LostInTime
Warlord
- Joined
- Feb 13, 2011
- Messages
- 161
So I've played tons of games of GK lately. I love the new religion addition to civ5, but I still feel it's somewhat lacking regarding firaxis programming.
-Religion.
Stonehenge or die.
This is a mayor issue with GK, going for religion on higher levels means you either get Stonehenge or you fail. There needs to be some AI balancing at higher levels regarding religion. AI's fail hard at getting the proper bonuses, and will get them too soon, so even if you skip religion, you will get a bad one from AI spreading it to you.
It's lose/lose. Firaxis need to fix this in the next patch. Also consider letting religious buildings (pagodas/monasteries/mosques/cathedrals) work for everyone. Why only one religion should get them is beyond me. It would work much better for gameplay if you could choose between these in all religions than excluding them.
-Combat
AI needs to return units home to heal. Why do they keep them in one square to die all the time? It's silly and ******ed.
-Research
AI's get too many bonuses. WAY too often 1 AI steals all the wonders and keep them. There is no choice regarding research and wonders like there were in CiV4, when you could beeline to a wonder and be sure to get it if you had your priorities right. In Civ5 AI will beat you to all techs, and if they are biased the right way, they will take all wonders. This is bad. Religious AI's should go for Theology wonders etc. and lose Hanging gardens and the wonders in that path to civs going that path. I still wait for the Better AI patch for Civ 5, to fix a lot of these issues.
-Culture
This part of the game is fine. No complaints here.
-Diplomacy
Way too much crappy stuff here.
-Loads of lose/lose and irrelevant options.
The protect CS option is nice, but letting it go irrelevent after 10 influence is not.
This needs a fix, so it's a good thing to keep protecting the CS after 10 influence as well.
All the diplomacy options when you "insult" the AI. (settling near them, buying lands etc.)
What is the point giving two options when they do nothing at all? If you say you won't settle near them anymore, give a diplo bonus for it... it's not that hard. Irrelevant options are stupid. FIX!
Coups. There needs to be more depth regarding CS coups. If you station a high level spy there, it should be almost impossible to coup unless you got a similar high level spy staying there a long time. The current mechanic is silly and needs tweaking.
I think thats it, feel free to add other mechanics you think needs tweaking and add reasons why on your replies.
-Religion.
Stonehenge or die.
This is a mayor issue with GK, going for religion on higher levels means you either get Stonehenge or you fail. There needs to be some AI balancing at higher levels regarding religion. AI's fail hard at getting the proper bonuses, and will get them too soon, so even if you skip religion, you will get a bad one from AI spreading it to you.
It's lose/lose. Firaxis need to fix this in the next patch. Also consider letting religious buildings (pagodas/monasteries/mosques/cathedrals) work for everyone. Why only one religion should get them is beyond me. It would work much better for gameplay if you could choose between these in all religions than excluding them.
-Combat
AI needs to return units home to heal. Why do they keep them in one square to die all the time? It's silly and ******ed.
-Research
AI's get too many bonuses. WAY too often 1 AI steals all the wonders and keep them. There is no choice regarding research and wonders like there were in CiV4, when you could beeline to a wonder and be sure to get it if you had your priorities right. In Civ5 AI will beat you to all techs, and if they are biased the right way, they will take all wonders. This is bad. Religious AI's should go for Theology wonders etc. and lose Hanging gardens and the wonders in that path to civs going that path. I still wait for the Better AI patch for Civ 5, to fix a lot of these issues.
-Culture
This part of the game is fine. No complaints here.
-Diplomacy
Way too much crappy stuff here.
-Loads of lose/lose and irrelevant options.
The protect CS option is nice, but letting it go irrelevent after 10 influence is not.
This needs a fix, so it's a good thing to keep protecting the CS after 10 influence as well.
All the diplomacy options when you "insult" the AI. (settling near them, buying lands etc.)
What is the point giving two options when they do nothing at all? If you say you won't settle near them anymore, give a diplo bonus for it... it's not that hard. Irrelevant options are stupid. FIX!
Coups. There needs to be more depth regarding CS coups. If you station a high level spy there, it should be almost impossible to coup unless you got a similar high level spy staying there a long time. The current mechanic is silly and needs tweaking.
I think thats it, feel free to add other mechanics you think needs tweaking and add reasons why on your replies.