Suggestions and Requests

I still think Byzantium's core in those maps is more accurate than what we've currently got in game. I also think we should go back to having the Ottomans not spawn if the player manages to fight off the Seljuk invasion.

I'm just sayin'!
 
There was this thread a while ago:
 
I still think Scouts are bad at their job since they're incredibly vulnerable to Barbarians and so can't go anywhere in the wild without dying, to the point I'd rather send an Archer or later a Spy. They need something more. Ideas:

- Sentry (+1 visibility) to better avoid dangers and reveal territory more efficiently.
- Bring back their 2:move:.
- Woodsman I/Guerilla I so they can get the second tier and extra movement with a Barracks (it's pretty difficult for them to get enough XP on their own).
- Ability to ignore open borders requirements (AI are pretty stingy with Open Borders in this game so Spies are generally better).
- Some withdrawal chance.
 
The Mongolia flip zone currently includes the Korean city of Gyeongseong, which I think it shouldn't, considering that territory was ruled by Koreans for nearly all of its history.

Furthermore I think the Mongol resurrection zone shouldn't include the areas of Manchuria.
 
I still think Scouts are bad at their job since they're incredibly vulnerable to Barbarians and so can't go anywhere in the wild without dying, to the point I'd rather send an Archer or later a Spy. They need something more. Ideas:

- Sentry (+1 visibility) to better avoid dangers and reveal territory more efficiently.
- Bring back their 2:move:.
- Woodsman I/Guerilla I so they can get the second tier and extra movement with a Barracks (it's pretty difficult for them to get enough XP on their own).
- Ability to ignore open borders requirements (AI are pretty stingy with Open Borders in this game so Spies are generally better).
- Some withdrawal chance.
I think bringing back his 2 :move: would be the most salient. Some other ideas, for the Recon unit line in general, that would make them more desirable/fun:
  • Having immediate access to promotions that increase movement, increase sightline, or reduce terrain movement cost
  • Gaining XP for stepping on a Tribal Village
  • Gaining a XP for every 20 unexplored tiles revealed
 
I still think Scouts are bad at their job since they're incredibly vulnerable to Barbarians and so can't go anywhere in the wild without dying, to the point I'd rather send an Archer or later a Spy. They need something more. Ideas:

- Sentry (+1 visibility) to better avoid dangers and reveal territory more efficiently.
- Bring back their 2:move:.
- Woodsman I/Guerilla I so they can get the second tier and extra movement with a Barracks (it's pretty difficult for them to get enough XP on their own).
- Ability to ignore open borders requirements (AI are pretty stingy with Open Borders in this game so Spies are generally better).
- Some withdrawal chance.
Please, no, I don't want to see Siberia blanketed in scouts from every Eurasian civ!
 
When selecting civics there is a clear indicator that certain civics are incompatible which is useful when trying to balance effective civics and stability concerns. Would it make sense to add an indicator that a civic is outdated/contemporary? I find it frustrating when I have poor stability from outdated civics and I have to scour through the civilopedia entry to figure out which one is causing the problem.
 
When selecting civics there is a clear indicator that certain civics are incompatible which is useful when trying to balance effective civics and stability concerns. Would it make sense to add an indicator that a civic is outdated/contemporary? I find it frustrating when I have poor stability from outdated civics and I have to scour through the civilopedia entry to figure out which one is causing the problem.
It's already shown by the little "blue arch with red dot" in F3 screen, labeled with "Neg" next to it.
 
The Mayans urgently needs a buff, they are unplayable even at Regent level at normal/epic speed.

Tried Monarch at Marathon and was able to research calendar only because I've got an event boosting my research.
 
The Mayans urgently needs a buff, they are unplayable even at Regent level at normal/epic speed.

Tried Monarch at Marathon and was able to research calendar only because I've got an event boosting my research.
I just beat the Mayans on Regent/Normal, so it's definitely doable on that difficulty, but Monarch may not be possible. All of their goals are very tight: I researched Calendar on turn 160, the deadline.
 
I just managed to do it on Regent/Normal, I don't know if it's more difficult on Epic. There's luck involved: there is very little margin of error for getting Calendar in time, so any inconvenient defeat against Natives or Barbarians can set you back and make you miss the deadline. Classical wonders that haven't been completed are still a huge bonus (I got the Great Library, Great Cothon, Great Lighthouse and Aqua Appia in addition to Temple of Kukulkan, Pyramid of the Sun and Floating Gardens), and I don't know if the Europeans can still come ahistorically early but I got to 1335 AD without meeting them. My stability was bad for most of the game though even without expansion penalty, I feared I would slide into collapsing.

Conquest and Great People are of course very important, you can make your capital into a very impressive city and the Cuban Iron unlocks more powerful units.

You still get the plague even if you're the one doing the discovery - maybe this shouldn't happen.
 

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Well I reorganised my strategy and got to the 2nd UHV on Emperor/Normal, until around 900AD when suddenly the Western Roman empire discovered America...
 

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If Egypt had Ptolemy as its leader now, I think it should be able to resurrect during the Ptolemaic dynasty period (BC 305-30)
Currently, Egypt can only be resurrected after the Fatimid dynasty (900 AD).
 
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It goes away when they enter the Peru period. Which if I recall, is supposed to only happen if they get vassalized or respawn, but currently just triggers whenever they hit the renaissance era.
Ah, so that's why they're always collapsing! I can generally keep Aztecs stable but Inca are always just a gonner.
 
More of a shower thought than a realistic suggestion, related to the 1-2 civs running away with the late game, which may have been fixed since I last had a chance to play.

Have a Unique Technology available for the ~5 euro civs who tend to dominate the late game. It could be only made available to them if they're in the top 2 on the scoreboard or well ahead of #3. It would give a minor boost, something lasting a set number of turns or obsoleted a little further along on the tech tree. It would force them to spend a little more more time teching, giving the chasing pack more time to catch up, without being an outright handicap or gamechanging bonus.

For Germany the tech might be 'Airships', available with pneumatics and obsoleted by Flight or Advanced Flight, which would allow them to build Zepplins. In games with Germany on top, you might see Zepplins going on bombing runs for a decade or two, in other games they'd never appear.

For England, something like the 'Imperial System' for measurements standardization, which could give +1 movement on railroads with the right civics. Or some naval doctrine which would give +1 ship movement for ~25 turns or ships of that era.

Ostrog system for Russia, gives new cities more tiles covered by culture when founded which would tie in with their Siberian expansion.

Spain and France I'm not sure, maybe something like the Maginot Line giving forts a boost for the French. The Padron Real for Spain making others more likely to trade maps, although it's probably too early
 
It would force them to spend a little more more time teching, giving the chasing pack more time to catch up, without being an outright handicap or gamechanging bonus.
While I find your ideas interesting, IMHO this is an entirely wrong reason (and approach) for adopting them. Either a tech is worth researching, meaning it provides a better bonus than simply going deeper into the tree, or it is not. In the former case, it will be typically extremely strong, in the latter there is no reason to go for it. A solution can probably be found, but only at the cost of extensive balancing.

Thus I am generally disinclined to unique techs, as a form of this problem always appears. If flavouring is required, add UUs/UBs, and if tech balancing is required increase the tech spread/divergence cost.
 
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