TowerWizard
Warlord
- Joined
- Aug 6, 2008
- Messages
- 277
From playing for less than a week, this is what comes to mind just now. I´m sure I have missed a lot of mistakes. Feel free to comment, add, complain or whatever.
EDIT: Thanks for the additions posted in this thread. I will update this post regularly as long as new additions are, you know, added.
1. Starting the game
1.1 To not need to click through two windows asking for what version to play; to be able to save the information for all further games.
1.2 To be able to click past the video in an easy manner. (Make it non-compulsary to watch? maybe put it into a box titled "View Introduction movie" in the start screen?) Edit: Can be disabled in the .ini file, but should still be in the game options (Samael).
1.3 To be able to view civilopedia without having to run a game.
1.4 To be able to skip the intermediate screen when you choose "set up game" and go straight to the more important "Advanced settings" screen.
1.5 On-mouse-over on the settings in the "Advanced settings" screen (to know what the Rainfall setting means, for instance).
1.6 To be able to choose the ratio of City States being Maritime, Warlike and Cultural (to avoid maps with 80% warlike City States, for instance).
1.7 To be able to save choosen options in the "Advanced set up" screen. (Thrax73)
1.8 To be able to regenerate maps a la Civilization IV. (Thrax73)
1.9 To have an option to "Disable Research treaties". (Thrax73)
1.10 To have the option "Aggressive AI" in the "Advanced set up" screen. (Thrax73)
2. Game interface
2.1 To be able to see research when inside the city screen.
2.2 To see on-mouse-over information (worker turns left of improvements, territory ownership, enemy unit strength...).
2.3 To be able to see which tiles are being used without having to go to the city screen.
2.4 Fix the awfully ugly rivers.
2.5a When clicking on a city, to be able to immediately see the buildings it have built, instead of just getting to the "choose production" interface.
2.5b If 2.5a not possible, to at least be able to on-mouse-over production to see details of bonuses and so forth.
2.6 To be able to cue builds.
2.7 To be able to see all relevant information when you on-mouse-over a possible build or when you have selected it as a build (ie to find out whether or not it allows for specialists, if it is needed for other buildings, what a unit can be upgraded to, how many beakers/hammers/gold/culture points a +X% building will provide...)
2.8 To be able to trust the information in the game (for instance, “Free speech” gives +1 Research for Trading posts, not +2. Also, the civilopedia does not always provide correct information.)
2.9 To be able to change production, citizen allocation focus et cetera from the city overview screen (F2). (Inspiration)
2.10 To be able to select a build order for all non-puppet cities with one command in the "City Screen". (For example to make all cities "Build Gold") (Xicivilian)
2.11 To have the option to make the camera jump to the nearest unit on the map (instead of sometimes jumping all over the place, as per the standard setting). (Xicivilian)
3. Game play
3.1 Terrain
3.1.1 To differentiate between resources (ie to not to have Resource 1, Resource 2, … This is a big downer for maps, since there is little difference on different starts (which, of course, mostly suck IMHO) ).
3.1.2 To show in the civilopedia what bonus a resource provides when the relevant improvement is built on top of it (right now it only says what the relevant improvement is).
3.1.3 To differentiate between flood plains and grassland better than at the moment (which is that 1. Flood plains is always near a river 2. Different resources can be found on them. Motivation: Why is it that the Egyptians had flood plains to thank for their greatness if any grassland river would give the same bonus?)
3.1.4 To include in the civilopedia which tile improvements can be built on top of a forest/jungle without cutting it down.
3.1.5 Animated forest/jungle tiles would be nice.
3.1.6 To show hidden bonuses of resources (+25% build time for wonders of Marble (Why does marble affect the build time of EVERY wonder, by the way?)).
