ComradeKroo
Chieftain
- Joined
- Feb 5, 2015
- Messages
- 25
Hello guys, after playing awhile, here is my wish list for what we need, and maybe Devs can do, in the first patch of Civ6.
I know, there are alot of things we want, but the list below are just the most realistic wishes i think we can get - Devs can do soon and fast. Other harder and complicated wishes are left to another topic.
The wishes are just about overal gameplay, mechanics, ... not other aspect like graphics or sound, ...
Ok, ill start.
First is about Horse Economy.
-Reduce the ratio of Gold/Production when selling units, from 2/1 now to 0.5/1.
-Cut half Production bonus from Policies, to 50% with Cavalry, and 25 % for Melee and Ranged, the same 50% for Support.
Reduced one forth the gold price is best way to deal with Horse Economy right now is breaking the game balance.
Why ratio should be 0.5/1 but not 1/1?
Because with Ratio 1/1, Civs like Scythia or with many Suzerained Military City State still can run Horse Economy very effectively, though its not at the Breaking rate as now. The same about Corps and Armies selling Exploitation, the problem is when you have Military Academy, the cost of those Corps and Armies are reduced by 20% (means 25% more gold), with the reduction ratio of Gold/Prod = 1/1, it still causes trouble, especialy with Scythia and Venetian Ship Yard can double trained units.
Ratio 0.5/1 is the right price, to ultimately get rid the Horse Economy, and set the Military Way to its right path.
About District overall.
-District Cost Progression (CP) is increase by number of each District type you have in your empire, 5% for each the same type District currently existed (not built).
-District are removable or be sold, Buildings on Districts can be sold. The ratio gold/prod are 1/1.
-Halved the cost of repairing District and its Buildings.
-Increase base cap of District to 3 from 2.
-Give back the Percentage Bonus Yield factor for District or its high end buildings, not flat number yield.
District CP right now base on number of Teches and Civics you had is just unwise, i can say that. Cost increase at the late game for districts is insane high, and it prevent late game expanding for tall empire, which is very unlogical. I think most of players want to freely build their city by remove and place right District they want, and with the time advance, they want more districts to civilized their nation and build empire at massive scale. And the last, for the conquerors style, remove and selling District and its building is another way to mitigate gold treasury while the Horse Economy is nerfed.
About Teches and Civics.
-Halved Eureka bonus to to 25%.
-Increase Tech/Civic Cost of Industrial and later Era. 25% for Industrial, 50% for Modern, 75% for Atomic and 100% for Information.
-Bring back old good "Tech Cost Increase by number of Cities" mechanic. 5% Tech/Civic Cost increase for each Cities in your empire, count except your capital (the percentage of course depend on map size, like Civ 5).
People may complain about 4 cities tall empire again, but i have to say, with new district and city state system, going wide is still give much more science advantage than being tall with low price T/C Cost. This old mechanic is just great to distinguish and balance out play styles, choices and decisions. Wide empire with enough investment in Science or Culture will easily surpass Tall Empire at mid late game.
About Settler, Builder.
-Those Units CP increase base on number of T/C, instead of number of units created.
-Builder can now Rush Districts, each charge increase amount of 25% production cost of District (4 charge to complete). Aztect get double bonus, to 50% each charge.
-Builder get +1 Movement Speed from Industrial and later Builder Policies.
-Settler can be built with Food, adding to production, and still cost 1 pop when come out.
Again, the Units CP method is still a problem. Builders and Settlers are common Units, and with the old method, its just another way to prevent people expanding in mid late game, which is, as i said, unlogical.
New mechanic which allows Builder to rush District, not only open a way to focus labour source, help new cities to start up, also, it nerfed Aztect OP ability as now.
Revitalize Gold Economy.
-Bring back Gold Improvement, Trading Post give 1-3 gold.
-Rebalance Gold income from Seaside Resort, 4 gold max, of course.
-Gold Building in Commerce District give significantly amount of % bonus Gold (max 100%).
-Adding Gold Cost Reduction Policies, Wonder, GP.
As far as i know, Gold is always a major factor to build empire in every Civ games. But as now, Gold is just a tool to maintain your empire and act as an additional way to rush buy buildings and units. As Horse Economy is gone, Gold is just under the shadow of Production if you want to build your empire.
