Semi-Casual Player - Observations [LONG]

kc_bandit

Chieftain
Joined
Feb 8, 2012
Messages
63
I just joined this site, and I am making a similar post in one of the Bug Reports threads, but wanted to post this in the main VEM forum as well.

First, I want to say a huge thank you to Thal and the other authors of the VEM, CivUp, Willard and InfoAddict mods. I am fairly new to both Civ IV and Civ V (played the older versions of Civ back in the day, but it had been years since I had picked up the series). I enjoyed both vanilla versions, and picked up Beyond the Sword at the same time as Civ V. Contrary to what many have said about Civ V, I found myself choosing to play Civ V vanilla over Civ IV and Civ IV BTS. I just felt like the tactical combat was so much more interesting and the social policies really added so much to the structure and planning of the game. IMHO.

Anyway, VEM and the other mods have multiplied the fun factor of Civ V for me. The added or modified changes to buildings, polices, units, et al makes the game so much more intriguing. Oh - the "Plus" maps are also incredible and make the game so much more engaging - although having to clear out about a hundred Barb ships that roam the ocean can get pretty exhausting.

Once again, thanks for this incredible set of Mods.

I have some general observations that might or might not be helpful. Keep in mind these come from a fairly casual player. I am by no means a hard core gamer - especially when it comes to Civ V (some of the intense calculations I see the hard core guys go through to determine what specific turn to switch working one tile over another or using a specialist slot is just "Greek" to me - pun intended). Yes, I could probably do that kind of micro management, but then the game would be a chore to me instead of fun.

Anyway, let me throw out a few things and perhaps they haven't been talked about(or thought of - although I extremely doubt that).

1) I love the Plus maps. They add a ton to the gameplay. And the scarcity of resources inland adds so much more planning and strategy. Just awesome. However, I would love to be able to have a unit that can roam the seas and fight Barb ships, shoot Barb camps and clear them somehow. I know the mod allows embarked units to defend themselves, but they really do move at a snail's pace. Mid to late game can result in a huge number of roaming Barb ships that cause you to not be able to work tiles, cut off trade routes, etc. You have to have a decent navy or your cities will suffer. And don't get me wrong, with the professionalism policy, having all of those easy kills with a very strong navy is huge for both cash and culture. But at some point around turn 200 or so, the task of hunting down and killing barb ships and island camps becomes VERY tedious. It would make it much more enjoyable if I had access to some dumb downed version of a fast "do it all' ship. I would suggest that it not be as powerful as a Caravel so that you have to be careful with it. Or perhaps we could have something like the Civ IV ships that allowed you to carry a soldier or two on it - to easily clear camps or collect ruins.

2) Late game ruins that require a lot of effort to get to (far away islands, etc.) probably need to have some kind of boost more than 50 gold, 20 culture, or a map, etc.). I remember laughing at a Civ IV game (IIRC) where I found a ruin and discovered Fission. I laughed at that one. Maybe it doesn't have to be that ridiculous, but the bonus should be scaled in some fashion. This is probably a DLL issue anyway - and I may be in the minority here.

3) I do miss me some religion. Would love to see Firaxis add that back in - possibly coordinated with the social policies.

4) Never liked spying - don't miss it. Glad I don't have to worry about it.

5) Man the early game Barbs are both tough and plentiful in VEM. I have gotten to where losing a scout or even a warrior is just to be expected.

6) Love playing Isabella. Finding early game wonders (extra scout is awesome) and spending that cash on workers/settlers/buildings is a lot of fun. And for that rare occurance where you find the Great Bearing Reef early enough to settle your second city next to both tiles, it is a lot of fun to just roll the AI.

7) Washington is so much better to play with the Pioneer Fort. Watched a vanilla video and saw the player utilize the +1 sight and tiled buying ability to perfection. But adding the Fort makes America very enjoyable IMO.

8) I must not be good enough to utilize China the way it should be. I just seem to have very slow starts - probably because warmongering is very situational for me. But clearly many on here like playing them for the generals and the papermaker. Note - this comment relates mostly to vanilla. Haven't used her much in VEM, so I may be missing something.

9) City States - love them. I haven't played the ambassador mods or whatever, as I don't mind the cash/unit gifting format. I do like that the City States don't constantly ask for other CS's to be killed off in VEM. But I do wish that you had some way to ask your allied CS's to do something for you. Like - please work or improve THIS tile. Or please do or do not take THIS tile in your city's borders. Would also love to tell them to take a bordering enemy city - perhaps specific requests like this would cost extra gold or something.

Also, there is nothing worse that sending a CS a bunch of awesome units and have them just sit there and goof off - or even worse, watch the three infantry units you just sent them to fend off an overwhelming enemy attack get embarked the following turn and shot down by the 7 enemy battleships off the coast. Ugh.

10) Would also be great if an allied CS asked you whether you wanted them to puppet or raze a captured enemy city. I have actually never seen a CS take and keep a city. They always raze it down, but I have seen them keep them on LP vidoes. I am assuming is a difficulty setting effect. Would also be nice if they offered you the city for gold or something???

