Suggestions and Requests

Regarding the civics, the city-states should be enabled by Writing instead of Literature, so civs like Maya and Greece actually can use them on appropriate time.
Literature should be made requirement for Nationalism so there is actually point researching it. Otherwise player can skip it to avoid tech leader penalty.
Patronage tech could also have some effect to make it sometimes worthwhile to research, for example it could give :) effect back for cultural slider.
 
Anyone else have any thoughts on these?

Many thoughts on civics, some:

Theocrassy should be removed. Federalism could enable permanent alliances.

Organisation civic: senate: requires literature (city states require writing), +2:) in cities with lower than 5 population

Egalitarianism and representation should be one civic, parliamentarism.

About secularism you could split it as atheism and secularism. Atheism represents soviet point of you, where religiousness was discouraged. Atheism allows percecution, while secularism disallows it.
 
Organisation civic: senate: requires literature (city states require writing), +2:) in cities with lower than 5 population

That would be one of the worst civics ever. Small cities don't have a happiness problem and therefore don't need this boost. I don't think that every civic should be strong, but it should be left out if it's completely useless.
 
Arabia just flipped my Byzantine Tyrus. I almost certain that in the game before, it didnt flip?
 
Suggestion: make great general spawn in the same way as how great spy now spawns. It doesn't make sense how a great general gets born in a totally irrelevant city when you'are fighting a war on a different continent.

Make your saving throw.
 
I think that should be possible, however I don't know if it's a good idea. It might promote joining GGs to your units instead of settling them in your cities.
 
But please don't make it so one of your units becomes a GG. That could wreck invasions if you have a small side-stack and suddenly it's too small to do its job.
 
Then what about let the GG be born in the city where the unit getting the last hit is from? If such a city is not possible(the unit is from out of nowhere, or the city has been destroyed or is under someone else's control), then the GG should be born in the player's capital.
 
But please don't make it so one of your units becomes a GG. That could wreck invasions if you have a small side-stack and suddenly it's too small to do its job.
No, if at all I would just have the GG appear with the unit that scored the last XP required for the spawn, without replacing it.
 
Sounds ok if the AI can handle it. But after the discovery of Military Tradition or similar the GG always spawn at capital. They dont fight in the front line by then...
 
Maybe not frontlines, but up to WW2 the most important generals are well known for being present in the field, instead of staying at home only.
 
Then what about let the GG be born in the city where the unit getting the last hit is from? If such a city is not possible(the unit is from out of nowhere, or the city has been destroyed or is under someone else's control), then the GG should be born in the player's capital.
That's the Civ V system, by the way.
 
That's the Civ V system, by the way.

To be fair, this wouldn't be the first feature this mod borrows from CIV V.
 
Well I haven't played Civ V before. Seems like they have improved the GG spawn mechanism.

They improved a number of things, at the cost of making almost everything else worse.
 
That's the value of iterative development if your design is terrible.
 
That's the value of iterative development if your design is terrible.

What bothers me the most is how they actively removed a ton of user friendly interface features. Like if you give a unit a move order across several turns you can't see its path or destination in V, and you also don't get a preview of the path with the "road to" command. If there are several civs offering you a deal in the same turn the trade screen doesn't seem to refresh in between, so e.g. if you have 2 Gold resources and agree to the first deal where someone asks for it then in the trade screen of another civ who asks for gold as well it still shows as 2 Gold even though you just gave one away, so if you agree to the second deal as well you know plunged your civ into unhappiness. Also there's no easy way of checking if you have surplus happiness resources and which civs would want to trade for it. Buildings/Units/Improvements that have unique versions don't list them in their Civilopedia articles, so Sid help you if you want to make a change to any generic b/u/i and ensure that any unique versions have it as well, because you better have all uniques memorized or you have to systematically go through every civilization. Don't even get me started on trying to mod!
There's tons of minor interface issues like this, and it really infuriates me. With 1UPT and the resulting trainwreck they at least tried something new that could have theoretically turned out well, but there is simply no excuse for actively stripping away so many minor beneficial features.

All of this is just what came to mind after I started playing V again some days ago. The poor baby would have had so much potential, if only they had gotten rid of all the hip RTS kiddies trying to shove down tactical combat down our throats and kept more of the old staff that made IV so special.
 
I was bothered most by the terrible diplomacy interface and how they even added insult to injury by claiming that the lack of information added a human-like "sense of mystery" to AI decisions. At least the eventually backpedaled on that.

I'm definitely not going to trust Jon Shafer in the future, which is a shame because At The Gates looks interesting in concept.
 
Is it possible to remove the marvelous "gift 10 gold" on first encounter to sign open borders? This is very powerful since OB is only cancelled by war or collapse.
 
Yes, I'm not even sure why that is even possible in the first place.
 
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