Warlords Patch Suggestions

The smallest thing I'd like fixed is the way AI flags pop up for a second after the unit loses a combat (especially the Animals)-- it always makes me think there's another unit 'under' the first one when there's not.

I think Protective would be a lot more popular trait if the AI was programmed to prioritize taking cities rather than just pillaging. Maybe it's just because I'm on Noble, but the AI really seems to be playing with kid gloves when it comes to conquering. Trebuchets are a bit like Armies in Civ3 right now-- they're overpowered because the AI can't use them effectively. (If this doesn't hold at the higher levels, let me know.)

Wild hair idea: move the Explorer to be enabled by Iron Working. What is the unit but a Scout with weapons? Maybe reduce the strength to 3, or even 2, but for G-d's sake, let's get the unit while there's still exploring to be done.

Otherwise, I'm really happy with the expansion, and think only a few tweaks are needed to make it even better.
 
Another thing I would like to see is the option to examine a city I've captured before being given the option to burn the city or keep it. This will help decide what cities to keep and which to destroy as we would be able to see which wonders lie in certain cities.
 
Bongo-Bongo said:
Another thing I would like to see is the option to examine a city I've captured before being given the option to burn the city or keep it. This will help decide what cities to keep and which to destroy as we would be able to see which wonders lie in certain cities.

This is a good point. Since theyve scrapped the Embassy from civ3, in early and mid games, you have never seen the city screens for opposing cities. Actually, you have never had opportunity to see any. Perhaps, an addition in the popup is needed. A "Let me examine my plunder" option which will bring up the city screen.

Also, I think that any babrbarian surviving through to the modern age should be given extra abilities (compared to regular barbarians) Something like real-life "Third World" guerillas with a strength comparable to modern era unit. This would represent arms deals the barbs have picked up on the civilians sector.
 
Not to get into the Jaguar debate AGAIN, cause it has been discussed way too many times as it is, but I really find the Jaguars to be a very useful UU. The Aztecs are one of my favorite civs and I have no problem with the Jaguars. Though I do agree they should get the Woodsman I promotion to make them more useful. Why give them a bonus in jungles but not forests? Just give them the Woodsman promotion to make them more comparable to the Gallic warriors...

I really don't want to keep bringing up the subject of Jaguars, but this is particularly interesting to me since I just finished reading a book called Aztec which is all about...you guessed it!...the Aztecs!

Why they have +25% jungle defense instead of woodsman I is because people mistakenly think that the Aztecs lived in a jungle. The jungles were south of Triple Alliance lands; Aztec lands were wooded, fertile farmlands and lake lands for the most part.

IMO, Jaguars should get a small bonus vs melee units, since the Aztecs fought their Flowery Wars often and with zeal in order to capture xochimiqui for sacrifice; to send their captives to their Flowery Deaths which those captives viewed as an honorable way to die and a great way to ensure the afterlife (even though they'd prefer to be the capturer and not the captured). It's something Age of Empires represented by making Aztec champions stronger than normal champions with their unique tech Garland Wars (another way to say Flowery Wars). It can be done in CivIV. Give them +25% vs melee units. That way they're stronger than regular swordsmen vs melee units but not as strong as swordsmen vs non-melee units. I'd even prefer that to woodsman I, since Jaguars weren't so interested in defense as they were subduing an oppoent for sacrifice and to rise in rank.
 
Bongo-Bongo said:
Another thing I would like to see is the option to examine a city I've captured before being given the option to burn the city or keep it. This will help decide what cities to keep and which to destroy as we would be able to see which wonders lie in certain cities.
I agree wholeheartedly with this suggestion; I hate having to guess what buildings may or may not be present in a city before having to decide whether to raze it.

Also, I'm not sure if there's some underlying reason they didn't do this simultaneously with culture and commerce, but could we get some more precision on hammers as well? I couldn't care less about hundredths of a culture point, but having to consider getting commerce cities up to four hammers per turn to avoid rounding losses can be a real pain. If there's some issue regarding fractional overflow, they could just truncate at unit/building completion. I'm not sure if there's some reason this has not been attempted, but I think it would be a welcome relief contrasted to the current setup.
 
what we HAVE TO HAVE is that little notice for your culture rate, the '5 turns until expansion' that has somehow been neglected, and it would work fantastically for the great person '20 turns until a great person is born' would be INVALUABLE.
 
Sparta said:
I agree wholeheartedly with this suggestion; I hate having to guess what buildings may or may not be present in a city before having to decide whether to raze it.
You can see the buildings in the city usually, but that means you have to be able to identify each building from the graphic. Not good.

I agree wholeheartedly with this suggestion.
 