11) Leaders I most dislike running into. Alexander - he is just whiny and wishy washy. He also loves to spam out cities like they grow on trees, and has no problem litterring your territory with them. Kamapajamahey - yeah I know that isn't his name, but that's how I say it. His play style doesn't annoy me, but his voice and animations do. Paccachuti (or however you spell it) - annoying again. Cry baby. Bizmark - scares me, always worried he and his barb infested army are going to try to steam roll me. Same for Montezuma - loves to war and backstab. Nebuchadnezzar - again scary, plus he knocks his cup over every time he meets me.

12) Leaders I love running into. Catherine, of course - just for the cut scenes obviously. My favorite though is Ghengis. His voice interactions are awesome. And when he says "Hey Sausage Man", I laugh every time.

Geeze, this turned into a mammoth post. My apologlies. Have other comments and possible glitches I should report - but will do so in other threads. If anyone took the time to read through this novel - thanks, but seriously, get a life. I obviously don't have one either.
 
I'm with you on the stupid AI city states. I send them units and fully expect them to be fodder for much lower-tech enemy troops. :lol: I recommend trying the diplomacy mod as it adds a fun element of building envoys to gain influence instead of always buying it with gold.

AFAIK city states cannot keep any cities they keep. The first cultural game I played when Civ5 first came out I watch as my CS ally razed city after city, paving a path of destruction through Aztec lands. It was very therapeutic after being bullied by him in a previous game. :) If you know you want to keep a particular city, make sure you have a couple units nearby to sneak in and take it at the right time.

Just as with Civ4 vassals, it would be nice to be able to bequeath tiles that you cannot use to city states for influence. And I would love to see new requests as you suggested for targeting cities or other tasks.

BTW, if you still play BTS, check out BUG mod for some nice interface enhancements. It doesn't have any cool gameplay changes like VEM, but it makes slogging through a game more manageable with helpful UI enhancements.
 
[With] the professionalism policy, having all of those easy kills with a very strong navy is huge for both cash and culture. But at some point around turn 200 or so, the task of hunting down and killing barb ships and island camps becomes VERY tedious. It would make it much more enjoyable if I had access to some dumb downed version of a fast "do it all' ship. I would suggest that it not be as powerful as a Caravel so that you have to be careful with it.
I do like having a light ship / capital ship dichotomy. How about a "Galleon" capital ship for the Medieval era?

Trireme
Sailing
05 :c5rangedstrength:
04 :c5moves:

Caravel
Compass
10 :c5rangedstrength:
05 :c5moves:

Galleon
Compass
15 :c5rangedstrength:
04 :c5moves:

Frigate
Navigation
15 :c5rangedstrength:
05 :c5moves:

Ship of the Line
Navigation
25 :c5rangedstrength:
04 :c5moves:

If we increase caravel base speed +1 then Caravels with Recon 2 have 7:c5moves:. That's a huge amount of movement points, equal to the current base speed of a Destroyer. It'd be okay with that if ships had two-tile zone of control range to slow them down near enemies (something I really want, but can't do). The problem with high movement speeds is a human advantage over the AI. Humans can weigh risks across large distances better than the AI. It would let us reach barbarians faster, but I feel it would lessen the enjoyment of naval warfare against major civs, since it emphasizes hit-and-run tactics humans are good at.

The other question about adding a new capital ship is what its role should be. Frigates and Ships of the Line have very defined roles. SotLs are slower, stronger, require iron, and are siege vs cities. An iron requirement would conflict with longsword balance in the medieval era, and a siege bonus would create some problematic early beelines & naval rushes. Ruling out iron and siege means Galleons wouldn't be very different than Caravels.

So my conclusion from this is it might be better to further distinguish naval promotions instead of creating a new medieval naval unit. Recon 1 and 2 are currently very good at spotting and hunting down barbarians, with targeting designed for anti-ship warfare... is there some way I could change the promos to accomplish your goals?

I'll respond to the rest later - have to go take care of some things.
 
Wasn't expecting a response from you, let alone this quick!

Love the Galleon idea, and the fact that you would be willing to consider this is awesome. Since you asked, I guess the primarily "role" of such a ship would be for transporting troops so that they can cross the ocean more quickly and easily than they currently can. We have so many ships already though that do so many things, I agree that adding another might not make as much sense as just allowing a promotion. It would have to be an early promotion though so that you could build or buy a "transport" ship without having to level it up via fighting I think??

Perhaps it could be a medieval promotion via some tech like Compass? I like that because you can use the transports for close islands but still can't cross oceans until you get Astronomy. I am not sure if the Triremes can cross oceans or not once you get astronomy? I think Triremes and Destroyers should be able to carry troops. I guess Carriers could too, but I have never used a Carrier. Does anyone??

Anyway, we should probably think about the upgrade path too. Caravels transporting troops doesn't make sense to me - they should remain fast barb ship destroyers and map explorers. I probably wouldn't give them the ability to receive the transport promotion - but seriously, my opinion should matter very little.