3.2 Units
3.2.1 To restrict the “one unit per tile” to only affect military units. (Motivation: Do I need one? Ok, here are a few: To be able to speed building times of improvements, to not have workers block one another or Settlers, to not be able to use one Scout to block a neighbor from connecting a resource, to be able to have commanders on the same tile as a ship, to have multiple Great Persons in the same city for protection, jadda jadda jadda)
3.2.2 When moving units, to have them avoid moving into City State territory when it will anger the City State, unless directly ordered to do so (that is, when moving past the CS, to not end inside the territory unless there is no other choice)
3.2.3 When moving units, to be able to move one (or more, see 3.2.1) civilian unit(s) together with one military unit. (The military unit in effect escorts the unit(s). At the moment you have to move the units one by one, which is a mess when a Worker needs to build a long road through neutral territory, for example).
3.2.3 Unit maintenance
3.2.3.1 To know how much a unit cost in maintenance 1. Before being built 2. When prompted to be upgraded.
3.2.3.2 To be able to find out which units corresponds to what costs in the “Economic advisor” screen.
3.2.3.3 To be able to find out how much more the unit costs in maintenance when in neutral/hostile territory.
3.2.4 Unit actions
3.2.4.1 To be able to know how long it takes for a unit to heal.
3.2.4.2 To see the path of the road/railroad when using “Create path” (or whatever it is called) with a Worker.
3.2.4.3 To able to choose the “Sleep” action on every unit (useful if you know there is an enemy unit in a square, but you don’t really want to be reminded every turn).
3.2.4.4 To be able to disband a unit regardless of whether or not it is “Out of moves”. In general, to be able to see all actions, regardless if you can use them right now or not (to be able to calculate movement times of “Out of moves” units, for example).
3.2.4.5 To know how much a city will cost (in negative Happiness and Gold) when choosing “Settle here” with a Settler.
3.3 Happiness
3.3.1 To NOT be penalized for building multiple cities happiness-wise, especially early in the game. (Should not citizens be happy to live in a large community, rather than the other way around?)
3.3.2 To NOT have a -75% Growth penalty the second you get negative Happiness (It would be MUCH better/more realistic to have like -5% per negative Happiness point.
3.3.3 To NOT have a hard limit on the penalty for Really Angry (or whatever it is called). (This is to avoid the proposed strategy for ignoring negative Happiness; since you have better units the -25% Strenght penalty of units is moot. It would be MUCH better to have -5% Strenght for every negative Happiness point beyond a certain level.)
3.3.4 To have negative Happiness also affect Hammers/Research/Culture/Gold, to counteract the above strategy. (-1 Hammers/Research/Culture/Gold for every negative Happiness beyond a certain point?).
3.3.5 To be able to have a large positive Happiness even with large empires, without being dependent on resources. (IMHO this game is geared towards small empires. Everything seems to get much harder with larger empires, instead of the other way around: large empires will have much lower Happiness, thus getting a lot fewer Golden ages; upkeep gets a lot harder… Maybe I am playing the game wrong)
3.4 Cities
3.4.1 When taking over a new city, the option to "Wait, Let me examine the city first" should be (re)implemented. (WeaselSlapper)
3.4.2 Annexing cities
3.4.2.1 To be able to rush the Courthouse (makes no sense to have singular buildings that cannot be rushed, even though I see the reason for this: to penalize empire growth, thus gearing the player towards making worthless Puppet States).
3.4.2.2 To be able to see how Annexing would affect the empires Happiness, before choosing to annex the city.
3.4.3 Puppet states
3.4.3.1 To be able to be happy to have Puppet states. (Nuff said)
3.4.4 Enemy starting cities.
3.4.4.1 To be able to burn Enemy starting cities. (Again, nuff said)
4. Interactions with other Civilizations
4.1 To have foreign trade routes back in the game! (They are an integral part of Civilization, if you ask me.)
4.2 To have information of how other Civilizations like you or, more importantly, how they like other Civilizations and/or City States.
4.3 To get info about the benefits/penalties/restrictions of the two different Pacts.
4.4 To know the details of signing a Research agreement or Open boarders agreement (that the Research agreement is broken during certain conditions, for instance).
