Suggestions and Requests

You would not make Berlin a port, would you?

Why actually not? That city always irks me, and not just because of its buggy ownership status during some of the last decades.

I can understand how sacrifice of slaves helps to speed up buildings and wonders. But training settlers, workers and military units? Let Slavery only be applied to buildings/wonders. Mercenaries and draft will take care of units. Like they should. And no way to speed up Settlers and Workers ever in the game. They should be treated the same way as cities -- natural birth.

Actually it's the other way around. You can easily use a slave as cannon fodder or order him to work in the mines and fields, but how much sense does it make to instantly get a new market place by bashing in some heads?
 
People have control over which tile they work in BFC. I suggest the following for current culture mechanics: first ring -- given for free, second ring -- one tile per turn for every 10 :culture: with game opening city screen and allowing to chose which tile gets claimed, third ring -- use current rules. People like making choices, let players feel like leaders.
 
I dislike that kind of micromanagement. Also, implementation nightmare.
 
From "HATE" debate:

The major problem of Persia is lack of food and weak cities - result of low population IMAO.

I agree and here is what the solution can be. Make both Persian and Iranian UB to produce +4 :food:. Other civs wont be able to create very populous cities in Iran proper, but native civs will.
 
Well, Ctesiphon was outside of the Iran, and was the largest city in the world from 570 AD, until its fall in 637 AD, during the Muslim conquests.
 
I dislike that kind of micromanagement. Also, implementation nightmare.

but it would give the player some sort of influence/decisionmaking back that the current culture mechanic took away, improving even over the previous state.

I really like the idea of being able to chose which tile gets claimed next, didn't dare to suggest it myself.
 
I mean yes. That's where Leo got his cultural idea in a first place. And his idea is better than gold, I like it in general. The more choices the better. I remember how thrilled I was when embryodead introduced the concept of Narekavank and Workshop wonder, which allows you to chose the effect of the wonder. Micromanagement is not a burden when it is your choice. Otherwise you can chose (again!) to automate tile assignment!
 
Quod erat demonstrandum.

Even broken clock is showing correct time twice in 24 hours. Not everything Civ 5 inspired is bad by definition.
 
Kinda example for someone, but this was one of my brief idea for rebalace too :P
Spoiler :

Civ4_Screen_Shot1172.jpg


How about adding sheep resources in circled area? Or at least some oasis. Herat even cannot use its given resources because of lacking food.
 
Hey Leoreth, great mod i've been playing it here and there but I'm still a newbie.

If you're civ collapses (and dies) can you make it so that the game tells you the factors on why you collapsed? It's frustrating because I have an okay stability and then out of nowhere it says you have been defeated. Maybe I just dont understand the stability system but telling the player why they lost could help me and new players understand a bit.

Thanks for reading!
 
You might want to provide an example of what was going on when you collapsed, just to give him an idea.

For example, what were the values in your stability categories? were any of them extremely negative? (i.e. -20).

If any one of your categories is doing really poorly it may help explain your collapse. However, I'm not too sure what exactly causes total collapse myself, but I know that rapidly losing cities is one of them.
 
Hey Leoreth, great mod i've been playing it here and there but I'm still a newbie.

If you're civ collapses (and dies) can you make it so that the game tells you the factors on why you collapsed? It's frustrating because I have an okay stability and then out of nowhere it says you have been defeated. Maybe I just dont understand the stability system but telling the player why they lost could help me and new players understand a bit.

Thanks for reading!

the only thing I know that leads to instant collapse is when you don't own any cities in your own core.
All other problems (overexpansion, too many religions, bad civic choices for your time, unhappiness, etc) give you a few warnings before the really dire consequences.
 
Civ5 just has a radically different design focus than previous Civ titles.
I don't know if Leoreth has played Civ5 before, but I have to repeat again that the mechanics are incredibly solid, especially now, after two expansions.
The only beef I have with Civ5, as I've repeated multiple times before, have nothing to do with mechanics;
The Civilopedia is grossly inaccurate and unprofessional; it feels like The History Channel abridgement of history.
The choice of leaders irks me, as it currently does for Beyond Earth as well.
And lastly, Civ5 broke the tradition of only largely having civilizations as civilizations.
Now we have non-civs like Venice (sorry mrrandomplayer) and Denmark & Austria giving credence to people who don't understand the distinction between civ and state included in a mainline installment of Civilization.

IIRC, Civ5 is classified as a 4X game, but in reality, it's a hybrid of 4X and a Tabletop Wargame.
People were making a lot of noise when it first came out because it bucked their expectations of what the Civilization franchise was known for. Pure 4X with an emphasis on single player.
It's kind of like how people are complaining about Destiny now because they had the expectation that it was going to be an epic, loot-based FPS with RPG elements AND was basically advertised and hyped up as such;
when in reality, it's an MMOFPS with design choices that fit for an MMO but not for the traditional experience the majority expected.
Hardcore players like the ones in this subforum are a dying breed and most games and their design seek to capture the largest market share possible nowadays.
Civ5 was most certainly influenced by the casual/dabbler/mainstream audience; which is just a side effect of a post-MW2 gaming industry.

Maybe Leoreth doesn't like wargames/ enthusiast board games?
I used to play quite a few of them which played very similarly to Civ5, like Twilight Imperium,
so I feel right at home playing Civ5, especially if it's multiplayer.
 
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