Even if they do have oil and planes, outmaneuvering them is just too easy. AI can't grasp the range concept at all. No matter what kind of ranged units you use, it's doomed. And obviously, the stronger they are, the faster it dies.It is almost trivial to take AI cities even on deity if they don't have oil/don't build planes. It is so much easier to attack a city with ten bombers than it is to get ten other units into place.
Frankly, I don't know how anyone can say bombers are weak. In AI hands - of course, but everything is weak in AI hands. Given a reasonable tech level when controlled by humans bombers pretty much mean game over.
I seem to remember the SDI from older civs, but in essence it was a glorified nuke shelter. Problem with nukes is that it requires a lot of effort, money and luck to build them in order to completely invalidate them with a defense system.
Perhaps the council will be the answer to this. I seem to remember in CiV 1, that they were ganging you if you had the tech and you didnt share because you were a 'threat'. But the biggest stopping factor to using nukes in older civs was the environmental problems. So yes I might have nuked the US to the stone age but I have 3 more civs to deal with and my capital has sunk dammit!!!
So another suggestion here: Bring pollution/environmental collapse back!
I think part of this is due to people remembering a single SB with insta logistics thrashes a city in vanilla. Now 2-3 SB's is not enough to clean a continent, you need to double this amount. The effect is the same though. And again, it's not the OP'ness of certain units is the problem, but the difference in ability to capitalize on their strength between AI and humans. Not something that can be balanced out without major code rewriting.Yep, I'm well aware how untouchable double attack heal every turn bombers are, but this is certainly not the first time I've seen complaints about how weak bombers are. I mean I do get it... bombing raids completely trash cities in actual warfare, so seeing your bomber squad go out and do like 7 damage feels rather underwhelming. Of course when you are attacking a billion time per turn, they could do 1 damage and I'd still use them
We know that some of these (liberty change) are not going to occur, sadly. I believe the genesis of the military problem is in the entire strategic resource system.
Requiring a strategic resource for catapults, or, swordsmen only with G&K changes, defines one player cannot make war if those resources are out of reach. Yet catapults for all, leads to odd looking war parties.
And as you say, swordsmen are pointless as it is.
Obsoleting warriors for swordsmen is an annoying bottleneck that makes no sense, and the limit of horses is something the game handles like this: Some UUs don't require the strategic resource, which is just wonked. They can have many UUs, and have possibly a ton of these horse archers despite never obtaining any horse land. But so long as the game just counts up the strategic resources 1-by-1, there's no way out of this situation. Egypt and Attilla can amass horses.. that.. they don't use. Caesar and , whoever... Harun, can twiddle their thumbs with their game just removed by the city placement. It needs a visionary change that might be beyond Civ V.
What about an SDI that reflects a country's in/ability to successfully defend against incoming missiles. Like early versions would offer a 25% chance of knocking a missle down once per turn, and each successive upgrade building it would go up to 33% chance and twice per turn, and finally 50% chance of knocking a missle out and 3~~unlimited times per turn?
Two changes I'd like to see:
-Siege Weapons have no combat strength when being melee'd, so they basically would just die
-Archers recieve a penalty vs cities
I believe it is possible to fix the strategic resource system. The first change would be to increase all strategic resources by a factor of 5. For instance, Horses would yield between 10 and 20 of that resource, and Iron would yield between 10 and 30. By doing this, it makes unit resource costs much more flexible.
Either I finally manage to generate the first one and have to take one of the crappy founder beliefs...
Speaking of getting stuck with the crappy beliefs when I'm the last one to found and/or enhance, I feel all the beliefs need a balance pass or three.
I'd like to see India and America pulled up from Roll Tier.
Redo the American UA, its useless, anyone who says otherwise is fooling itself.
Two changes I'd like to see:
-Siege Weapons have no combat strength when being melee'd, so they basically would just die
-Archers recieve a penalty vs cities
I'm also a bit surprised at the suggestion of liberty being too weak, I'm still opening with it on deity for the worker, do lots of people think tradition is better?
The balance change I want to see the most is the removal of the randomness of generating great prophets. Barring the removal of this ridiculousness, at least cap how far over the threshold we can go before one is generated to no more than 10% of the current cost.
Speaking of getting stuck with the crappy beliefs when I'm the last one to found and/or enhance, I feel all the beliefs need a balance pass or three.
I agree with both of these ideas. I feel like so many of the current founder, follower and pantheon beliefs are terribly imbalanced. I do not think having so many pointless/useless beliefs and being forced to pick through them, when not finding one of the first religions, is "working as intended".