Patch/Expansion Wishlists

I don't hold a high hope re the AI and core game mechanics, but at least solve the obvious and simple issues, please.

  1. Restart button
  2. Remember player starting preference
  3. Slightly tone down the barbs, at least give a grace period like 15 turns... Seeing 3 horsemen in 20 turns is ridiculous
  4. Make the move to function useful
  5. Make the tiles more distinguishable, especially those in the fog
  6. Anything that can speed up the pace, like option to skip all battle animation, etc, are welcome
If they can at least get these done, I'll play the game again.

Restart button absolutely YES, then maybe add a slider to Barbs aggresivity?
 
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Patches we'll get simple balance changes, maybe some UI improvements, and some AI updates. Expansions can alter things, and that's probably best in the suggestion forum :)
As to your above:
1. Yes, it definitely needs some balancing. Mostly, we need better military policies, and worse economic ones. I also think that the wildcard ones need some updates too - especially mid-late game, when my choice is an economic policy that will make me 30-40 gold or more per turn, or a policy to give me +2 scientist points, when I'm already making 15-20 per turn? I think those wildcard ones should be more powerful, maybe the early game ones should be "each district provides 1 extra GPP of their type", with the late game being "double GPP for district+buildings". That might get me to sway away from my defaults.
2. Would love a simple change to just put religious units on their own layer, like traders, so that they are not affected at all by combat units. Just doing that alone would significantly help the religious game not interfering with the rest of the game.
3. They definitely need to tone down the warmonger penalties. Or even if they just had them as a more variable (ie. declaring a holy war won't be as big of a deal with your friends who share your religion), that would make things better. And they definitely need some way for you to ask/bribe your allies to go to war without someone who you're at war with.
4. Agreed. Needs work.
5. I do think there should be some to get more base production later in the game. Sure, if I place a city in 2000 BC it should take 30 turns to build a monument or granary. But should it still take 20 turns if I place it in 1500 AD? Even something as simple as having the base city tile yield increase by 1 food and 1 cog per era, then at least any city built in the industrial era would automatically have something like 6 production, and they can get off the ground a lot faster. It's just depressing when you place a new city and see that it's going to take 250 turns to build an industrial zone.
6. I think this could be handled by better AI. If it's wasn't so easy to conquer a neighbour early, maybe the peaceful/REX way would be better. Or if there were other early benefits to a religion, right now it just feels like if you race for a religion early, you're just going to be foo far behind the AI by the time you get it that it's not worth it.


Religious units: Kill them with Ninjas. Solved.
More basic eras yield: No. link a settler with a builder and a defence unit instead. But this would require Unit stacking of workers and settlers, just making them of two separate categories or allowing multiple stacking of them, should work.
 
What would you like to see changed, overhauled, or fixed in the current systems we have in future patches/expansions? This thread's purpose isn't to suggest new ideas, rather to go over what you think could be tweaked in the currently existing systems.

I'm curious to see where most people feel the game's 'pain points' are.


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I'll start us off:

1. Policy overhaul. Specifically the UI (this grab-bag approach is a cluster**** every time you open it), but even on a fundamental gameplay level, I find myself using the same ones pretty much every game. I'd lump some into a 'situational' category, but the rest are either 'must use' or 'never use'.

2. Religious Victory. I've seen a lot of people saying that the RV is boring and lacks real strategy. Specific issues are the uselessness of Missionaries, the combat basically boiling down to quantity of units and peace-time 'invasions' that occupy your tiles.

3. AI. I know a lot of people want better combat AI, but I understand that can be a massive headache to code properly with 1UPT. What I'd rather see is improved diplomatic AI. The diplomacy systems that are in place are great and could allow for interesting play/counterplay, but as it stands, none of it is properly utilized. Civs are always unfriendly with you (except right after a war, ironically) and trade deals are almost never worth doing. It isn't as abusable as in previous Civs, but it also blocks a lot of potential gameplay from ever being seen (Research Agreements, Alliances, etc).

This one issue is worth pointing out: If an AI asks me to move troops away from their borders, don't penalize me for having troops inside one of my own cities or in my own borders in general.

