[GS] Future Update?

Status
Not open for further replies.
Joined
Jul 21, 2003
Messages
7,819
Location
Adelaide, South Australia
Sure I'm jumping the gun a lot, but do you think it likely we might get another update this year-say around November or early December?

If so, what do think think-or hope-will be included?

For me, it'd be:

-Plague Mechanics (& ways to counter them).

-more 3rd party diplomacy (3rd party peace/trade & more ways to protect City-States from aggression).

-Further improvements to going tall (making specialists more beneficial).

-The release of the SDK.

Anyway, would love to hear your thoughts.
 
I’d be stunned if we got another update this year.

I think after this patch, most things are pretty good.

The only things I’d be still looking for are:
  • Unit balance. Anti-Cav generally need another look. Tanks v Infantry need a look (both need oil, but tanks are clearly better). Resources for Naval units could be halved, so you don’t have quite as though a choice between Naval and land units.
  • Walls. Tier 2 and 3 Walls are still a bit useless. They could really use a perk beyond just defence, eg +1 Housing. Sewers could also use some love given there’s such easier ways to get housing now - eg maybe Sewers increases a City’s District Capacity by 1.
  • Government Tier 3 Exclusive Policy Cards should also be useable by equivalent Tier 4 Governments (eg Democracy only Policy Cards should be useable with Distributed Democracy). Losing access to certain Tier 3 Government Policy cards is a big disincentive to using Tier 4 Governments.
  • Tweak Lumbermills to bring back a version of the adjacency for Rivers - LMs are just so boring without that. eg maybe +1 if adjacent to a river after Mass Production.
  • Let Military Engineers build roads without spending charges. And give Railways more of a benefit.
  • Fleets, Armadas, Aircraft Carriers. AA should scale up for units in Fleets or Armadas, as should aircraft slots in Aircraft Carriers. Aircraft Carriers also need to earn experience from adjacent units so they can actually level up.
  • Colonial Cities still need a bit of a buff - eg maybe a Diplomatic Policy card that gives you additional Diplomatic Favour for each Colonial City.
  • An extra Dedication per era (ie 5 instead of 4) would be nice, because the current four are a bit tedious.
  • Religious Beliefs could use a rebalancing. Ideally, I’d love to see a few more unique Religious units tied to Beliefs (maybe even move the Guru to a Belief only unit), although maybe that’s a bit much for a Patch.
  • I’d like to see Future Techs buff late game units beyond just the GDR. And I’d like Cities to have a power requirement after certain techs are unlocked, and for a lack of power to cause happiness problems.
 
Last edited:
If so, what do think think-or hope-will be included?

For me, it'd be:

-Plague Mechanics (& ways to counter them).
I doubt we'll see a new mechanic added to the base game in a patch. Of course, I didn't think we'd see a new scenario added via patch, either. But something like a plague mechanic seems like too big a change for a patch.

I think it's more likely we'll get an xp3 announcement in November. There will be a small patch to clean up loose ends with GS, but nothing like the three GS patches we've already gotten. Of course, I keep getting things wrong lately, so maybe you should predict the opposite
 
  1. City State diplomatic fixes: Add city states that were captured while you were suzerain to the 'liberation' casus belli. Some fix for "My Ally is attacking my CS". My ideal - there's a "leave that CS alone or else" promise that appears if that happens - they either declare peace or you get the protectorate war casus belli and the ability to invoke and break the Alliance. I'd actually like to see similar if two of your allies declare war on each other (you either broker peace or choose one or something) but that's probably a bit much for this.
  2. Khmer is the last big one due for a balance revamp. I'd say just give them a friggin unique Aquaduct as well as the 'barclay' and give them a new UA. Maybe something specialist related to go with the pop + faith theme - Holy Site specialists also produce food, all others also produce faith, specialists don't require amenties?
  3. UI fixes
    1. Just friggin grab a lot of the quality of life mods out there and include them: Better Report Screen, the trade screen mod, the spy screen mod (both just add sorting filters)
    2. Let us filter the great works view
    3. Consistent UI for assigning to a city - Governors you have to scroll through the city name (can't click on the city). Great people you have to click on the city (can't scroll through city names). You should be able to do both.
Stretch goals:
  1. Improve railroads, they are useless and annoying as is.
  2. Make electricity more critical, especially to science victory. It still feels bizarrely minor for a major mechanic.
  3. Desertification and other effects besides costal flooding (I know they originally said it was too difficult because of things like wonder requirements and UAs)
  4. Tweak loyalty and amenity penalties to make empire management and cohesion more of a challenge, maybe even by difficulty level? I.e. they could pull the free amenity per city, make it say first 4 cities or 6 tiles from the palace, but add in bonus amenties per city as one of the difficult buffs (for the player or the AI depending on the level?)

