Yes. It's been a while since this happened so I'm going to try and run a test.Isn't The googles do nothing refering to embarked land units?
Yes. It's been a while since this happened so I'm going to try and run a test.Isn't The googles do nothing refering to embarked land units?
That was fixed in the last patch.... they have a default strength based on their era, still too strong IMO but sea horses are no longer immortal
Ah, OK. Personally, I have no issue with that, if the opposition has no navy then maybe embarked units is enough, personal choice Inguess
Welcome to CivFanatics, Arlequin. You have some good ideas there, If you don't mind, I'll add your elaboration on specialization to the OP with credit given. The GP system changes are absolutely necessary. Too many midgame great people get deleted from the game because the runaway AI (assuming you're playing on emperor or above) erases GPs from earlier eras from the pool. Great suggestion.
Oh no worries mate, ya doing a great job, whether the thread gets looked at is another thing. I think the diplomacy things really do need fixin. I suspect my list is more succinct but it's your threadVictoria, I added some of your points to the post with credit. I apologize if I'm a bit slow in including ideas into the OP, there's been some feedback off Civfanatics as well and its difficult to keep track of everything.
Oh no worries mate, ya doing a great job, whether the thread gets looked at is another thing. I think the diplomacy things really do need fixin. I suspect my list is more succinct but it's your thread
Very good list. Just want to add
- they should cut down the repair cost of pillaged districts. Taking like 50+ turns to fix a district is silly.
I actually think that the game should even allow deletion of districts, but at some cost such as burning 3 builder charges and -1 amenity (-2 in captured cities) for like 20 turns to indicate resistance to reform. This will give players more flexibility to shape their nation for a victory type during mid-game.This is one of the weirdest things in the game. It usually takes longer to repair a district than build it in the first place!
I'll add this to the post. You're right, I realize that they want to punish you for pillaging, but jeez!
- they should cut down the repair cost of pillaged districts. Taking like 50+ turns to fix a district is silly.
I never thought about it in terms of Civ 3 & 4's corruption systems. Interesting idea.
- While I hate the insane corruption in those remote cities in the previous civ versions, I still think that this version seriously needs a punitive mechanism to reduce the efficiency of the cities that are far away and disconnected from your core city group. It is unbelievable to see the ancient Romans forward settling in china without any inefficiency issue. This penalty can be reduced with the advance in tech and civics.
Agreed, though I didn't put that in the post because I don't actually bully CSs, so I wasn't sure if the game had this or not. If the game actually doesn't have a CS self-defense mechanic, then I'll be sure to add something about that.
- Conquering a CS should somewhat make other CSs more skeptical of you. Taking one may be excused, but a repeat offender should receive something like reduced influence, reduced CS reward etc for a period of time. Taking out say one-third of CS should automatically make all CS hostile or at least quite cold to you.
I've actually thought quite a bit about this one. Total War Shogun has a system like this, and it makes the game really hard (which is good). I don't know how compatible this is with the massive boosts the AI gets to make it more competitive, though. Another downside to this is that the Shogun system made you feel like you were playing on borrowed time before all the AI's ganged up on you. Some sort of system to reign in revisionary powers is a must. Civ takes a long time though, so it would be difficult to implement this without making some of the losses feel cheap.
- Include some late game crisis scenario, like all civs that are not your friends will gang up to Dow on you if you are close to a victory.
I like this idea quite a bit. When I first started playing I was very surprised that just about nothing can be done once a district is placed. The system should be flexible with appropriate penalties for players who plan poorly.I actually think that the game should even allow deletion of districts, but at some cost such as burning 3 builder charges and -1 amenity (-2 in captured cities) for like 20 turns to indicate resistance to reform. This will give players more flexibility to shape their nation for a victory type during mid-game.