Yield ratio Gold/Production now is 2/1, but Gold cost to buy for each Production is 4/1. The gap will nerver be fill with no Gold Improvement and buiding that help you generate 4 gold to replace each 1 production.
With Trading Post back, rebalanced Seaside Resort, Gold Economy for Capitalism is work again, give you traditional way to rush buy focus new cities, one by one, and ultimately, its for compete with traditional way of Communism, a massive production in every city.
Faith Rebalance
-Set Yield ratio Faith/Production to 2/1.
Faith is like another type of Gold, they can rush buy in city center and units (with Theology Government), so on, its open a way to Civ to not depend much on Gold. Faith/Prod ratio = 2/1 is fine IMO.
About Terrain and Improvement.
-Can build Farm in Tundra tiles with fresh water.
-Can Plant Wood sooner, at Industrial Era.
-New Improvement, Solar Plant for Desert Tiles, +2 Prod, 4 Gold. Additional +2 Prod or +4 Gold depend on Policies.
-New Improvement, Polaris Camp for Snow Tiles, +2 Science. Additional +2 Science from Tech, + 2 Science from Policies.
Build Farm in Tundra tiles is neccessary for ease the bad luck position, in other aspect, its a buff to Russia.
Plant Wood sooner make a new way to build your empire, through Builder. Plant Wood, then Chop, then Plant, ... Effective way for Fascism with their bonus on Units production.
New Improvements are just optional. As now, people build Districts or Wonders in wasteland like Desert or Snow, but with new late game improvements, it will be another trade off, and another choices between early and late cities settling place.
Coastal vs Inland Cities
-Habor +1 Food for Water Tiles.
-Shipyard + 1 Prod and +2 Gold for Water Tiles.
-Seaport + 1 Prod for Water Tiles.
-Trade Routes from Coastal Cities +2 Food and +2 Prod.
New Harbor district let cities not have to settle on coast, so, the coastal cities, with suck water tiles, are being ignored. Coastal Cities need buffed hard, make them more shiny and attractive water tiles. The dead of Coastal Cities means the dead of Sea and Navies. They need buffs, to being more precious, in consequences, means more warfare, more blockade and more useful and important to Navy development and investment.
About Religious Units.
-Apostle can heal.
This is the most wanted things right now for me, when AI missionary spam is a headache. People need a religious army, and those Apostle are the warriors, to secure borderland of your faith.
About Units Combinations.
-Add a new level of Organization, Legion for Medieval Era with combine of.
-Corps now need 3 units, so on, Armies need 4 units.
-Corps and Armies gain more max HP beside additional bonus for combat Stats, 50 Max HP for Corps and 100 Max HP for Armies (show as a Trait).
-HP regenerations is scale with Max HP of Corps and Armies (show as Trait, too).
Units Combination is one of greatest change in Civ6, it makes Units Training get more intent and more important. Add a new level of Unit Combination level make nations must distribute more production source to military, and then make wars are more brutal punishment for those who ignore military aspect, this make the game advancement more slower and feel worth each Era.
More Hp for Corps and Armies to balance out the Unbalance of Ranged vs Melee, while units have more HP its become more resilient, to counter focus fire and shock dead, make combat longer and more fun.
About UI and detail Information.
-Show % bonus XP of units.
-Detail source of Housing and Amenities.
-Fix Cities UI not refresh each time click on another cities.
-Unit selection doesnt auto cycle while current unit still can do actions (like making 2nd attack).
-Interface show the radius of District Extension bonus cover area.
-Bring back Watch command for units (auto wake up when enemies units are in sight).
-Re-Categorize the great work panel, right now its a mess.
About AI
-AI need everything they had in Civ 5, -50% Building, Units Cost, Faith Cost, -80% Unit Upgrade Cost, -50% Maintainance Cost, ...
-AI need Difficulty Trait for units, example, Diety Trait for Units that -33% ranged damage, +8 Strenght.
-AI Cities and Encampment wall hit points must be double.
-AI must be focus on Calvary Units, more aggressively to attack to damage player units rather than care about their loses.
We know it just another bigger cheat for AI, but its still effective way to make game harder, and much more easier than make AI smarter.
My idea is simple, AI need bigger armies, to counter mitigate the loses they cause by their easy mistake movements.
AI Units do not need to be more advance or out tech Player, with its dirrect bonus to raw strenght, their Units are challenging enough.
AI aggressive behavior is the only thing complicate here, but somehow its work, because ability to not affraid do a real damage to player units is a big difference.
