Warlords Patch Suggestions

If you tried out the Priest Production City Strat Great Prophets attached to a city Don't benefit From Angkor Wat +1H to all Priest, I want that to change in the next patch.

ALL THE GREAT PROPHETS SHOULD PRODUCE AN EXTRA HAMMER FROM ANGKOR WAT D*****!!!!
 
Add option to TURN OFF AUTOSAVE!!! ESPECIAALY IN MULTIPLAYER!
 
Yokel said:
I don't know if it's been mentioned yet, but every time Mehmed's mug tries to come up on the screen (either selecting him to play at the beginning, or when you meet him in the field and he pops up for diplomacy), my Civ game crashes.

I think that ought to be checked on for the patch.

Anyone else have this problem?

This is a known bug and has already been fixed. You can also download a user-made fix if you search on the download forums. Games in modern times lag because of the number of units, large amount of cache data, and many other factors. Try loading the game while holding Select to clear the basic cache. There are some memory leaks and I hope they will get fixed, but most of computer lag can be attributed to a slow computer.

I think some of the leader traits should change how they work. As noted before Imperialism has bonus to produce settlers, which doesn't make much sense. The idea that they should instead get something like half revolution time for captured cities is a great one, although I'm sure it should be playtested. Some traits are just bad. Organized is OK late game, usually saving about 20 gold a turn, but overall is just bad. Creative is horrible. Sure it is good for early boarder pushes, but beyond that it is horrible. In fact, Creative is not a good trait to even go for cultural victory because it is so horrible. I can't really think of a good fix for Creative, maybe +50% Culture? It would put it on par with a religious great temple. Also, shouldn't Spiritual also give a product bonus to monastaries?

Again, I would like to see more mid to late game stuff (annoying how fast the strength of units jumps up) and new units (both military and non). But that can wait. Just polish the game up!
 
Is a patch coming out anytime soon? We'll be using the next ex-pack as to patch the game at this rate :D
 
If a rival asks you to ally with them in a war, there is only yes or no options. Add a 'care to negotiate' option where you can ask them to give you something in return.

This has to be changed! If you ask them to ally with you you almost always have to offer something, unfair that it's not the same for them!!

yeah, yeah !!!!! :goodjob:


and i am also pissed off that i can't be bribed to make war against *anyone*

for example i want to be asked "dont you think its a good idea to kill monty/alex/*anyotherpsychociv* and i will give you much money i haved saved up just for you ?"

but i guess it has balancing problems otherwise it would work already.


and to post something more actual: yeah i also think that creative sucks, but you cant forget that some ppl. prefer not to have an early religion and dont go for confucianism. imagine having cities at the start with no fat cross but a fat block instead :D

of course you wouldnt get the perfect resources (out of reach) although you placed the city wisely without having to discover mysticism and building that damn statue. :sheep:
 
BlackJAC said:
Is a patch coming out anytime soon? We'll be using the next ex-pack as to patch the game at this rate :D

It was mentioned that the patch is pretty much done and they are putting the final touches on it and given it to playtesters. The patch was stated to be released already but was pushed back until a mid October date. So expect it in about 2 weeks from now. Most of the ideas are probably too late to be included, but hopefully we will get one more patch until the next expansion pack, or they could combine the two.
 
pukii said:
and to post something more actual: yeah i also think that creative sucks, but you cant forget that some ppl. prefer not to have an early religion and dont go for confucianism. imagine having cities at the start with no fat cross but a fat block instead :D

of course you wouldnt get the perfect resources (out of reach) although you placed the city wisely without having to discover mysticism and building that damn statue. :sheep:

Sure Creative helps to expand your early borders (as I mentioned) and it also doubles production for Theatre and Colosieum. However, all the other leader traits are useful for more than just the start of the game, if not the entire game. It just needs something MORE to compare to the other traits. I also think Organized needs something more too, half upkeep cost of civics and double production for courthouse and lighthouse doesn't cut it.
 
