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| View Poll Results: Your requested additions to Gods and Kings | |||
| Include InfoAddict style features |
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73 | 38.83% |
| Fix Multiplayer Animations |
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8 | 4.26% |
| Improve Multiplayer AI |
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23 | 12.23% |
| Include SDI / Weaken Nukes |
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36 | 19.15% |
| Buff Nuclear Weapons |
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11 | 5.85% |
| Improve Puppet city options |
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68 | 36.17% |
| Redesign Research Agreement Effects |
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70 | 37.23% |
| Include 'Vassal State' option in diplomacy |
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68 | 36.17% |
| Weaken Artillery |
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14 | 7.45% |
| Other |
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57 | 30.32% |
| Multiple Choice Poll. Voters: 188. You may not vote on this poll | |||
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#1 |
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Gods & Emperors
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A lot of bits have been spilled discussing the advertised feature of the expansion, but the current state of Civ 5 leaves some room for additions and improvements.
Aside from general things like 'better AI' what would you like to see in the expansion? Update 2/29/12: Based on the voting trends, I have began a series of articles discussing some of the most discussed topics. First up is the implementation of Puppet States.
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![]() ![]() ![]() Machiavellian Doctrine: Managing The World | Mod Epic (Game) ModLast edited by dexters; Feb 28, 2012 at 10:56 PM. |
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#2 |
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The Desert Flame
Join Date: Apr 2011
Location: USA
Posts: 1,277
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Info Addict info but maybe not too much because then spies have nothing to do. I want the nations relation tree back so I know who to denounce!!!
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#3 |
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Prince
Join Date: Jun 2010
Posts: 322
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A big "Other" on this poll..
Multiprocessor support should be the biggest thing, followed by better starting options, increased Civ count (over 22). |
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#4 |
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King
Join Date: Aug 2010
Posts: 904
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Other
I'm happy for the info released so far, but I bet there's at least small additional features and details not yet told about. My number one hope is for AI Civs to get more colonies to other continents and islands, and to launch naval invasions. So if I have my own little continent with two pikemen units for defense forces, I want to be surprised to see the Spanish Armada unloading it's marines to my shores.
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#5 |
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Deity
Join Date: May 2011
Posts: 2,145
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Redesign Research Agreement Effects
Its just broken its now a system spam techs faster then the AI not enjoyable at all |
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#6 |
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HERETIC
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"Other."
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#7 |
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Maximón
Join Date: Dec 2011
Location: North Carolina
Posts: 3,774
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Buff Nukes? More like we need a way to defend against Nukes (Able to shoot down the bomber, SDI, something!)
Not make them stronger! Already whoever gets nukes first almost guarentees them a game. |
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#8 |
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Chieftain
Join Date: Jul 2005
Location: North Carolina
Posts: 70
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Other. I want to see major changes to the diplo system. everyone denouncing everyone seems to take the meaning out of denouncing. Why even have it? Make it mean something and have it used sparingly.
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#9 | |
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HERETIC
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Quote:
Features like this will remain broken unless they can code an AI that knows how to use them. Last edited by AriochIV; Feb 22, 2012 at 06:13 PM. |
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#10 |
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Warlord
Join Date: Jan 2012
Posts: 183
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I think we need some way to defend against nukes. What I would like to see is some way to intercept them (I'm not an engineer, so I have no clue what that would be), so that half my pop isn't annihilated in a single nuke. Especially when I have a tall empire going, this is crippling. I think nukes should be that powerful, but I think that I should have a way to stop them too. That way, when half my city dies, I'm partially to blame.
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#11 | |
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Deity
Join Date: May 2011
Posts: 2,145
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Quote:
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#12 | |
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King
Join Date: May 2011
Location: Washington, DC
Posts: 920
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Quote:
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#13 | |
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Deity
Join Date: May 2011
Posts: 2,145
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Quote:
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#15 |
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Immortal
Join Date: Nov 2007
Location: Virginia Beach
Posts: 775
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I, for one, want expanded game features, which is exactly what G&K provides. CiV is a bit simplistic, which is the reason that the game isn't as hard as other games like CiIV. Exanded features will make the make more challenging and replayable.
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"Never argue with a fool, onlookers may not be able to tell the difference." Mark Twain |
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#16 | |
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Warlord
Join Date: Dec 2003
Location: Norway
Posts: 215
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Quote:
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#17 |
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Deity
Join Date: May 2011
Posts: 2,145
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#18 |
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Emperor
Join Date: Feb 2009
Location: Iowa USA
Posts: 4,228
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This is one change I was thinking about, which should be considered in G&K. With the current rules when you do not have a resource a unit needs you lose combat efficiency. What I think they should do is change this. Lets say your territory has no horses, so you buy some to build a horse unit or two. After the horse deal runs out in 30 turns. This is what I think should happen. If that horse unit is at full strength and it enters combat it fights at full strength. But when it takes losses and you do not have the required resource, then it cannot replenish until you do have that resource. Without the resource the unit simply cannot be equipped. So its combat effectiveness will suffer as losses to the unit add up.
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"All science trembles at the searing logic of your fiery intellect. " Brig. Gen. Lewis A. Armistead |
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#19 |
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Deity
Join Date: Dec 2006
Location: Shaka's hut ;)
Posts: 3,168
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I actually would love if they included InfoAddict, I never downloaded (because mods block achievements) it, but I think it's a lot similiar to the way Bug worked (Info was Civ 5's Bug/Bull/Bat mod)
I think "Fix Animations" should've been omitted as we all know it's coming in a patch (sooner or at G&K release)
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July can't come soon enough. Proud supporter of Shaka's loincloth. Team Venice Team Morocco Team Pueblo |
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#20 |
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Warlord
Join Date: Oct 2010
Posts: 161
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The game already has multicore support. It will use up to four cores while loading and up to three while processing AI turns. It's had that since release.
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