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#41 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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The problem with the "Ironclads" technology in Civ3 was mostly, IIRC, that it was a dead-end technology, not that it was a single-unit technology.
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#42 |
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Le Roi Soleil
![]() Join Date: Mar 2003
Location: Arlington, VA
Posts: 11,783
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Well, I think both are indicative of poor design.
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Beer is living proof that God loves us and wants us to be happy -Ben Franklin |
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#43 |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,781
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Sanitation?
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Mod Creator Check out Civ IV Diplomacy Features in Civ V! Check out my youtube channel here. |
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#44 |
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Trusted Advisor
Join Date: Apr 2006
Location: Germany, The Horned City
Posts: 5,154
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I'd like a longer classical age, right now it's really short and sometimes only lasts one turn (complete the Great Library when you get Philosophy -> Civil Service). They should fill the Cataphract gap and add a new technology between Horseback Riding and Chivalry that adds late antiquiy heavy cavalry. One reason for this would be the addition of Byzantion. They should have Cataphratcs as a UU, but they're neither suited to replace Horsemen (too early) or Knights (too late).
To keep Horsemen useful, they could get a bonus against ranged units, and the research cost for Horseback Riding should be lowered.
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To plunder, to steal, to usurp under false titles they call democracy, and where they make a state-enforced monopoly they call it free market. |
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#45 | |
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Emperor
Join Date: Sep 2010
Location: New York
Posts: 1,781
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They should also ease the naval gap from Ancient Era to Renaissance Era. Perhaps a Classical era ship called Quinquereme, or a Medieval Ship called War Galley. War Galley can't cross the oceans but could have higher strength and speed, but Quinqueremes would not have faster speed but higher strength.
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Clibanarii are "heavy cavalry". You could also call them that too, but that would be weird when there's also "Cavalry" in the Renaissance era. I also wouldn't mind some dead-end (or optional) technologies. But they have award powerful units, to reward the player for spending turns there. Obviously they'd be skipped for Science Victory civs, but the more options, the better.
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Mod Creator Check out Civ IV Diplomacy Features in Civ V! Check out my youtube channel here. |
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#46 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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#47 |
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Prince
Join Date: Dec 2008
Posts: 369
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Why not just Medicine but in Tiers, as someone said Medicine has been arounc since the dawn of time and progressed through advancements. Antibiotics etc.
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You, gentlemen, are in need of great upheavals; we are in need of Great Russia. ~ Pyotr Stolypin No man can sit down and withhold his hands from the warfare against wrong and get peace from his acquiescence. ~ Woodrow Wilson, 1911 |
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#48 |
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Tropical Sith Lord
Join Date: Oct 2011
Location: Seattle, Washington
Posts: 841
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I'd be a bit surprised if we don't see the return of polytheism, monotheism, or divine right at least.
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"It's so much easier to see the world in black and white. But grey? I don't know what to do with grey." -Garrus Vakarian |
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#49 |
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Noobachadnezzar II
![]() Join Date: Jan 2012
Location: USA
Posts: 2,311
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Irrigation, Alchemy, and Sonar.
and a late game Wonder -- The Strategic Defense Initiative (otherwise dubbed 'Star Wars' in the 80's in reference to the movies): Allows Guided Missiles to strike anywhere on the map. I'd place it in Satellites tech. +1 culture, specialist slots: 1 engineer. |
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#50 |
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Le Roi Soleil
![]() Join Date: Mar 2003
Location: Arlington, VA
Posts: 11,783
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I'm not entirely convinced religion will come in techs. A lot of the "social achievements" in previous games were removed from the main tree to the policies (although not all, See Theology). I think it's possible religious development will occur entirely independent of techs (except where you need to get the tech for a building).
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Beer is living proof that God loves us and wants us to be happy -Ben Franklin |
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#51 |
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Maximón
Join Date: Dec 2011
Location: North Carolina
Posts: 3,776
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I wonder if they will use some of the icons that didn't make it into the vanilla game for techs like Calculus if they are included.
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#52 |
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Tropical Sith Lord
Join Date: Oct 2011
Location: Seattle, Washington
Posts: 841
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I don't think alchemy can pass itself off as a technology. But hey, neither can monotheism, and that's been in almost every civ game.
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"It's so much easier to see the world in black and white. But grey? I don't know what to do with grey." -Garrus Vakarian |
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#53 |
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Noobachadnezzar II
![]() Join Date: Jan 2012
Location: USA
Posts: 2,311
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i think alchemy would definitely be in the classical or medieval era but certainly not later. and theism deserves a spot in social policies but all theisms (mono, poly) fall under philosophy which is already a tech.
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#54 |
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Emperor
Join Date: Apr 2004
Location: Vienna, Austria
Posts: 1,533
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Alchemy provided an advanced in knowledge of chemistry, even if it also contained a large amount of superstition. It's from alchemy that chemistry was born, in fact.
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#55 |
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Immortal
Join Date: Nov 2007
Location: Virginia Beach
Posts: 775
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There are a few broken tech paths that should be fixed. First, you shouldn't be able to get to infantry without first getting rifleman. Second, the time between muskets and rifles is also very short.
How many players go down the bottom path; the nuclear path? If you are going down the diplomacy or science victory paths, you don't even need to go down the nuclear path.
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"Never argue with a fool, onlookers may not be able to tell the difference." Mark Twain |
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#56 | |
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Noobachadnezzar II
![]() Join Date: Jan 2012
Location: USA
Posts: 2,311
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Quote:
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#57 |
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Chieftain
Join Date: Jan 2006
Location: U.K.
Posts: 54
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I hope there aren't too many techs towards the end of tree. Don't get there very often (either won, dominating so hard that I can't be bothered to finish, or lost) and most of the time the strategical choices aren't that interesting.
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#58 |
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Le Roi Soleil
![]() Join Date: Mar 2003
Location: Arlington, VA
Posts: 11,783
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I think there's a strong indication that the Industrial era has been expanded. Not only do we know for sure that there are two new industrial era units, there seems to be a new, more WWII-era infantry unit, which suggests a change with the old unit (possibly a re-name) that would also expand that time period.
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Beer is living proof that God loves us and wants us to be happy -Ben Franklin |
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#59 |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,596
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My biggest hopes are:
- Two-tier classical with a couple more techs - Delayed riflemen - Total redesign from Industrial on The late game tech tree is weak IMO, the beelines are much longer there than earlier which makes pacing of arrival of new units off. It just isn't constructed the same way as earlier parts of the tree and there are logical holes. Plus there's the whole Refrigeration branch sitting off in near total isolation.
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Mods: Better BTS AI | Unofficial 3.19 Patch | Revolution Mod Pack Components: BarbarianCiv | AIAutoPlay | DynamicCivNames
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#60 |
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Noobachadnezzar II
![]() Join Date: Jan 2012
Location: USA
Posts: 2,311
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im kind of hoping this expansion makes pre-200 turn vics (on standard settings) much less likely. i dont like that certain paths and strats are so efficient that you can "win" in the 1400s.
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