldn't be necessary. Little more details below.
    While Venice does get significantly less penalties from Merchant Republic with many cities, you are absolutely right.
    So while in itself it shouldn't be a reason for their instability, the difference is still way too high if you compare it to the potential stability bonuses from the 2nd tier civics. You indeed miss out on much stability wise.
    Actually that was changed much too long ago.
    AI civs now have proper value calculations for these civic options.
    The values might be still of a little a bit, but really big civs now shouldn't take it at all, and it also should be much more rare for medium sized civs too.
     
  7. El Bogus

    El Bogus Chieftain

    Joined:
    Dec 20, 2009
    Messages:
    361
    Location:
    Leipzig, Germany
    The title of the Roman Emperor was mentioned recently and that got me thinking about new types of victories:
    1. Reunification of the Roman Empire: If you conquer all of Rome's former territory Rome is gifted to you and you win the game. This would probably collide with the Domination Victory. Maybe it's possible to turn it off or to avoid it somehow?
    2. Merchant Victory: Have access to every company which is present at the time while having at least three different companies in your cities. Have a certain amount of (foreign) trade route yield in your empire and a certain amount of trade route yield in one specific city. Have open borders with 12 civs that are not your vassal. Merchant Republiy and Trade Economic have to be adopted for at least 50 turns.
    3. Religious Victories: Catholic: Ensure that the Pope is alive. Control Jerusalem. Make sure that there are no muslim, no pagan and no protestant civs and that 50 % of Europe is controlled by Catholics. Don't have Islam or Protestantism in any of your cities.
    Orthodox: Ensure that Constantinople is in Orthodox hands. Convert 7 civilizations to Orthodoxy. Have 100 faith points for hundred turns (which don't have to be consecutive). Make sure that Orthodox civs have more culture than every other confession/religion.
    Muslim: Control 4 Holy Cities. Make sure that the Asian and African parts of the map and Spain and the south of Italy and France are controlled by muslim civs.
    Protestant: Found Protestantism. Make sure that Protestant civs control the most wonders and 75 % of colonies built. Settle at least one of each Great Person. Make sure there are at least 100 cities with Protestantism.
    Pagan: Make sure there are only Pagan civs. Raze every Holy City.

    These would obviously require that you can declare war on the Pope.
    Feedback is welcome - I only made suggestions.
     
  8. cmakk1012

    cmakk1012 Chieftain

    Joined:
    May 27, 2012
    Messages:
    68
    Some of those religious victories seem easier than others--yikes at the Pagan one, for example!
     
  9. Force44

    Force44 Chieftain

    Joined:
    Dec 8, 2015
    Messages:
    477
    Location:
    The Low Countries
    I like the reunification of the Roman empire. I'd say substitute domination with this one.

    Generally I'm not a big fan of multiple alternative victories. I dislike that for most of them a very similar dominant position is the optimal way to achieve them.
    And also achieving them ends the game.
    It would be really nice though if similar quests gave mutual exclusive bonuses to help achieve an already established victory condition. That way you have more different options to explore per victory in stead of more very similar options per victory.
     

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