Version 2.6 discussion

Actually zealous is a lousy negative thread for Charlemagne. He was one of the few middle age monarchs who was on good footing with the muslims. He was even installed by the muslims as protector of Jerusalem and the holy lands. Plus he significantly increased the rights jews had gained in the frankian realms.

So no, Charlemagne was instead a rather religiously tolerant monarch. You might name the Saxon-Wars ... though those had much more political reasons (to stop the saxonian raids, later conquer their territory and basically "organize" the borderlands).
 
Belief System/Deities - What is the governing force of the universe?
- Tribal/Nature Worship - Mysticism, based on the nature
- Ancestor Worship
- Polytheism/Pantheon
- Monotheism
- Dualism
missing options that dont involve very involved supreme beings
Religion; A system of practices which act according to beliefs, including belief in the existence of at least one of the following: a human soul or spirit, a deity or higher being, or self after the death of one’s body.
 
you may as well remove those leaders altogether for how well they'll do without trade

Mercantilism and a variety of other civics entail no foreign trade or a reduction in foreign trade, I fail to see how more debilitating the leadser traits would be as opposed to the civics. We are looking for negatives after all ;)
 
Mercantilism and a variety of other civics entail no foreign trade or a reduction in foreign trade, I fail to see how more debilitating the leadser traits would be as opposed to the civics. We are looking for negatives after all ;)

yes, yes i suppose chopping off a leaders arms and legs would be a rather negative trait wouldn't it?
 
Speaking only for myself, I rarely utilize Alliances or Defensive Pacts anyways, why not also add "No Foreign Trade Routes" or alternately a reduction in trade route yield due to said isolationist attitudes?

Washington encouraged free trade, which was different from the rest of the world which ran on the Mercantile system at the time. An isolationist (or non-interventionist) foreign policy does not mean an abolition of free trade, so that would be historically incorrect. Trade policy falls under the Economy civics. Foreign policy falls under player choices, and the Isolationist trait would force the player to play foreign policy the way the leader would, especially in the late game.
 
- Added: Deceiver (not in use yet), might be renamed to Treacherous/Traitorous, +2 espionage per city, free promotions to spies
- Added: Scientific (not in use yet) +2 science per city, +10% research

What would you think of changing Financial to be more like these traits (e.g, +2 wealth per city, +10% wealth)? That would make for a nice complement with the commerces - Creative giving 2 culture, Scientific giving 2 research, Treacherous giving 2 espionage, and Financial giving 2 wealth - and help specialize the trait in money making, true to it's name.
 
why is everyone so dead set on adding scientific traits, how wouldnt that break the game?
 
replace coffee with tea, its played a much bigger role

Uh... yeah. I'll let the Pope answer that one...

Pope Clement VIII said:
“Why, this Satan’s drink is so delicious that it would be a pity to let the infidels have exclusive use of it. We shall cheat Satan by baptizing it.”
 
Is there any way to grant a small xp bonus to newly trained water units based on the number of fishing boats, whaling boats and offshore platforms that are in a city's BFC? The improvements represent a better skill pool to create ship crews from.

I'm thinking .25 or .5 exp per improvement, with fractions rounded down.
 
Actually zealous is a lousy negative thread for Charlemagne. He was one of the few middle age monarchs who was on good footing with the muslims. He was even installed by the muslims as protector of Jerusalem and the holy lands. Plus he significantly increased the rights jews had gained in the frankian realms.

So no, Charlemagne was instead a rather religiously tolerant monarch. You might name the Saxon-Wars ... though those had much more political reasons (to stop the saxonian raids, later conquer their territory and basically "organize" the borderlands).

Grr - missed this on my last major pass at this thread.

You're right, there were less tolerant leaders than Charlemagne. I chose "Zealous" for him not because of a tendency to religious persecution - that would be reflected by the "Intolerant" civic, not by zealous tendencies - but because... well, would you want to be his neighbor? You can talk about the political reasons behind the Saxon wars all you want, but the fact remains... Denmark, Bavaria, Lombardy, Aquitaine, the Basque regions of Spain... what separates Charlemagne from Napoleon or Hitler on the "good neighbor" scale is lack of good roads over which to march. Man spent his entire life on campaign.
 
I don't like the idea of negative traits. There could be another negative mechanism added in, much like the negative traits of civics. That way, much like for leaders themselves, the negative trait would be caused more by the playing style of the player rather than an unchangable trait. For example, for extravegent trait, we could have a higher maintancence penalty if too much wonders are built. It wouldn't make much sense to have a higher maintenance penalty if the player never built a wonder. Or arrogant, because what if the player plays as a nice guy?