4.5 To NOT be able to get hold of 60% of an enemy’s cities with a Peace treaty. (Also to have information of how this will affect your Economy and/or Happiness).
EDIT: Thanks for the additions posted in this thread. I will update this post regularly as long as new additions are, you know, added.
1. Starting the game
1.1 To not need to click through two windows asking for what version to play; to be able to save the information for all further games.
1.2 To be able to click past the video in an easy manner. (Make it non-compulsary to watch? maybe put it into a box titled "View Introduction movie" in the start screen?) Edit: Can be disabled in the .ini file, but should still be in the game options (Samael).
1.3 To be able to view civilopedia without having to run a game.
1.4 To be able to skip the intermediate screen when you choose "set up game" and go straight to the more important "Advanced settings" screen.
1.5 On-mouse-over on the settings in the "Advanced settings" screen (to know what the Rainfall setting means, for instance).
1.6 To be able to choose the ratio of City States being Maritime, Warlike and Cultural (to avoid maps with 80% warlike City States, for instance).
1.7 To be able to save choosen options in the "Advanced set up" screen. (Thrax73)
1.8 To be able to regenerate maps a la Civilization IV. (Thrax73)
1.9 To have an option to "Disable Research treaties". (Thrax73)
1.10 To have the option "Aggressive AI" in the "Advanced set up" screen. (Thrax73)
2. Game interface
2.1 To be able to see research when inside the city screen.
2.2 To see on-mouse-over information (worker turns left of improvements, territory ownership, enemy unit strength...).
2.3 To be able to see which tiles are being used without having to go to the city screen.
2.4 Fix the awfully ugly rivers.
2.5a When clicking on a city, to be able to immediately see the buildings it have built, instead of just getting to the "choose production" interface.
2.5b If 2.5a not possible, to at least be able to on-mouse-over production to see details of bonuses and so forth.
2.6 To be able to cue builds.
2.7 To be able to see all relevant information when you on-mouse-over a possible build or when you have selected it as a build (ie to find out whether or not it allows for specialists, if it is needed for other buildings, what a unit can be upgraded to, how many beakers/hammers/gold/culture points a +X% building will provide...)
2.8 To be able to trust the information in the game (for instance, “Free speech” gives +1 Research for Trading posts, not +2. Also, the civilopedia does not always provide correct information.)
2.9 To be able to change production, citizen allocation focus et cetera from the city overview screen (F2). (Inspiration)
2.10 To be able to select a build order for all non-puppet cities with one command in the "City Screen". (For example to make all cities "Build Gold") (Xicivilian)
2.11 To have the option to make the camera jump to the nearest unit on the map (instead of sometimes jumping all over the place, as per the standard setting). (Xicivilian)
3. Game play
3.1 Terrain
3.1.1 To differentiate between resources (ie to not to have Resource 1, Resource 2, … This is a big downer for maps, since there is little difference on different starts (which, of course, mostly suck IMHO) ).
3.1.2 To show in the civilopedia what bonus a resource provides when the relevant improvement is built on top of it (right now it only says what the relevant improvement is).
3.1.3 To differentiate between flood plains and grassland better than at the moment (which is that 1. Flood plains is always near a river 2. Different resources can be found on them. Motivation: Why is it that the Egyptians had flood plains to thank for their greatness if any grassland river would give the same bonus?)
3.1.4 To include in the civilopedia which tile improvements can be built on top of a forest/jungle without cutting it down.
3.1.5 Animated forest/jungle tiles would be nice.
3.1.6 To show hidden bonuses of resources (+25% build time for wonders of Marble (Why does marble affect the build time of EVERY wonder, by the way?)).