Some other minor ones:
  1. Tweak adjacency bonuses for commercial hubs and theater squares. Everything else has been given interesting placement rules now, these two are both boring.
    1. I've mentioned I think theater squares should get minor adjacency from cultural UIs as a possibility.
    2. I've suggestions for commercial hubs to get adjacency per river side, and from neighboring luxes, both of which seem like great ideas. And I definitely agree they should get bonuses from oasis.
  2. I sort of think Dams should be able to be built on any river tile with two bends, not just flood plains. Lake Mead and Lake Powell don't seem terribly flood plains to me
  3. Eye of Sahara, do something with it!
  4. Religious Belief rebalance - i.e. does anyone ever take Zen Meditation or Feed the world besides the AI?
  5. Change dispersion of secondary agendas. I keep getting these groupings of say half the leaders having wonder building or 'talk to me' agendas.
 
Last edited:
  • Let Military Engineers build roads without spending charges. And give Railways more of a benefit.
Bruh

  • In Gathering Storm, as soon as you research Steam Power and unlock railroads, Military Engineers become able to build roads for free...or rather, without using build charges. They will spend 1 Iron and Coal, but they will be able to build as many railroads as you wish, both on existing roads and on wild land.
The benefits are truly missing though.

Bit faster movement is nice. A small Production bonus for every connected city would be nicer.
 
A TSL Huge Earth Map.

Commodities being subject to trade. Like in IV.

Rivers having + to trade especially with nearby Civs, and cities.

Improvement to Diplomacy. Introduce diplomatic goals such as building railroads to connect to friendly or even allied nations.
 
I’m very happy for the new patch, and particularly thrilled Coastal and Naval games are so much more buffed.

But I’m also a touch disappointed a few small niggles weren’t sorted - particularly Lumbermills - I really miss getting an awesome LM on a Hill adjacent to a River.

Still. The game is in a good spot, and FXS are clearly supporting the game long term. Niggles aside, things are pretty good.

  • Let Military Engineers build roads without spending charges. And give Railways more of a benefit.
Bruh

  • In Gathering Storm, as soon as you research Steam Power and unlock railroads, Military Engineers become able to build roads for free...or rather, without using build charges. They will spend 1 Iron and Coal, but they will be able to build as many railroads as you wish, both on existing roads and on wild land.
The benefits are truly missing though.

Bit faster movement is nice. A small Production bonus for every connected city would be nicer.

I’m saying MEs should be able to build Roads without spending charges, rather than just Railways, and that this ability should unlock prior / earlier than the ability to build Railways.
 
Last edited:
I’m very happy for the new patch, and particularly thrilled Coastal and Naval games are so much more buffed.

But I’m also a touch disappointed a few small niggles weren’t sorted - particularly Lumbermills - I really miss getting an awesome LM on a Hill adjacent to a River.

Still. The game is in a good spot, and FXS are clearly supporting the game long term. Niggles aside, things are pretty good.



I’m saying MEs should be able to build Roads without spending charges, rather than just Railways, and that this ability should unlock prior / earlier than the ability to build Railways.

Yeah, to me a ME building a road at the cost of, say, 1 iron, would make sense. I doubt that would lead to too much road spam, not like I'd be throwing a road on every tile even with that cheap cost.
 
Space out the starting locations on Terra plz. Starting within 8 tiles of TWO civs is just ridiculous.
 
Here's some random wants, none of which are particularly enormous:

- Polders on Marshes again, or some kind of non-unique improvement to put on marsh apart from just clearing them

- Marsh and Rainforest's appeal should go from -1 to +1 one you get conservation

- Some civ that gets a bonus from volanoes. I want to use that new primordial map and cheese it! Does volcanic soil count as a feature for the Maori?

- I agree, non-ancient walls need a buff or reduction in build cost

- It's been like 4 years and I still don't think the setup menu remembers your last selected civ/map/etc... It should auto-load your most recent config

- Make sure golden gate bridge works on cliffs properly
 
Marsh and Rainforest's appeal should go from -1 to +1 one you get conservation
Appeal was primarily for housing, living near a swamp makes me appreciate that it is not that appealing, given the choice I would drain the swamp.
 
Appeal was primarily for housing, living near a swamp makes me appreciate that it is not that appealing, given the choice I would drain the swamp.

Well, I'm thinking national parks. Maybe make the appeal flip to +1 if they are in parks? But it'll be hard to get them in parks in the first place...
 
Have they stated we are only getting these kind of updates from now on?

I hope we will get at least one more dlc for more in depth mechanics and civs.
 
The North American winter months - Late October through March - are when I play civ so I would like some stability in the game rules. I haven't fully explored all the changes in GS and the last patch. Like some have pointed out working on the reports and UI or just adopting some of the community UI mods would be welcome.

I would understand if they do make an update or release but I don't really need one yet.
 
- Marsh and Rainforest's appeal should go from -1 to +1 one you get conservation
Yes! I know they may not be appealing to live by sometimes, but they should be easier to protect with national parks.

Also, other orientations for the national park diamond, and be able to include coast in national parks.
 
Status
Not open for further replies.
Back
Top Bottom