Lord Parkin
aka emperor
Yeah, this one particularly annoys me. You can't tell how much gold, research and culture they're contributing at any given time. You can't even tell if they're worth annexing before you make the decision. What's up with that?Possibility to look(!) at the city screen of your own puppets.
Yeah, this doesn't seem to make sense to me either. Defence bonuses for forest and hill tiles are fine, but having a defence penalty for plains (especially such an extreme one) is silly. Previous versions of civ realised this, why not Civ5?No 33% penalty for units defending open ground!
It gives the attacker a huge advantage that leads to very strange results: An infantry (Strength 36) attacking a mechanized Infantry (Strength 50) on a plain tile (-33% for the defender) fights on nearly the same level. (Why?) If it was the other way round (the mech. inf. attacking) it would be a pushover (50 against 24). Makes absolutely no sense to me and it hits the AI especially hard because it doesnt place its units as good as human players.
Civ3: +10% defence on plains
Civ4: 0% defence on plains
Civ5: -33% defence on plains
What's up with that?
Hmm, I didn't realise these applied, but that would explain why I'm able to 3-shot cities after a few promotions with my Horsemen... thought something was a bit off about that. This should definitely be fixed.No terrain-boni (from shock and drill) when attacking cities. It makes city conquering too easy and nearly obselets the city attacker promotions.
Totally agree. I mentioned the exact same thing earlier.AI should concentrate its attacks on one/few units and try to destroy them in one turn and not deliever a bit damage to many units. As it is now a careful player loses way too few units.
Now that you mention it, I don't think I've seen the AI build mounted units (aside from Egyptian Chariots) either. Kind of odd especially since Horsemen are so overpowered as they currently are in Civ5.AI builds too few mounted units, even if it has no iron! (In five games i have seen nearly no mounted units, except special units.)
This has been bugging me too. If puppets are intended to never build units, then at least disable them from wasting their time building the unit-boosting buildings.Better building AI for puppets. its okay that the puppets make no ideal decisions, but building barracks and armories (which can't be used) before monuments or libraries is plain stupid.
I disagree in this case. The amount of influence you get with city states per gold seems about right (and decreases over time, by the way). It's the bonuses that city states provide which need to be nerfed. (And possibly the AI needs to make more of an effort to maintain its city state allies.)The amount of popularity(?) you get when gifting gold to a city state should be changed. (If you gift 250 you often become a friend for one round. You gift 500 and become ally for one round. Same for the AI. I often see the message "civ is allied with x" and "civ no more allied with x" on the same turn.)
Absolutely agree here. It's stupid that you pay 200 gold for a technology worth roughly that amount early on, then pay 300-350 gold for a technology worth ten times that in the later game. Makes it far too easy to jump right to the end of the tech tree very quickly when you have a big map with a lot of civs.The costs of science agreements (Forschungsabkommen) should change more. In the early phase you pay 250 gold for a technology worth 50-150 beakers. Later you pay 350 for technologies worth 3000+. Range of costs should be like 100-2000 gold.
Absolutely. Workers/Settlers/Great Generals really shouldn't block each other from tiles. Or at the very least, friendly military units should not block your Workers from improving tiles (because your own military units don't).It sholuld be possibile to have units of non-enemy nations on the same tile, at least civil ones. So tiles could not be blocked except in war times. (Annoying example was a foreign settler standing on an oil tile in one of my allied city states preventing the building of a well for 30 rounds or so. And except war I would have no possibility to remove it.)
This has actually been the same in every initial version of Civ so far. The standard in the past has been to start with 16-18 civs in the first version of the game, then add 6-10 more civs with each expansion (and a few extra leaders in some cases). I'm sure this is what will happen with Civ5, so I wouldn't worry about never having any more leaders to choose from.I enjoy the game a lot but I am disappointed with the lack of choice in Civ leaders. They have the "Must Haves" like Washington and Montezuma, but I miss when you could choose others, like Peter or Stalin or whoever. I do not know why, aesthetics perhaps? One way or another, I enjoy it very much but I hope they patch the issues and add things. By the way, fantastic thread. Lots of good information I did not even notice.