[NFP] June update speculation and wish list

I would also like to see the religious beliefs given a look over the same as the pantheons did. I dont think we are going to be seeing any major changes to the mechanics, Civ VI is very far into its lifecycle at this stage. At the moment going religion is more useful for the faith income from building holy sites than the actual religion.

A reworking of the score victory to be something along the lines of having double the score of the player in second place I would like. Allowing it too step forward into relevancy and something to aim for rather than being the 'ran out of time' option. Also providing a 'Balanced Victory' for players who just want to have fun building a great empire rather than thinking about how to min/max the other victories.

On the topic of filling in the unit gaps, I personally would like this. Infact I would like to see all the 'unique units' incorporated into the standard unit lines so they all can be upgraded into. Making many of them much easier to use. I am wondering though if this might be too large an expectation for the patches.

Rebalancing the beliefs and maybe a minor reworking of score victory is number changing. New units need art, animation etc. Though we did get the Guru in a patch if I remember correctly.

Very much looking forward to seeing what we are going to get though.

Oh and a minor change I want to mention. Make the settler lens for the Maya show all the tiles that are within six tiles of the capital. They have no use for the lens at the moment since they dont use water, and it would save having to count the tiles every time.

Oh and do something about aid requests for apocalypse mode. Maybe giving them a cool down? Or only give one diplomatic victory point? At the moment apocalypse mode is very diplomatic victory slanted due to the amount of aid requests being fired off from all the natural disasters. I wouldn't go so far to rename apocalypse mode diplomatic victory mode but it gets close :lol:

Well one can always dream.

Anyway I think it is not completely out of the table to rebalance religous combat so it becomes far less tedious. Even more if we ask it enough :).

You are right about the apocalypse mode. The mode needs a bit of balancing right now...
 
Last edited:
A thing I'd love seeing coming back from Civ V would be the posibility to pupet conquered cities. At the end of the game after finishing few wars most of the time is only selecting buidings for little cities, which makes end game not so enjoyable. As City States can build district by themselves, I think this little AI could be used then again on puppet cities.
 
Now that they have allowed chariots to be granted on meteor strikes early game, they should really buff base city strength to 20 (or at least, buff the palace guard) which gets stronger if a unit is garrisoned, instead of the usual 10. (I've been begging for this for a long time actually! Capitals should not be able to be taken with just warriors!)

Otherwise, a fluke of 1-2 chariots early is a free capital.
 
Some UI-related updates that are on top of my list:

- Ability to toggle visibility of placed map-pins.
- General overview of current (trade)deals with opponents.
- Diplomatic graph that shows current relations between al active civs like in CIV 4(friendly, denounced, at war, alliance, neutral).
- Function that let's you play with a random leader that not's already in your Hall of Fame.
- Add the Hud-ribbon for the console-version.

Maps I'd like to see added:
- Mediterranean
- The America's
- Africa

Random wishlisting:
- I want to customize/build/decorate my own palace/throneroom again :king:!
 
2. Make it slightly easier to make peace with Macedon early in the game.

Don't forget that everyone else hates Lex. Usually you can get them to help you, and that way you get less gravy when you nuke him
 
The ability to disable Soothsayers and not the entire DLC, honestly such a unit is a bizarre choice to have in a regular civ game and not a scenario.
 
No, they said there would be free updates in-between the DLC, they didn't say there would be a free update between every single pair of regular updates. They have never released significant updates with a two-month regularity as far as I'm aware, no reason they should suddenly start doing it now.
 
In between this DLC and the next is the month of June. They even said they are treating this different so I wouldn’t go off of the past too much
 
My wishlist:

1) Make anti-cav class viable by reworking its combat penalties and promotion tree. I'd prefer it not to have -10 CS vs melee (and have weakened or reworked promotions for melee combat), because otherwise spearmen and pikemen just suck early game. Swordsmen kill both. And musketmen kill pike&shots with ease. The unit class is just not viable how it is.

2) Make Infantry not require oil. Self-explanatory, I think.

3) Make military training and Theology obtainable without Political Philosophy (would open up some interesting strategies).

4) Buff monarchy (+ to influence points is very meh).

5) Buff worship buildings (3rd buildings in holy sites), they should provide at least 5 base faith.

6) Condemn heretics should have downsides besides war declaration (temporary loyalty or amenity reduction)

7) Nerf advanced flight's planes. They're just too good defensively.

That's all for a single patch.
 
@kotpeter good suggestions but I disagree with 1) because apart from combating cavalry unit, the anti-cav units are just cannon fodder, and the melee class units which usually cost strat.resources are premier units so they should get the str bonus against anti-cav. It makes the strategic resources more important. My current game I have loads of iron and coal, but I dont have oil on my map so that might cause me trouble as my neighbors have started building tanks.
 
Being able to toggle off a Civ in the player setup screen would be pretty handy. Currently you can select from the large list of leaders, why not have the selection say "NOT <Leader Name>". Grey out the leader head and icon, and have that slot occupied by a random leader. Make that selection override further random leader selections in your game setup.
You might end up with something like:
Player (me) using Pericles, AI Gorgo, AI Pete, AI Phil, 6 Random AI leaders but not Tomyris, Kupe, Cyrus or Wilhemina.
 
@kotpeter the melee class units which usually cost strat.resources are premier units so they should get the str bonus against anti-cav

I get where you're coming from, and I agree. Though not having strategic resources should not be an auto-lose like it is now for classical/medieval eras (not having iron or niter is a doom if a good player is attacking you). The anti-cavs should be good enough for their era to stand the ground against melee if backed by forts/walls/encampments, Victor's promotions, Moksha's "Laying on of Hands" or Defenders of Faith belief. I mean, they should be weaker than melee, but not by 10 power. Maybe by 5 max.
 
Being able to toggle off a Civ in the player setup screen would be pretty handy. Currently you can select from the large list of leaders, why not have the selection say "NOT <Leader Name>". Grey out the leader head and icon, and have that slot occupied by a random leader. Make that selection override further random leader selections in your game setup.
You might end up with something like:
Player (me) using Pericles, AI Gorgo, AI Pete, AI Phil, 6 Random AI leaders but not Tomyris, Kupe, Cyrus or Wilhemina.
I can't tell you which one it is, but one of the mods I'm using added that feature relatively recently (I noticed it when I set up my Maya game). It's probably Sukritact's Civ Selection Screen.
 
Being able to toggle off a Civ in the player setup screen would be pretty handy. Currently you can select from the large list of leaders, why not have the selection say "NOT <Leader Name>". Grey out the leader head and icon, and have that slot occupied by a random leader. Make that selection override further random leader selections in your game setup.
You might end up with something like:
Player (me) using Pericles, AI Gorgo, AI Pete, AI Phil, 6 Random AI leaders but not Tomyris, Kupe, Cyrus or Wilhemina.

I can't tell you which one it is, but one of the mods I'm using added that feature relatively recently (I noticed it when I set up my Maya game). It's probably Sukritact's Civ Selection Screen.

For me it's Yet not another map pack, I think : ) I don't use Sukritact's selection screen, but for me it's possible too.
 
For me it's Yet not another map pack, I think : ) I don't use Sukritact's selection screen, but for me it's possible too.
That would have been my second guess. Those are the only two mods I use that affect the game setup UI.
 
Back
Top Bottom