Ok, above are what i think.
Thanks, for your patient to read this long post.
I know, there are alot of things we want, but the list below are just the most realistic wishes i think we can get - Devs can do soon and fast. Other harder and complicated wishes are left to another topic.
The wishes are just about overal gameplay, mechanics, ... not other aspect like graphics or sound, ...
Ok, ill start.
First is about Horse Economy.
-Reduce the ratio of Gold/Production when selling units, from 2/1 now to 0.5/1.
-Cut half Production bonus from Policies, to 50% with Cavalry, and 25 % for Melee and Ranged, the same 50% for Support.
Reduced one forth the gold price is best way to deal with Horse Economy right now is breaking the game balance.
Why ratio should be 0.5/1 but not 1/1?
Because with Ratio 1/1, Civs like Scythia or with many Suzerained Military City State still can run Horse Economy very effectively, though its not at the Breaking rate as now. The same about Corps and Armies selling Exploitation, the problem is when you have Military Academy, the cost of those Corps and Armies are reduced by 20% (means 25% more gold), with the reduction ratio of Gold/Prod = 1/1, it still causes trouble, especialy with Scythia and Venetian Ship Yard can double trained units.
Ratio 0.5/1 is the right price, to ultimately get rid the Horse Economy, and set the Military Way to its right path.
About District overall.
-District Cost Progression (CP) is increase by number of each District type you have in your empire, 5% for each the same type District currently existed (not built).
-District are removable or be sold, Buildings on Districts can be sold. The ratio gold/prod are 1/1.
-Halved the cost of repairing District and its Buildings.
-Increase base cap of District to 3 from 2.
-Give back the Percentage Bonus Yield factor for District or its high end buildings, not flat number yield.
District CP right now base on number of Teches and Civics you had is just unwise, i can say that. Cost increase at the late game for districts is insane high, and it prevent late game expanding for tall empire, which is very unlogical. I think most of players want to freely build their city by remove and place right District they want, and with the time advance, they want more districts to civilized their nation and build empire at massive scale. And the last, for the conquerors style, remove and selling District and its building is another way to mitigate gold treasury while the Horse Economy is nerfed.
About Teches and Civics.
-Halved Eureka bonus to to 25%.
-Increase Tech/Civic Cost of Industrial and later Era. 25% for Industrial, 50% for Modern, 75% for Atomic and 100% for Information.
-Bring back old good "Tech Cost Increase by number of Cities" mechanic. 5% Tech/Civic Cost increase for each Cities in your empire, count except your capital (the percentage of course depend on map size, like Civ 5).
People may complain about 4 cities tall empire again, but i have to say, with new district and city state system, going wide is still give much more science advantage than being tall with low price T/C Cost. This old mechanic is just great to distinguish and balance out play styles, choices and decisions. Wide empire with enough investment in Science or Culture will easily surpass Tall Empire at mid late game.
About Settler, Builder.
-Those Units CP increase base on number of T/C, instead of number of units created.
-Builder can now Rush Districts, each charge increase amount of 25% production cost of District (4 charge to complete). Aztect get double bonus, to 50% each charge.
-Builder get +1 Movement Speed from Industrial and later Builder Policies.
-Settler can be built with Food, adding to production, and still cost 1 pop when come out.
Again, the Units CP method is still a problem. Builders and Settlers are common Units, and with the old method, its just another way to prevent people expanding in mid late game, which is, as i said, unlogical.
New mechanic which allows Builder to rush District, not only open a way to focus labour source, help new cities to start up, also, it nerfed Aztect OP ability as now.
Revitalize Gold Economy.
-Bring back Gold Improvement, Trading Post give 1-3 gold.
-Rebalance Gold income from Seaside Resort, 4 gold max, of course.
-Gold Building in Commerce District give significantly amount of % bonus Gold (max 100%).
-Adding Gold Cost Reduction Policies, Wonder, GP.
As far as i know, Gold is always a major factor to build empire in every Civ games. But as now, Gold is just a tool to maintain your empire and act as an additional way to rush buy buildings and units. As Horse Economy is gone, Gold is just under the shadow of Production if you want to build your empire.
Yield ratio Gold/Production now is 2/1, but Gold cost to buy for each Production is 4/1. The gap will nerver be fill with no Gold Improvement and buiding that help you generate 4 gold to replace each 1 production.