4. General UI and control work. I'm an Immortal player (haven't jumped into Deity yet) and yet I have no idea how to see what luxury resources I have, how to sort cities by production, etc (if there are ways to do this, please enlighten me). There is also a general problem of menus thinking you've selected things when you haven't, multiple fullscreen windows on top of each other and general messiness on a lot of screens.

Grouping this in here: the 'next unit auto-select' feature is way too aggressive. Sometimes I'm trying to give a command to one unit and it switches to another right as I click, messing up my whole gameplay plan.

5. Production creep. Production is far too scarce and too many lategame units (and districts) can take 50+ turns in smaller cities. Any cities founded after turn 100 or so will never be useful, which isn't fun and flies in the face of history. Toning down mid-late game production costs would indirectly balance out districts, certain civ bonuses and internal vs external trade routes.

6. Less important to me, but it would be nice to see some more early-game variety. In Immortal+, you pretty much have to just spam Archers to wipe out your nearest neighbour in order to win.

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Yeah, that got a lot longer than I expected. What are the biggest features you'd like altered/fixed that already exist? Let's try not to make this a rant thread. I'm more interested in seeing if other people see the same problems or know of ways to overcome them.



To me fix combat AI only way is to go through TECHS and use bottlenecks, AI will need to go to war, she won't be able to just ignore war and win the game or even just advance an Era, as will humans.
 
I would like to have an extended multiplayer teamplay mode where you can control ONE civilization. I don't think about a simultaneously gameplay, which could lead to confusion, but the human players should move round based. Players in the same team (as well as in the same civilization) would then share the open actions.
 
My wishlist:

1) Holy wars casus belli must not increase warmonger penalty for civilizations who follows the same religion. It should even make them inclined to join the holy war. On the other hand, civs that follow the attacked religion should increase warmonger penalty and be inclined to join the war too.

2) Captured cities could have a "district" called "new city center". When finished it moves the city to the new spot. This way we won't need to raze a city and then rebuild it with a huge warmonger penalty.

3) AI research must be tuned to the current status of the game. If AI is suffering barbarian invasions, it MUST research better units to deal with barbarians. It's very disappointing to see civs (and city states) having trouble with barbarians for several turns.

4) Some AIs go straight for religious techs, then straight to convert every city of the game. Ok, they want to win a religious victory, but there should be more intelligence in this goal. First, AI should have at least one apostle near religious cities, so they could use inquisition to remove heresy and then being able to create inquisitors, which must be generated to remove other religions when their own religion is no more the majority of a city. Second, AI tends to convert the newer cities, their apostles and missionaries seems to go straight there. This way sometimes you can convert the majority if not all of their cities while their missionaries and apostles are traveling the world. And third, AI should be focused first on their own cities, then to the neighborhood (as neighbor religions can spread to their cities). After these cities are ok, then go convert the rest of the world. With these adjustments religious victory would be much harder to get.

5) Resource generation must be worked. There are games that the entire world have only two or three oil and in very unlikely places to build a city, like one-hex island in the middle of nowhere or very close to polar capes. The same happens with coal and aluminium and all of these are very common resources in our world. Ok, there are places with more than others and that's why these places can have another resource nearby.

6) Resources and archaeological sites should be generated at the time someone research a tech that unlocks them. This way it can be spread out in the world and not under cities or districts, so resources can be extracted with their own improvements, giving full bonuses. Also, bring back "new resource discoveries". Coal, aluminium, gold and silver should be discovered when mining. Oil should be found on unimproved desert and random water tiles.

7) Improve intelligence for AI city placing. Some civs like to place cities very close, so these cities won't have much space to develop themselves. Close cities must be only in exceptional cases (like lack of space). I don't see any reason for an AI cross several turns to found a city close to your cities while there is plenty of space in their homeland. When Civ6 was announced it was said that city placing would be the major point of the game, but ironically Firaxis forgot to put it into AI.
 
I'd like districts to be removable, and allow only the industrial district to "harvest" strategic resources directly under it. All other districts would have to be relocated if you want access to that resource.

I'd also like to see more sources of strategic resources appear on the map, but also be harvestable allowing for artificial scarcity. I'd even make luxuries harvestable, allowing the option of short-term gains over long-term sustainability.
 
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