acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,470
When do people think we might get another patch? What do people expect the next patch will try to improve?
The might play around with Free Cities a little more - they don't seem to be working quite as intended.
Research rate: I'd leave the current min - max number of turns for game eras, but make ahead-of-era techs/civics cost significantly more than they do now to keep the player's tech closer to the game era. Also give a boost to behind-era techs/civics to help the AI not fall too far behind.
Cost of modern units: Even with the above, the game is tilted towards building units early, then keeping them alive and upgrading regularly. That saves a huge amount of production over the course of the game compared to hard building units later. This hurts the AI (who loses more units than humans), the usefulness of Unique Units that aren't part of an upgrade chain, and air units. I'd like to see a system where an investment in infrastructure (Walls, Encampments, Harbours, Aerodromes, augmented by policies) allows you to build a certain number of military units at a significant discount to current costs. Then building units above this level goes up to the current costs.
Could also eliminate the ability to mine normal hills, so that you can only mine resources just like you can only mine flatland if it has a resource, as this would reduce the number of powerful field tiles.
Very much disagreed here. If you cannot mine normal hills, they're useless until you can build farms on them.
Also, the high power that mined hills have in this game is also caused at least in part by the high production costs later in the game.
Starting off, flat grassland with a farm is 3 food. Plains with a farm is 2 food, 1 hammer. Normal hills will still match the total yield of starting flat land after it's been improved with a farm, so I don't think they'd be useless. If there's a forest on the normal hill, it would be 1 hammer better still. So hills would still be your best starting location, which I find very odd. Civilizations generally started on flat lands adjacent to navigable (and irrigable) rivers. Hills shouldn't be the ideal start position they are in the current game. Even with this nerf you'd still want to start in hills, it just wouldn't be quite as overpowered as it is now.
While you can argue long or short about whether the system of hills just granting straight +1 production is good for the game or not, leaving half of the tiles in the game unimprovable for the first half and only improvable with the most common improvement for the second half just isn't good for diversity.
Immediate issues I hope are addressed this patch:
- Correction of the miscellaneous code issues identified recently, not just the "YEILD" ones but the others that have been raised.
- Some love for England to offset the excessive nerfing of England since R&F.
- City State survivability: giving them the same difficulty combat boost as major civs might improve their likelihood of staying independent at higher difficulty levels.
- Magnus: 100% boost at the first tier is too much, even if chopping is otherwise nerfed.
- Harvest Pantheon: flat bonus for chopping (+20 faith?) instead of the insane amounts of faith this pantheon provides now.
- Tweaks to what gives Era Score: digging up artifacts gives way too many point. Space race and national parks give far too few.
- Difficulty Level Adjustments to Golden Age Thresholds: make Golden Ages harder to get at Immortal/Deity level. Don't adjust Normal Age thresholds, though, so you don't make it too easy to get the Dark Age bonuses
Longer term issues I'd like to see fixed, not necessarily in this patch:
- Air units: So the AI can/will build them and use them regularly in late game combat. AA units, too, while we're at it.
- Free cities: this whole mechanism needs some work. I'd like to see their state of way against everyone last for a limited number of turns, say 10, after which they get a new status based on how influenced they are by nearby civs. It could be joining their most influential neighbour if sufficiently influenced, else reverting to City State status if they are a former city state, reviving a formerly defeated civ if they were originally from that civ, or else getting a new, neutral City State status that works like current city states but without a special bonus for suzerainty.
- Balance between chopping/leaving: Ideally I'd rather see this be fixed by boosting the yields of intact resources through new buildings, policies, etc., but if they aren't going to do that, then reduce the rate at which chop yields increase by about 50%. So in other words, leave the initial chop amounts as they are, but have these increase over time at half the rate they currently do.
- Research rate: I'd leave the current min - max number of turns for game eras, but make ahead-of-era techs/civics cost significantly more than they do now to keep the player's tech closer to the game era. Also give a boost to behind-era techs/civics to help the AI not fall too far behind.
- Unit upgrading: Currently having one strategic resource, building the old era unit, and upgrading to the modern unit is significantly cheaper than building a new unit. Fixes could include allowing upgrades to the modern unit only if you have two copies of a strategic resource, or if you have only one copy, then require that you be in an Encampment. I'd be fine with making it easier for the AI to upgrade so that this doesn't prevent them from upgrading regularly.
- Cost of modern units: Even with the above, the game is tilted towards building units early, then keeping them alive and upgrading regularly. That saves a huge amount of production over the course of the game compared to hard building units later. This hurts the AI (who loses more units than humans), the usefulness of Unique Units that aren't part of an upgrade chain, and air units. I'd like to see a system where an investment in infrastructure (Walls, Encampments, Harbours, Aerodromes, augmented by policies) allows you to build a certain number of military units at a significant discount to current costs. Then building units above this level goes up to the current costs.
- Specialists: Population working in the fields get more productive over time. Population working in Factories, Markets, etc. stay at the same level forever. And that level is significantly lower in terms of total yield compared to almost all field tiles. There's a lot of things that could be done here, including increasing Specialist yields based on the number of specialists in that district (so 1 Specialists in an IZ gives 3 production, 2 give 7 production, 3 give 12 production) which would also be a boost for tier 3 buildings. Could also eliminate the ability to mine normal hills, so that you can only mine resources just like you can only mine flatland if it has a resource, as this would reduce the number of powerful field tiles. Could also include policies to benefit Specialists.
- Loyalty: Would like to see this expanded beyond just being linked to relative population sizes. A link to religion would be logical. Some historical memory of ethnicity would be ideal.
- More Building Choices: this is firmly in DLC/expansion territory, but I'd like to see more if/or building options for various tiers. And I'd like to see buildings give more varied effects. For example, Workshops give bonuses to iron/copper/stone resources in the city while a new Woodworker building gives bonuses to old growth forests and jungles in the city. Or instead of just the Hanger giving a boost to air units, you could instead build a Passenger Terminal to generate tourism/gold.