You just don't feel the impact of Organized because its effect isn't obvious like Financial. But it saves you money every turn throughout the game. Think of it as a mini-financial that actually boosts production of important buildings (Courthouse saves you even more money).

As for Creative, that early game advantage make the rest of your game better. Think of Creative like Civ3's Expansive.
 
absolutely.

and that's why the creative trait isn't bad or worse than others.
i just tech something that makes my borders expand (what i wrote before) so that i dont need this anymore.

did you ever play creative in MP ?

you wont find the right time to build those statues and sometimes you will have troubles teching to confucianism first when your buddy has got some archers and chariots on the way to your base.:eek:

but in SP the AI is too dumb for that, so you dont have a real advantage from creative there.
 
Phyr_Negator said:
Add option to TURN OFF AUTOSAVE!!! ESPECIAALY IN MULTIPLAYER!
Use this in _civ4config.ini file:

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 0

Regards,
Arto.
 
If you reply: "We can't just turn our back on them"
You get "-1 You refused to stop trading with our worst enemy"

You should also get: "+1 You stood by us when our enemy asked you to betray us" from the other party
 
Robo Kai said:
You just don't feel the impact of Organized because its effect isn't obvious like Financial. But it saves you money every turn throughout the game. Think of it as a mini-financial that actually boosts production of important buildings (Courthouse saves you even more money).

As for Creative, that early game advantage make the rest of your game better. Think of Creative like Civ3's Expansive.

Agreed, for huge maps, quite simply, organised trait is probably the most powerful, as it allows several more cities at all levels before the critical empire size is reached. Just try building a dozen cities early on without wedges of gold mines, and see the difference for non organised civs, you'll be running 0% science..and in the long run, land is really all the matters in civ, always has been nothing's changed.
 
Robo Kai said:
You just don't feel the impact of Organized because its effect isn't obvious like Financial. But it saves you money every turn throughout the game. Think of it as a mini-financial that actually boosts production of important buildings (Courthouse saves you even more money).

As for Creative, that early game advantage make the rest of your game better. Think of Creative like Civ3's Expansive.

I do "feel the impact" because I do look at my financial screen all the time. Late game it saves me about 30 gold a turn, which is pretty good. But overall there are much better traits. I think Organized just needs something else to balance it out, especially at the start of a game. Maybe something like no upkeep on X number of units.

Sure Organized is more powerful in a Huge map, but the game is designed to be balanced for all map types -- specifically "normal." Just as Creative is Godly on a Duel/Tiny map.

I have played in Multiplayer games on Gamespy with creative for quick border pushes, but overall the other traits help more. Especially when not playing on a small map.

pukii said:
you wont find the right time to build those statues and sometimes you will have troubles teching to confucianism first when your buddy has got some archers and chariots on the way to your base.

What does confucianism (Code of Laws) have to do with this?

Here is how I justify that Creative is a horrible trait: It is granted that Creative helps at the start, but all the other traits help pretty much throughout the entire game. +2 culture a turn is EXTREMELY small late game, especially when you're going for a culture victory and you're getting easily 300+ culture a turn. I just think that it needs something else to justify using it. Think of Creative this way: it gives you two free monuments (obelisks) per city, which is equal to 60 hammers (30*2). While Expansive (+3 health) is even greater than an Aqueduct, which is 100 hammers for +2 health (thus Expansive would be "worth" about 150 hammers). This isn't even counting the fact that Expansive helps in production of Granary and Harbors (much more useful than a Theater and Coliseum). Sure if you plan to build a Coliseum and a Theater in EVERY city then it saves you some hammers. Hammer wise, Creative saves you 85 hammers of production (60 from Coliseum and 25 from Theater) while Expansive ONLY saves you 70 hammers (30 from Granary and 40 from Harbor). So if you calculate it only by the fact of hammers you're saving, you get 220 for Expansive and 145 for Creative. Which is a significant difference, especially considering that more people build Granarys and Harbors than Coliseums and Theaters.
 
