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    spying stealing sabotage

    The antiquity sites are hidden, the archaeologists are visible.
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    Balancing the Science Victory

    Science is the victory the AI will get if you leave them alone long enough. Speeding up science victory puts the player on a faster clock, which I think makes the game less fun.
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    Puppets only produce food

    I just played a game as Venice, and my puppets spent one turn on Farming immediately after I conquered them, then produced buildings as normal for the rest of the game. They did prioritize Food over everything else in citizen management, though. On the bright side, this made national wonders a...
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    AI Friend Negotiated Peace on My Behalf

    Just had Denmark declare war on me; his army was three times the size of mine but Indonesia was willing to force him out of the war one I killed a few of his units.
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    AI Friend Negotiated Peace on My Behalf

    There should be an option to remove third party peace brokering, just like there's an option to remove tech brokering and tech trading. It's either an exploitative way to punch huge amounts of gold out of innocent bystanders whenever you win a war, or the game ending your wars for you without...
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    Late-game tech stealing

    In my last game every AI (deity level) seemed to build a constabulary and police station in every one of their cities, making Special Agents take over 100 turns to steal a tech - in other words, the game would be over by the time they completed their mission. Might it be worth changing the bonus...
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    Deity Authority

    I find (also deity) that the +20 healing on melee kills is a massive advantage throughout the game that makes up for the somewhat weaker start.
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    [Tuning] Religion: Enhancer Beliefs

    In my experience (deity difficulty), Pacifism is way better than everything else. I've got over 100 happiness from it, and I don't see how it's possible to have a populous empire without it.
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    A solution to stacking and the production problem

    That would remove almost all tactics from combat. The one thing I really like about 1UPT is that you can ambush an unprotected archer or catapult with your horsemen. With "combined arms" armies, you can't do that. In my system you can also attack with several units at once, so long as they're...
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    Command stage before movement?

    This would double the amount of time it takes to move your units. What's the benefit to this? It lets you randomly get screwed over when you lose a battle you had a 95% chance of winning?
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    Suggested changes to diplomatic (and conquest) victories

    I assume goodwill is global, and equivalent to Alpha Centauri's reputation system? I think this is a great idea, though it would require reworking the AI diplomacy to make them less schizophrenic. Rather than having cities reduce your income, they should have a maintenance cost. Reducing income...
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    A solution to stacking and the production problem

    I want to maintain as many of the the tactical combat mechanics as possible, and to do that, I think stacking needs to be tightly restricted. Of course, you could give up on tactical combat entirely, and some people would prefer that, but I and many others would not. The core strategic...
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    Neolithic Revolution

    I think there are two things you have to consider before making a suggestion - "how would this make the game better?" and "how would this make the game worse?". I'll leave the first question up to you, as this is your suggestion. Wouldn't this just make the start of the game really boring...
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    A solution to stacking and the production problem

    I think the single biggest problem with Civ V is that it simply feels slow-paced and uneventful. The reason for this is that you spend far more time deciding where to move units than deciding what to build, research or improve. No doubt some war-gamers will disagree, but I find moving units to...
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    Religion as a game concept - good or bad?

    I think religion is a concept with a lot of potential, but I didn't like Civ IV's implementation, and I don't think it could simply be tacked on to Civ V.
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    Insane AI is growing on me

    I was recently playing a game on Immortal in which I declared war on everyone I met. A few dozen turns in, I get scouted by an English archer, which I proceed to kill. Two turns later, Elizabeth offers 120 gold, 2 gold per turn, and a luxury in return for peace. I didn't even know where any of...
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    More luxeries

    The number of luxuries is set according to gameplay balance, making it more difficult to get happiness through expansion. Adding in additional luxuries makes ICS even stronger.
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    Roads + stacking

    The issue of attacking and defending is hugely important here. "Pushing" units out of the hex doesn't really fix things, especially in the late-game where large numbers of units make pushing units into a free hex very difficult. In any case, you have to only make it work on roads in your own...
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    Build: repair city health

    I doubt it. A human player is usually able to set things up so he can take the city in a single turn; this is much more difficult for the AI.
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    Build: repair city health

    I'm in favor of wcil's approach, simply adding it as an extra feature of defensive buildings. It adds relatively little complexity and micromanagement, and gives value to some previously almost worthless buildings. I do worry that adding HP regeneration will weaken the AI even further, as it's...
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