Banazir864
Warlord
- Joined
- Dec 3, 2016
- Messages
- 158
1. City-states shouldn't get massacred as easily (i.e., easier defense, increased warmongering penalties for conquering them, etc.), and the AI should be programmed to do it less. Additionally, there should be a CB to liberate city-states, even if you never got a chance to be suzerain of them or they were conquered long before the CB was unlocked (maybe no warmongering penalty for declaring the war, but increased penalties if you keep or raze any cities). Likewise, make it so you can't attack city-states that an ally or friend is suzerain of without first cancelling the alliance/friendship.
2. Change or remove the stupider agendas. At a minimum, this should include the agendas that are basically luck-based (Victoria, Chandragupta, etc., and especially flirtatious and curmudgeon, which might as well be additional "they just like/don't like you" modifiers), but should ideally include agendas that like or hate you for playing normally, especially if they trigger far too easily (Peter, Pedro, Frederick/Pericles, etc.). They should also make the agendas take into consideration whether it's even possible to comply with them (e.g., no more situations where Mvemba gets mad at you because you didn't spread your religion to him in less time than it takes for your missionaries to get there; likewise, Wilhelmina shouldn't dislike civs who are out of trade route range). Some of the agendas are great, so the devs do know how to make good, interesting, agendas. Special mention goes to Saladin, who would have a fine agenda (the positive half is a bit narrow for my taste, but doable)...if they'd stuck with disliking civs who attacked coreligionists (interesting) and didn't have him also dislike civs who don't share his religion (almost everyone).
3. More flexible national parks. I love national parks, but the "vertical diamond near a single city" requirement is overly strict and has no basis in reality. My suggestion: Naturalists can enter impassible terrain and have four charges. They can use a charge to either create a one-tile Park Entrance on passable terrain, or add a tile to an adjacent existing park (keeping the current requirements for park tiles other than arrangement). To encourage compactness, maybe have park tiles give big appeal bonuses to adjacent park tiles, and to discourage making strings of mountains into parks (under the reasoning that you can't build on them anyway), have mountain park tiles not generate tourism, but instead give increased appeal boosts to adjacent park tiles (so you'd still want mountains as part of your parks; you just wouldn't want to turn every mountain tile into a park).
Special mention: Troops in your own territory should never trigger "troops-near-my-borders" warnings. Likewise, scouts/rangers should never trigger such warnings. In the same vein, you shouldn't get warned for forward-settling (or count as breaking a promise not to forward-settle) unless the new city gets more loyalty from the complaining civ than from you.
2. Change or remove the stupider agendas. At a minimum, this should include the agendas that are basically luck-based (Victoria, Chandragupta, etc., and especially flirtatious and curmudgeon, which might as well be additional "they just like/don't like you" modifiers), but should ideally include agendas that like or hate you for playing normally, especially if they trigger far too easily (Peter, Pedro, Frederick/Pericles, etc.). They should also make the agendas take into consideration whether it's even possible to comply with them (e.g., no more situations where Mvemba gets mad at you because you didn't spread your religion to him in less time than it takes for your missionaries to get there; likewise, Wilhelmina shouldn't dislike civs who are out of trade route range). Some of the agendas are great, so the devs do know how to make good, interesting, agendas. Special mention goes to Saladin, who would have a fine agenda (the positive half is a bit narrow for my taste, but doable)...if they'd stuck with disliking civs who attacked coreligionists (interesting) and didn't have him also dislike civs who don't share his religion (almost everyone).
3. More flexible national parks. I love national parks, but the "vertical diamond near a single city" requirement is overly strict and has no basis in reality. My suggestion: Naturalists can enter impassible terrain and have four charges. They can use a charge to either create a one-tile Park Entrance on passable terrain, or add a tile to an adjacent existing park (keeping the current requirements for park tiles other than arrangement). To encourage compactness, maybe have park tiles give big appeal bonuses to adjacent park tiles, and to discourage making strings of mountains into parks (under the reasoning that you can't build on them anyway), have mountain park tiles not generate tourism, but instead give increased appeal boosts to adjacent park tiles (so you'd still want mountains as part of your parks; you just wouldn't want to turn every mountain tile into a park).
Special mention: Troops in your own territory should never trigger "troops-near-my-borders" warnings. Likewise, scouts/rangers should never trigger such warnings. In the same vein, you shouldn't get warned for forward-settling (or count as breaking a promise not to forward-settle) unless the new city gets more loyalty from the complaining civ than from you.