Stexe said:
What does confucianism (Code of Laws) have to do with this?

you dont know that you can switch to caste system and turn 1 civ into an artist which will in (mostly) 2 turns increase your city radius?

do this in every city where you have border problems and turn it off after you finished your expansion. its quite easy you see?
 
Stexe said:
Here is how I justify that Creative is a horrible trait: It is granted that Creative helps at the start, but all the other traits help pretty much throughout the entire game. +2 culture a turn is EXTREMELY small late game, especially when you're going for a culture victory and you're getting easily 300+ culture a turn. I just think that it needs something else to justify using it. Think of Creative this way: it gives you two free monuments (obelisks) per city, which is equal to 60 hammers (30*2). While Expansive (+3 health) is even greater than an Aqueduct, which is 100 hammers for +2 health (thus Expansive would be "worth" about 150 hammers). This isn't even counting the fact that Expansive helps in production of Granary and Harbors (much more useful than a Theater and Coliseum). Sure if you plan to build a Coliseum and a Theater in EVERY city then it saves you some hammers. Hammer wise, Creative saves you 85 hammers of production (60 from Coliseum and 25 from Theater) while Expansive ONLY saves you 70 hammers (30 from Granary and 40 from Harbor). So if you calculate it only by the fact of hammers you're saving, you get 220 for Expansive and 145 for Creative. Which is a significant difference, especially considering that more people build Granarys and Harbors than Coliseums and Theaters.
You're forgetting the benefit of expanding newly-conquered cities to the fat cross. For this reason, Creative is of big benefit to a conquest strategy.

Wodan
 
*cough*when you have got caste system you can also expand your borders as well that way *cough*
 
pukii said:
*cough*when you have got caste system you can also expand your borders as well that way *cough*
I think opponent or AI also know how to use Caste System. So what will happen if all use Caste System?

Regards,
Arto.
 
ZB2 said:
[Forts

Quote:
-> Forts can be built without removing forests
-> Zone of Control --- this can work via new fort logic, or special unit ability when stationed in a fort.
-> Fortress? --- maybe use cottage logic 20 turns and its a fortress? it grants +1 first strike chance. plus the extra defence bonuses
-> allow airunits to rebase there --- like the airfeild in Civ 3

Not sure if the implication is that the defensive bonus for a Fort and Forest should stack up, but if you are then I disagree.

Forts are usually built in clear space - and if not the land is cleared around it - because otherwise the terrain gives an attacking force the perfect cover to approach the Fort to assault it.

I do think that there is little incentive to build them. Would perhaps like to see the option to build a cottage in addition to a Fort with the Cottage being considered to be within the Fort boundaries. Furthermore, perhaps troops stationed in a Fort-Cottage combination would boost the speed at which it takes to develop to the next level (representing the flow of goods to support the troops)

Because of this last, a garrisoned Fort-cottage combination would take precedence over existing improved tiles when it comes to which tiles are worked

Also once the Cottage reaches Town level the town has outgrown the Fort and the latter becomes defunct. Furthermore, I think perhaps that in terms of construction a cottage could be added to a Fort, but not the other way round...
 
I'd like to see;

Fighters/Bombers - ability to automate recon missions - though I guess if you persistently fly over a neighbours territory you would risk a -1 on relations.

A phase at the beginning of your turn where the screen focuses on movement detected by your units

Naval units - a patrol order: an automated system where ships use their full movement (or slowest movement of the ship in the stack) to patrol around the current location (with the ships always returning to its start location). If anything is spotted the patrol stops (so you may get a chance to react if you have enough movement left)
 
Skitters said:
A phase at the beginning of your turn where the screen focuses on movement detected by your units

It already has those little icons that come up and the log messages in the top left that you can also refer back to.


I definitely DO NOT(!!) want to see your suggestion implemented. It would be so annoying to have to wait for that at the start of each turn!! Learn to use your log properly.
 
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