I could see how a counter-arguement would be that a player could never go to war and yet they still have the aggressive trait. However a player wouldn't mind having a positive trait because naturally we get more angry at traits that hold us back than happy about traits that help us. Basically I think the game would be less fun if negative traits were added in. I understand that this mod is suppossed to be more realistic, but there still needs to be a balance, although moving the scale more towards realistic than in the regular version. I would be more in favor of new negative mechanisms that reflect playing style and are changable rather than unchangable negative mechanisms.


As for adding- Anything that would cause more rise and fall. Throughout history by far the most common source of a falling empire is some kind of combination of bad leadership, falling income, and military threat. That being said, the GNP part should probably become more significant as time moves on. As in our modern age most likely the US will be surpassed by economic means, not by military conquest. I honestly have no experiance with actually moding so if anything sounds like too much, please stop me. As for the main mechanism, I would say the military thing is pretty much down pat as of now. I mean, it is unlikely that a human with a strong military will ever be conqured, but I think that the cause of the decline in military would most likely come from a decrease in income. Therefore, I think some sort of way to make income far more volatile would cause the player to have to decrease his/her military, and then another military threat can come in and conquer you, and then later you can have your revenge by using smart playing to build up you income again, and conquer you conquerer. Hence avoiding the unfun part of being brought down and not being able to get back up.

Meh, the idea I mentioned above is very vague. Unfortunatly I don't know enough about the game's mechanics to get any more specific. I guess making trade routes a larger source of income and making them volatile, or at least have a way of another civ affectiving another civ's trade routes would work, but I'm not sure.
 
I've been trying to come up new promotion lines for industrial, modern and future era units but I can't seem to think of good names for those lines. These promotion lines could be described as "trench warfare" and new modern day city assaults and possibly battle gases (though I have no idea yet how to implement biological warfare promotions). Also if you think that something else should be available as promotions now would be the time to speak up. ;)
 
Drill on gunpowder and Hitech units would be cool. Though with the massive boni they get against earilier units, I could understand if it would be too unbalancing.
 
For mechanical reasons, either skip biological warfare entirely, or take a look at the code from FfH2 to see how promotions like "diseased" are handled. Chemical warfare, on the other hand, is doable as a promotion line available to gunpowder and artillery units going right back to the cannon (there was a proposal to the Duke of Wellington about using chlorine gas in Portugal; his emphatically negative response was "two can play at that game"). Chemical I-II-III, similar properties to the Berserker line, perhaps?

I feel I must beat my "Combat Engineer" promotion drum here (and furthermore, it is my opinion that Carthage must be destroyed) as long as we're talking modern promotions.
 
I do not want more resources to be added to RoM, but some are unfairly forgotten: natural gas and others, which I would like to combine in one resource named "rare earth elements". So, I would like to add 2 more resources:
  • natural gas
  • rare earth elements

Natural gas should add some options to already defined buildings/wonders. For example:
  • steel mill will require coal OR natural gas
  • Ironworks will give +50% :hammers: with natural gas
  • etc
(In real life natural gas is one of the main sources for chemical plants. In RoM chemical plants produce synthetic rubber, so it is not good to set natural gas to be an alternative for oil products)
New type of power plant should be added: Natural gas power plant. I think it should not produce so many :yuck: as oil power plant or coal power plant.
Natural gas should be available in the same time as oil.

Regarding rare earth elements, I think it should be very cool resource to fight for in modern/post-modern time. Actually, I think that almost no modern/post-modern unit should be available without this resource!

Both should be strategic resources, adding +1 :hammers:.
 
Is it possible to have the choice of founding a religion if you are the first to reseach the required tech and have not founded one yet?

Also shouldn't Japanese Spies be called Ninjas? :D
And get Loyalty for free? :lol:
 
Regarding rare earth elements, I think it should be very cool resource to fight for in modern/post-modern time. Actually, I think that almost no modern/post-modern unit should be available without this resource!

Could have Nuclear Reactor power plants produce them as well.
 
replace coffee with tea, its played a much bigger role

With both coffee and tea in the game you could add a new Corporation "Staryucks". Would compete with sushi and ceral mills, could add happiness or hammers and use coffee/tea/cows as it's source materials.:lol:
 
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