Oil has become so importent in our real world, why not integrating that into civ. One oil resource should not be enough to ensure the prosperity of a whole nation. Make more Oil fields and integrate a bar how much oil you get per turn. If not enough oil is available, the price raises and nations with oil rigs get rich. You can decide weather you buy oil or dont.
As a result, tanks and other modern units a stronger or weaker with/without
oil.

another idea: why not building units for other nations as part of a contract

for instance: I give you 1000 gold for 7 tanks
 
heres a crazy idea
how about being able to build your vassels UU so say you are Greece and Russia is your vassel you can build cossacks?
do you think this would be possible without upsetting the balance? there doesn't seem to be too many good positives to having a vassel state does there?
 
i know its more of a expansion pack request, but more civics please, Civ4, just like Civ3 was far too baised to democray governments, and made the game suck just a tad. that negative bonus that everyone gets for not having emancicapation is horse crap. a revised version could have +1 happiness for having it, not +1 angry for not having it


I agree completely. Not because I'm a raving fan of western democracy, but because I think it's annoying as hell to have a negative penalty when you haven't even researched Democracy yet. If you can't access Emancipation, you shouldn't be penalized for not electing to incorporate it.

I'm also throwing a nod to some other suggestions:
Improved grammar: In addition, I would like the developers to change up some of the wording... why must I always insist on putting someone's head on a pole. Why can't I tell them I have a lovely headstone picked out for them? Or simply say, "Well, as a famous rabbit once said, 'Of course you know this means war.' "
Military Power: Use military strength (total) as one factor (say 20%) in determining cultural borders.
Bring back the Art of War (and make it available only after Literature), but make it half construction cost of all barracks; AofW city gets +50% military production; units built in the AofW city get +1 combat, +1 city defense, +1 city raider. The Art of War should only be built by a great general (like the Dia Miao, Temple of Solomon, etc.) Yes, this sort of rewards early war mongers, but only if they have done enough research.
Victory arch: Plus 1 culture/turn, can build only after the first capture/raze of a city.

What can I say, I really like facets of the game that force us to grow in several directions (in this case linking cultural and military might).
 
Princip said:
heres a crazy idea
how about being able to build your vassels UU so say you are Greece and Russia is your vassel you can build cossacks?
do you think this would be possible without upsetting the balance? there doesn't seem to be too many good positives to having a vassel state does there?

I like this idea, it extends the usefulness of actually having a vassal state.

I think the idea of vassal states was great, but the current implementation makes them basically useless. You only seem to get a vassal state if the empire is so weak that it begs you to help them in a time of war, or if you've almost destroyed another empire in a war so that it capitulates to you. The ability to produce the specialist unit from that empire would be a great boost to the whole vassal aspect in that game, making them more desirable and useful.

On top of that I'd like to see any tech developed by the vassal become yours as well, vassal states should be much more useful and desirable on the path to world domination.

I love the idea about arms sales, but I think that anyone moaning about the grammar in the game is being a bit too anal considering the other areas which require enhancement.
 
Mikey_rex said:
Military Power: Use military strength (total) as one factor (say 20%) in determining cultural borders.
This is sorely needed imo: Borders are more often defined by who can say 'that's mine' rather than how cultural the city was. I like this idea indeed.
 
Dionysius said:
i thought it only stops barbs from going across the current culture border at the time of completion, and new territory over the wall is unprotected.
Don't think so. My sense is that the barb-protection scheme is permanent. I've established an unprotected city far outside the original Wall and right on the boundry line of a barb city. The barbs never crossed the line.
 
Improve Celtia's UU and UB to work better in tandem.



I like the idea of finite resources.


Oil that dissapears over time, depending on how big your city's are and how big your (oil using) military is.

Same with coal to some extent.


Enviromentalism could lower the rate at which these resources deplete, same with recycling centres, drop the resource useage rate down. Same with hydro plants and the like.



EDIT: Although tbh this is more of a major reworking of the game rather than a patch.
 
They should fix all the bugs once more, which they had already fixed in the vanilla-version but have reappeared in warlords.
 
if you gift a unit to a nation at war, when the war is over you can use diplomacy to ask for it back. lend/lease has been how some civilizations have survived.
or if you gift a unit during peace time, and you change your mind you should be able to ask for it back, like if you accidently gifted a 6 promotion battleship.

that idea of resources running out depending on how many units you have that uses it is good, and that enviromentalism would be useful, for slowing its disapear rate, and increasing the rate that recycle centers are build.
 
The Great Apple said:
You can already. You need to mod it slightly, but it's perfectly possible.

If they were to enable that for all games it would also slow down more games. Increasing the maximum players available increases the amount of work that the game has to do, hence slowing it down. As, as far as I can tell, very few people would use this feature it's probably best just to leave it moddable.

Is there a thread for this mod? If so can someone link it in a post? If not, can someone post how to do this? I want as many empires as possible! The more the merrier IMHO. Thanx!
 
bonafide11 said:
Not to get into the Jaguar debate AGAIN, cause it has been discussed way too many times as it is, but I really find the Jaguars to be a very useful UU. The Aztecs are one of my favorite civs and I have no problem with the Jaguars. Though I do agree they should get the Woodsman I promotion to make them more useful. Why give them a bonus in jungles but not forests? Just give them the Woodsman promotion to make them more comparable to the Gallic warriors...

I guess they were trying to "keep it real" as the Aztecs mostly populated areas in the world with predominately jungle terrain rather than forests although some of the northern-most Aztecs were in north Mexico.
 
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