Civilization V: Brave New World Fall Patch Public Beta

Hello Everyone! Long time civ player and lurker, but first time member! :)

Anyway, here are my Beta findings:

A few Multiplayer bugs/suggestions:

-Hybrid mode: menu scrolling and city view freezes the game for others.

-Multiplayer Host: The host hears the “turn started bell” as soon as the next turn starts being processed. Moreover, he/she can’t tell when exactly the turn has finished processing and the next has begun.

-Quick Movement: This mode can be quite overwhelming; because it’s very difficult to trace back turns and tell exactly what moves caused a given battle outcome. A potential solution would be to place a ghost where the unit that moved used to be and highlight the ghost when the unit is selected (to establish a more visible link) or perhaps even better would be to add a ghosting trail, so that players can actually see the path each unit took. This ghosting trail would linger for a few seconds and disappear (to avoid too much clutter) after the unit moved and can be called upon anytime by selecting the unit.


-UI bugs/suggestions:

-In the city view no “turns left approximation” is given for great people that are being generated, so one has to resort to mental arithmetic to find out. Currently, per turn generation and required amount are the only values that are given.

-The World Games’ queuing system is bugged (probably the other 2 too, although I haven’t tested it for those), as it can’t be moved around in the queue. The arrows for it don’t exist.

-Queuing, purchasing and changing queue orders of units/buildings shouldn’t require 3 different menus; it should all be in one menu. It makes going through the city view menus quite tedious.


-City management should be toggled by default.


-Please add some dropdown information to global happiness and income: When hovering over either or, both current stats and those of last turn should be displayed side by side (last turn info could be just left of current info). Furthermore, values that have dropped and risen could be red and green (respectively) and there could be an arrow pointing up or down next to the value for those of us that are colorblind. You could even be all fancy and employ a slider that allows you to compare values from previous turns (e.g. global income now vs. 10 turns ago). The reason for this suggestion is to allow players to more easily isolate the issue that is causing a sudden change in global happiness or income. It can be pretty annoying when suddenly your happiness falls by 8 and you haven’t got the faintest idea why.


Gameplay suggestion:

-Airplanes are way too slow: At least give us the option to speed them up. There's nothing more annoying than watching 3 separate airplanes circle your missile cruiser 5-6 times each.

-It would be nice to have an option that allows players to pay money to generate temporary happiness, which is why I propose “Festivals”: Festivals are not buildable, just purchasable. They are expensive and consume a luxury for their duration (the luxury being consumed has to be a copy not unique). The festival lasts for 20 turns and generates 5-6 happiness (or whatever is balanced). Festivals can occur simultaneously, but no two simultaneously occurring festivals can share the same luxury. Festivals should become more and more expensive with every age and require perhaps 1 luxury for every 10 cities. So as a hypothetical scenario: You have 14 cities and its’ the renaissance, and you have 3 untraded Copper and 2 untraded Pearls. The pearls can’t be used but the Copper can because you have 14 cities and so you need 2 extra copies of the luxury for the festival. You purchase the festival in your capital for say 750 gold and for the next 20 turns you have an additional 6 happiness but only 1 untraded Copper. It would also be cool if civs could trade for more than just one copy of every luxury for this reason and also perhaps to re-trade it to another player (who is hostile to or warring with the civ you got the luxury from) that would pay handsomely for it. The reason for this suggestion is to give players a way to purchase temporary happiness and make use of superfluous luxuries that they can’t or don’t want to trade.
 
This must have been reported multiple times already, but with the patch if an AI conquers the capital of another the notification gives you the name of which Civ controls the most capitals, even if you haven't met that civ.
 
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