With Trading Post back, rebalanced Seaside Resort, Gold Economy for Capitalism is work again, give you traditional way to rush buy focus new cities, one by one, and ultimately, its for compete with traditional way of Communism, a massive production in every city.
Faith Rebalance
-Set Yield ratio Faith/Production to 2/1.
Faith is like another type of Gold, they can rush buy in city center and units (with Theology Government), so on, its open a way to Civ to not depend much on Gold. Faith/Prod ratio = 2/1 is fine IMO.
About Terrain and Improvement.
-Can build Farm in Tundra tiles with fresh water.
-Can Plant Wood sooner, at Industrial Era.
-New Improvement, Solar Plant for Desert Tiles, +2 Prod, 4 Gold. Additional +2 Prod or +4 Gold depend on Policies.
-New Improvement, Polaris Camp for Snow Tiles, +2 Science. Additional +2 Science from Tech, + 2 Science from Policies.
Build Farm in Tundra tiles is neccessary for ease the bad luck position, in other aspect, its a buff to Russia.
Plant Wood sooner make a new way to build your empire, through Builder. Plant Wood, then Chop, then Plant, ... Effective way for Fascism with their bonus on Units production.
New Improvements are just optional. As now, people build Districts or Wonders in wasteland like Desert or Snow, but with new late game improvements, it will be another trade off, and another choices between early and late cities settling place.
Coastal vs Inland Cities
-Habor +1 Food for Water Tiles.
-Shipyard + 1 Prod and +2 Gold for Water Tiles.
-Seaport + 1 Prod for Water Tiles.
-Trade Routes from Coastal Cities +2 Food and +2 Prod.
New Harbor district let cities not have to settle on coast, so, the coastal cities, with suck water tiles, are being ignored. Coastal Cities need buffed hard, make them more shiny and attractive water tiles. The dead of Coastal Cities means the dead of Sea and Navies. They need buffs, to being more precious, in consequences, means more warfare, more blockade and more useful and important to Navy development and investment.
About Religious Units.
-Apostle can heal.
This is the most wanted things right now for me, when AI missionary spam is a headache. People need a religious army, and those Apostle are the warriors, to secure borderland of your faith.
About Units Combinations.
-Add a new level of Organization, Legion for Medieval Era with combine of.
-Corps now need 3 units, so on, Armies need 4 units.
-Corps and Armies gain more max HP beside additional bonus for combat Stats, 50 Max HP for Corps and 100 Max HP for Armies (show as a Trait).
-HP regenerations is scale with Max HP of Corps and Armies (show as Trait, too).
Units Combination is one of greatest change in Civ6, it makes Units Training get more intent and more important. Add a new level of Unit Combination level make nations must distribute more production source to military, and then make wars are more brutal punishment for those who ignore military aspect, this make the game advancement more slower and feel worth each Era.
More Hp for Corps and Armies to balance out the Unbalance of Ranged vs Melee, while units have more HP its become more resilient, to counter focus fire and shock dead, make combat longer and more fun.
About UI and detail Information.
-Show % bonus XP of units.
-Detail source of Housing and Amenities.
-Fix Cities UI not refresh each time click on another cities.
-Unit selection doesnt auto cycle while current unit still can do actions (like making 2nd attack).
-Interface show the radius of District Extension bonus cover area.
-Bring back Watch command for units (auto wake up when enemies units are in sight).
-Re-Categorize the great work panel, right now its a mess.
About AI
-AI need everything they had in Civ 5, -50% Building, Units Cost, Faith Cost, -80% Unit Upgrade Cost, -50% Maintainance Cost, ...
-AI need Difficulty Trait for units, example, Diety Trait for Units that -33% ranged damage, +8 Strenght.
-AI Cities and Encampment wall hit points must be double.
-AI must be focus on Calvary Units, more aggressively to attack to damage player units rather than care about their loses.
We know it just another bigger cheat for AI, but its still effective way to make game harder, and much more easier than make AI smarter.
My idea is simple, AI need bigger armies, to counter mitigate the loses they cause by their easy mistake movements.
AI Units do not need to be more advance or out tech Player, with its dirrect bonus to raw strenght, their Units are challenging enough.
AI aggressive behavior is the only thing complicate here, but somehow its work, because ability to not affraid do a real damage to player units is a big difference.
Ok, above are what i think.
Thanks, for your patient to read this long post.
Last edited: