I think having them able to fully perform on an actual sea tile would devalue naval units. This is the main reason why my original suggestion was that they should still have to embark to go to sea, but they could have their own unique niche where they retain effectiveness in coastal or lake...
I would like to see the ability to right click on a worked tile when managing a city's population to take a worker off of that tile and add to a pool of unused workers that you can then distribute (and the game would pull from this pool before any currently worked tiles).
As it is, it's a...
I'd never thought about this, but those are pretty amazing advantages for a scout. I usually protect my Great People like builders just in case a hostile military unit could capture them by moving over them. Are you telling me there's literally nothing that threatens them?
I think a lot of these criticisms are quite harsh, although of course you are entitled to them. The fact that you have them and that you are passionate about them means you care about the series, which I would not want to try and shoot down on any day of the week, but I think what I'd like to...
Another idea:
Allow greater transparency of the AI's spying efforts by raising your level of diplomatic visibility with them. Perhaps introduce a level of diplomatic visibility (or perhaps a form of research, a wonder, or a combination of these) where you can see that civilization's current spy...
I am in love with this game, and most of my gripes are more to do with quality of life than actual mechanics that I think demand an overhaul. However, I have been thinking about the way spies have been implemented and I would like to present some ideas about how the system might be made cleaner...
As per thread title.
I know helicopters are classified as cavalry but they should gain an ability that allows them to move freely in coastal and lake tiles without having to revert to a ship. They should still have to transition to a ship on a city or harbour tile when they target a deeper sea...
As ArdentFire said, I use them purely defensively. They're not exceptional, but they're competent, and you can fire upon encroaching forces without taking damage. They're not as powerful or as long-ranged as rocket artillery, but they're also not as expensive both in outright purchase cost and...
This is a juggernaut of a game that has extremely complex layer after layer of overlapping game systems, more than competent procedural map generation, delicately balanced numerical systems that remain so despite the capacity for unpredictable game situations based on player choice and map...
When mouse scrolling is turned on, the top of the screen only scrolls when the mouse is under the top bar but not at the very top of the screen. This is likely by design, but it would be much better to have it the other way around - scroll only when at the extreme top edge of the screen and not...
Repeatedly and rapidly toggling Strategy View causes the music to stutter. This is possibly unavoidable or related to individual system performance, and certainly a very minor issue, but I thought in the interest of posterity it's better to report than not.
Mousing over the turn summary icons that appear above the next turn button for long enough also triggers the tooltip for the tile below it that shows yields and occupying districts, etc. and this second tooltip overlaps the other. There should be code that prevents tile-based tooltips from...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.