3.2 Units
3.2.1 To restrict the “one unit per tile” to only affect military units. (Motivation: Do I need one? Ok, here are a few: To be able to speed building times of improvements, to not have workers block one another or Settlers, to not be able to use one Scout to block a neighbor from connecting a resource, to be able to have commanders on the same tile as a ship, to have multiple Great Persons in the same city for protection, jadda jadda jadda)
3.2.2 When moving units, to have them avoid moving into City State territory when it will anger the City State, unless directly ordered to do so (that is, when moving past the CS, to not end inside the territory unless there is no other choice)
3.2.3 When moving units, to be able to move one (or more, see 3.2.1) civilian unit(s) together with one military unit. (The military unit in effect escorts the unit(s). At the moment you have to move the units one by one, which is a mess when a Worker needs to build a long road through neutral territory, for example).
3.2.3 Unit maintenance
3.2.3.1 To know how much a unit cost in maintenance 1. Before being built 2. When prompted to be upgraded.
3.2.3.2 To be able to find out which units corresponds to what costs in the “Economic advisor” screen.
3.2.3.3 To be able to find out how much more the unit costs in maintenance when in neutral/hostile territory.
3.2.4 Unit actions
3.2.4.1 To be able to know how long it takes for a unit to heal.
3.2.4.2 To see the path of the road/railroad when using “Create path” (or whatever it is called) with a Worker.
3.2.4.3 To able to choose the “Sleep” action on every unit (useful if you know there is an enemy unit in a square, but you don’t really want to be reminded every turn).
3.2.4.4 To be able to disband a unit regardless of whether or not it is “Out of moves”. In general, to be able to see all actions, regardless if you can use them right now or not (to be able to calculate movement times of “Out of moves” units, for example).
3.2.4.5 To know how much a city will cost (in negative Happiness and Gold) when choosing “Settle here” with a Settler.
3.3 Happiness
3.3.1 To NOT be penalized for building multiple cities happiness-wise, especially early in the game. (Should not citizens be happy to live in a large community, rather than the other way around?)
3.3.2 To NOT have a -75% Growth penalty the second you get negative Happiness (It would be MUCH better/more realistic to have like -5% per negative Happiness point.
3.3.3 To NOT have a hard limit on the penalty for Really Angry (or whatever it is called). (This is to avoid the proposed strategy for ignoring negative Happiness; since you have better units the -25% Strenght penalty of units is moot. It would be MUCH better to have -5% Strenght for every negative Happiness point beyond a certain level.)
3.3.4 To have negative Happiness also affect Hammers/Research/Culture/Gold, to counteract the above strategy. (-1 Hammers/Research/Culture/Gold for every negative Happiness beyond a certain point?).
3.3.5 To be able to have a large positive Happiness even with large empires, without being dependent on resources. (IMHO this game is geared towards small empires. Everything seems to get much harder with larger empires, instead of the other way around: large empires will have much lower Happiness, thus getting a lot fewer Golden ages; upkeep gets a lot harder… Maybe I am playing the game wrong)
3.4 Cities
3.4.1 When taking over a new city, the option to "Wait, Let me examine the city first" should be (re)implemented. (WeaselSlapper)
3.4.2 Annexing cities
3.4.2.1 To be able to rush the Courthouse (makes no sense to have singular buildings that cannot be rushed, even though I see the reason for this: to penalize empire growth, thus gearing the player towards making worthless Puppet States).
3.4.2.2 To be able to see how Annexing would affect the empires Happiness, before choosing to annex the city.
3.4.3 Puppet states
3.4.3.1 To be able to be happy to have Puppet states. (Nuff said)
3.4.4 Enemy starting cities.
3.4.4.1 To be able to burn Enemy starting cities. (Again, nuff said)
4. Interactions with other Civilizations
4.1 To have foreign trade routes back in the game! (They are an integral part of Civilization, if you ask me.)
4.2 To have information of how other Civilizations like you or, more importantly, how they like other Civilizations and/or City States.
4.3 To get info about the benefits/penalties/restrictions of the two different Pacts.
4.4 To know the details of signing a Research agreement or Open boarders agreement (that the Research agreement is broken during certain conditions, for instance).
4.5 To NOT be able to get hold of 60% of an enemy’s cities with a Peace treaty. (Also to have information of how this will affect your Economy and/or Happiness).