Neglected features

Specialists definitely take the cake. There are other features that you can ignore depending on your playstyle/victory path. Appeal is usually unimportant, but if you do it right, you can get a boatload of tourism from the 4-5 national parks and ~10 seaside resorts. Persia is a pretty good example of how appeal can be manipulated to the max because of their UI.

The weird thing though is that there's a very traditional and easy fix for making specialists useful -- every specialist gives a GPP. This was in Civ4 and 5 and it was a good idea then and it is a good idea now. Specialists already have low yields but that wouldn't be the reason you run them. The reason to run them would be getting GPs faster. I dunno the correct balance but +1 GPP seems too much; +0.5 might be better. Or even better yet would be to have a diminishing return on GPPs from specialists. The first one would give 1 GPP, the second - 0.9, the third 0.8 etc. You could only get +5.5 GPPs towards a specific GP, but hyper specializing should almost always have diminishing return for a variety of reasons.
 
It's a pity that there is a function in the game that allows specialists to give GPP, but it's broken and modders can't use it.

I've used it in a mod. It works, just not "correctly". If you ask the game to have all Specialists produce 1 Great Person Point per turn, they'll make 2 instead. No idea why.
 
I've used it in a mod. It works, just not "correctly". If you ask the game to have all Specialists produce 1 Great Person Point per turn, they'll make 2 instead. No idea why.

In theory, we could double the gpp yields from buildings to make them similar. And then quadruple the gpp needed to get a great person. But that's not really elegant...
 
The only tourism generators I can think of that have no additional benefits are national parks.

2 amenities to the city and 1 to the four closest other cities.
 
I used never to build siege towers, but recently I did for the first time and found it surprisingly effective.
 
Ah, I forgot about the drones and balloons. Yes, those are worthwhile. I never build Medics or Convoys, though. The only time I use them is when they've been upgraded from Rams. I'd rather heal by pillaging my enemy than hanging around by a Medic.

I tend to have better things to build than medics, but I will build Balloons and Drones. Late game wars I generally will build the supply convoys because they're relatively cheap and help well enough. I'm sure medics are fine, I just never really build them.

Battering rams are great, of course, but I don't war way too often so they're lower on my priority list. I do like Military Engineers, but their usefulness depends on the game I am currently playing.

But Siege Towers...I don't think I've built one ever.

Oh, forgot to mention. I definitely feel like the Ages system is a little under-cooked at present. I'd like to see the Age Threshold be more dynamic-based on player actions and in-game events (winning/losing wars, being denounced/forming friendships, natural disasters & other quasi-random events, multiple government changes within a single Era.....that kind of thing). I'd like Dark Ages to be more impacting, with "dark" variants of the Normal/Golden Age Dedications.....or even a whole set of new Dedications, solely for Dark Ages. Golden Ages should also have Policy Cards that you can slot into your government, for added benefits. Last of all, more Dedications per era would be nice-especially ones tied to specific types of governments.

Oh, & who'd like to see more done with Barbarians than just be some random threat? What if Barbarian Camps could eventually evolve into Independent-albeit hostile-Cities? What if you could have limited diplomatic contacts with Barbarians-like offering them cash to leave you alone for X turns, or offering more cash for them to effectively levy their troops for X turns? Also, what if Barbarians could Capture Cities......and what if Cities captured by City-States became Independent Cities? I reckon this would make the game even more dynamic.
On the topic of Dark Ages,

I have definitely added for being forced to slot at least one Dark Age policy in a wildcard slot to actually make your dark ages be a bit riskier. Right now, Dark Ages, as long as you consolidate well with the loyalty game, are just a springboard to a heroic age. Heroic Ages really need to be EARNED in my opinion.

GIFTING UNITS TO CITY-STATES

- Playing proxy war when someone declared war on a CS and then arming the hell out of the CS and watching the CS take some cities. I loved doing that. All without declaring war.
And your city states being ALLIES that can actually be DEFENDED and impossible to attack by your "Allies".

It is so incredibly INCREDIBLY frustrating that your city states can be taken at will by your allies without any sort of possible repercussions from you.

This is needs to be sorely changed.
 
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In theory, we could double the gpp yields from buildings to make them similar. And then quadruple the gpp needed to get a great person. But that's not really elegant...

And double (or more, because they suck) the GPP from policies, and pantheons, and Golden Age boosts, and Districts themselves, and City-State bonuses, and...

Yeah it would be a pain.
 
Somehow I tend to ignore the flying things. Aerodromes, Planes, Balloons. Aerodrome takes away a district spot. When they are available I more often than not already comfortable with my position in the game and not thinking about expanding. But when I do, I usually use modern armors, mechanical infantries,and rocket artilleries, combined with missile cruisers and destroyers.

Or, after GS, The Gun Deployment Rigs.
 
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