[GS] Spring 2019 Update: what do you want to see in the next patch?

I am just throwing ideas. No idea if this a good one or not. But to be more sensitive towards upgrading Support units, it will be interesting to:
  • Make Medieval Walls immune against Battering Ram
  • Make Renaissance Walls immune against Battering Ram and Siege Tower
It is possible: the Urban defenses allow to make those two units already ineffective, so why not make this more early? Therefore, Urban defenses will be "just" some instant-max-level walls.

It maybe needs Battering Ram to be able to upgrade into Siege Tower and not directly into Medic. One way to make Siege Tower more powerful is also to damage the garrison unit.
 
The biggest thing I want is for late game actually matter. I find it ridiculous how you can cruise through the industrial-future eras without building factories (or IZs), research labs, broadcast towers, sewers, power, railroads - the list goes on. In my opinion you should get absolutely pummeled in the late game if you neglect to build modern infrastructure. For this to happen, these key things must be changed:

1. Major buff to all tier 2 and tier 3 district buildings with the exception of the university.
2. Major buff to benefits from power and/or big penalties for lack of it (Also nerf the coal plant plz)
3. Slowdown tech and culture in the late game
4. Major nerf to late game chopping
5. Nerf faith/gold buying and/or accumulation

My second biggest wish is to curtail ICS strats. I hesitate about "nerfing wide and buffing tall" because I don't want to end up with civ V which I absolutely hated. I feel fighting for territory, especially in the early game, is essential to civ, and I'm glad that aspect is back in civ6. I also believe 10 size 10 cities should always be better than 5 size 10 cities, and that 10 size 10 cities should always be better than 10 size 5 cities. Nevertheless, large cities kind of suck right now (10 size 5 cities is almost always preferable to 5 size 10 cities) as your better off spamming smaller cities as close as possible across the map. My suggestions to curtail this:

1. Buff specialists - specialist outputs need to be able to compete with working tiles. Also have higher tier buildings give more specialist slots.
2. Tie buildings to population size. For example, you need 5 population for a library, 10 for a university, and 15 for a research lab.
3. Make amenities easier to come by - simplest solution is just to buff the EC/WP buildings, but I wouldn't mind seeing them bring back civ2 elvis' (entertainer specialist).

As for cosmetics, I wish the districts blended into each other better. Districts were a really cool idea for how your cities would grow and evolve overtime, but they just look like a bunch of disparate entities right now. I wish they blended in with the city center and each other to create the look of a single city spanning multiple hexes. On another note, railroads blend really poorly into districts as well. Admittedly, this probably is more dlc/expansion than patch.

Other random thoughts:
-Make global warming change plains to desert, grassland to plains.
-Buff anti-cavalry or nerf early game cavalry
 
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Biggest thing I would like to see, a major bug fix

Fix whatever map generation algorithm was broken when Gathering Storm released. Half the time you wind up with all the city states clumped together in one geographical area, so whichever civilization is lucky enough to start in this area gets a massive boost from free envoys and trade routes. I've attached an example save file of this kind of shennanigans; I don't play with any mods, and this was a quick "Play now" scenario with defaults. This problem is more frequent with fractal maps, but as you can see from this file, it's clearly not restricted to them. Take a look in the area of the map near Scotland to see what I'm talking about. Also notice how isolated my start (Britain) was, and how quickly I was blocked off by Zulu. There's challenging, and then there's ridiculous. This distribution of civs and city states was not occuring before Gathering Storm, so I know the change happened as part of the xpac.
 

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If it wasn't already added:
Scotland's golf course should get bonus culture from adjacent Water Park.

Entertainment Districts and Water Parks are pretty much interchangeable (and mutually exclusive), so I don't see why Golf Course only benefit from ECs.
 
Global warming really needs to be expanded. There needs to be some desertification, loss of food resources, and other permanent changes to the map, instead of just sea level rises that disproportionately affect coastal civs.
 
UI: I'd like to see some efforts made to prolong the lives of left mouse buttons everywhere - there was a mod for Civ 5 called something like Silent Diplomacy, which prevented all the ~stuff~ that pops up, like other leaders dissing you but which had no gameplay decisions. For example, someone whining that you're not in compliance with their agenda would be blocked, but the move your troops / declare war screen would not.

My personal preference would be to have no tech / civic pop-ups, no moment pop-ups (there's a mod out there for this currently), no follow-up page when you refuse / accept a deal. In short, I'd only have to click if it was a decision. Options for each type of annoying ~thing~ would be ideal, but anything at all to reduce the needless clicks would be great.

Maps: I'm exaggerating here, but it seems that if you set the water level to high or low in the advanced game settings, you get +/- 5 water tiles. Low water games have huge amounts of water on them. If it's a patch-level amount of work, some better user control over the number of each type of tile a map could generate would be awesome. I looked at someone's lua script for a map once and my head exploded; it makes zero sense to a layman.
 
On the advanced setup screen, it would be nice to have a button to randomise the map seed. I ended up making a mod to change a lot of the defaults for games, but some stuff seems to be immune to being modded and the seed gets included when you use the save settings option in game creation.
 
Option to scale up the length of ages as you advance (slower tech and civics, and cultural progression), so you have time to use units and tech before they become obsolete

Option to scale up the length of ages as you advance (slower tech and civics, and cultural progression), so you have time to use units and tech before they become obsolete

8 ages of PAce (updated for GS) makes a very good work for that


convert music band

There's a mod for that too, at least it makes it possible for your religious unit to fight against the Rock Bands. Pretty immersive and useful. Can't remember the name though :/


Earthquakes and tsunamis

I'd love that! Earthquake devastating your districts, Tsunamis killing bunch of populations :)


block canals, block airports or harbors, spread disease, kill/recruit great people, steal resources (maybe establish clandestine smuggling route for x turns), sabotage flood barriers, sabotage electrical/fuel supply, detonate nuclear weapon of the enemy (spy dies)

Excellent ideas
 
I always click no when the game asks if I want to submit a crash report because the entire file is full of this kind of gibberish:
yØk;<+îÙ£Rþ»¨Ø–æ=ÚA÷á9ó>d;ä%ääuž¹ìÌu`§/»K
I won't send science-knows what information written in some obscure code. If the entire file is written in English then I'd almost certainly submit every crash report.
 
Modding.log has 63 instances of "Warning: LocalizedText - Error Loading XML", most of them for *_ConfigText_China.xml files, but a few for others.

Could we either have a proper fix, or failing that a band-aid in that we only get one report for each expansion (the Nubia expansion, for instance, has 3 instances of the same error, which just makes the log file longer without helping)?

Off-topic: Are errors like this meant to be an un-documented feature of Civ games? Civ 5 had (still has?) a bunch of Firaxis errors in the logs, too.
 
Units being more logical when they're set to auto-explore. Going back and forth over the same tiles is less helpful than generally expanding outwards in a circle. Also, scouts on auto-explore seem to be far too attracted to exploring the sea instead of land - it would be nice if they heavily prioritised the latter.
 
I always click no when the game asks if I want to submit a crash report because the entire file is full of this kind of gibberish:

I won't send science-knows what information written in some obscure code. If the entire file is written in English then I'd almost certainly submit every crash report.
you mean the dmp file ? you can open it in visual studio, but without the DLL source code (assuming the crash is triggered in the GameCore DLL...) it won't be really helpful unless you know how to read disassembly.
 
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