SoTL's and Ironclads (I do actually use these after upgrading) could also carry troops. And I guess that means that Battleships would have this ability as well. So, I guess we are looking at amost all ships except Caravels with the ability?? Or maybe that doesn't make sense to limit it. Now I am getting a little out of my element here, and I hope you can sort it out as to what makes the most sense.

This isn't a huge deal, but I do think missing some type of Galleon from Civ IV is not made up for with the embarkation ability (although I love that new ability). Thanks again for responding!
 
I would prefer a promotion (or basic ability) for naval units to capture encampments and ruins. I get the reason to separate naval attack vessels from embarked land units, and I'm totally on board with that. But spotting a ruin or defeating a barb on an encampment 40 tiles from your nearest land unit is very disheartening. You should get a reward for clearing those out without having to bother with bring in reinforcements. Heck, make moving to it end your turn or something to simulate sending a dingy to shore. :)
 
I would prefer a promotion (or basic ability) for naval units to capture encampments and ruins. I get the reason to separate naval attack vessels from embarked land units, and I'm totally on board with that. But spotting a ruin or defeating a barb on an encampment 40 tiles from your nearest land unit is very disheartening. You should get a reward for clearing those out without having to bother with bring in reinforcements. Heck, make moving to it end your turn or something to simulate sending a dingy to shore. :)

That is even better. It would be a pretty big change to the game having such versatile unit. I'm curious, would the ship be able to walk around on land? Maybe only one tile at a time? I ask because many ruins or camps won't be on the shore. Also, what ships would have the ability? Would seem strange to have a battleship walking around.

Although I like the idea of how this makes it much less tedious to clear barb camps and get remote ruins, it may be hard to accomplish in a mod?

PS - wouldn't it be great to tell a naval unit to just go out and roam around until it finds a barb like the auto explore command?
 
I'd prefer the ship not be able to roam the lands, but you bring up a valid point about inland ruins and encampments.
 
I think the ability would be something like...

Landing Party

  • 2 Range.
  • Ends the unit's turn.
  • Clears ruins or encampments on the target tile.

The downside is there would be no way to get the AI to use this (or transports). It's not that hard to send a Levy around to island camps and ruins in the medieval era, which the AI does, so it might be better to leave things as-is.

======================

#2 Providing a scaling bonus from late game ruins would require the game core only Firaxis has access to.
#3, #4 I'm not at liberty to comment on these at this time. :shifty:
#5, #6 Glad you like those leaders! Washington is also a favorite of mine.
#8 Chinese generals in VEM get +2 sight range, a huge impact on warfare.
#9, #10 Changing just about anything with citystates requires game core access.
 
Yep, I agree. I am playing on a Terra map right now and have fairly easily sent about three melee units over to the New World. Of course, it's easier to do so playing Elizabeth with the Great Lighthouse, et al. Embarked units are going 6 tiles per turn, and it makes a huge difference versus going three or four tiles.

Anyway, thanks for thinking about it.
 
To me it's just a busy-work task I'd prefer not to do myself. :) I enjoy exploring with ships but navigating another semi-defenseless unit to the island? Not so much. I also like that it's logical, and I don't really worry that the AI wouldn't know how to do it until the game core is released.

I'm surprised you can add a new type of action like that without the game core. Firaxis must have moved a lot of game logic into Lua compared to Civ4. Though, I think you could actually do this in Civ4 now that I think of it.
 
Scientists have a mod-added action: instead of the old insta-tech action, they have one which gives a finite amount of science yield when clicked. I'd create a similar button to that. Just to theorize, I think the button would do this when pressed:

  1. Set the unit move points to 0.
  2. Scan for all ruins and camps in a 2 tile range without units on the tile.
  3. If any such ruin/camp is found, place a new invisible dummy unit on the tile, then delete the unit.
I think it's feasible. I just don't know if it would be ideal from a gameplay perspective. After all, it would generally only be useful for Plus maps, Terra maps, or others with islands. It would also put early recon-focused scouts out of business on those maps. I like sending my initial scouts/levies out to the islands once they're done clearing the mainland.
 
I sent a couple Scouts around on an archipelago map. Since it was early (I was playing Polynesia), there weren't too many barb galleys about. That was pretty fun. And of course now that embarked units don't insta-die, perhaps it's not too necessary.

Would it make sense to have the action become available at Navigation so it's only available once it gets into the more tedious later game? That obviously doesn't make a lot of game sense, but . . . meh.
 
The downside is there would be no way to get the AI to use this (or transports). It's not that hard to send a Levy around to island camps and ruins in the medieval era, which the AI does, so it might be better to leave things as-is.

Completely agree. It's unfair to the AI, and there's no reason why a faraway ruin or camp should be made easily accessible. Long-range operations are supposed to be more difficult and time-consuming.

#3, #4 I'm not at liberty to comment on these at this time. :shifty:

TMI !
 
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