What do you people want in the next patch regarding balance ?

Is nobody missing the airport?

Sure, there is no limit in stacking Airplains anymore, but i did not find it too stupid in Civ4.

Additionally, there really should be a building, giving aircrafts some XP when builded. (Same for naval units, by the way. OK, Militaric Academy was mentioned for both. But why no having an extra building with some further use, too? And why not stacking the XP gain? We have the same for land units.)

And then the airtransport! It really speeds up the game in modern area an has a very realistic touch, too. But in contrast to Civ4, *both* cities should need an airport.

The airport *could* buff the economical output of the city, too.

(By the way, if you followed my posts so far, you'd know that I'm realy *not* from the Civ4.5 faction. I like CiV very much! Nevertheless, I miss the airport and it's functionalities!)
 
I have a few suggestions to the sosial policies.
1.aristocracy: + 2 happiness per wonder+palace.
2.Republic: +3 gold per city
3:legalism: + 10% growth per pop size.(1.1xpop)
(gives a greater bonus the bigger the city is makeing it easier to grow tall)
4: organized religion: +1 happiness per temple/monastery/opera house/museum.
5: mandate of heaven: + 1/2/2/3/4 culture per monument/temple/monastery/opera house/museum.
6: Reformation: +50% culture during golden ages + 4 turn golden age.
7: free religion: Free maintence of monuments/temples/opera house/museums.
8: patronage: all seen city states will allways give a quest to the player if it has not already given one.The quests chosen are barb encampments/wonder build quests/ great persons and build roads.
9:Merchant navy: +1 production per sea tile.
10: Trade unions: + 20% gold from trade routes, +10% production bonus from railroads.
11: Protectionism: +1 happiness per luxury resource including duplicates.
12: humanism: +1/1/2 per university/public school/research lab.
13:free speech:+ 2 gold per specialist.(the current bonus stacks too well with cristo redentor)
14: total war: allows barraks/armory/military academy exp to be added to air and sea units. military academies gives +30 exp. gives 1 free promotion per unit. new or old.
 
1. Catapults should be 6:c5strength:, double vs. cities. Remove the iron requirement.
2. Trebuchets should be reworked in a similar fashion.
3. Ballistae should have higher base :c5strength: and lower bonus (say 9, +25% vs.). Also no iron.

I find these suggestions quite interesting. I understand the frustration that results from people not having access to iron, and thus facing a pretty tough task in early conquest, but if this is really a problem, it is in that early conquest is such a dominant strategy. The game should be tailored in such a way that you can adapt to such a situation and not be massively disadvantaged. That is, it might very well suck if you don't have access to iron, but this is only because warfare is pretty dominant. The alternatives should be equally valid. Even if you are going for a domination victory, you should be able to defer your military campaigns until after iron has passed its used by date.

I additionally very much like the strategic resource feature of the game, so would be reluctant to see it diminished in importance.
 
I want the next patch just to be downloadable at a time of my own choosing. I hate sitting down to play and have Steam hijack my session for 11 hours.
 
In early years, a city's health regeneration should be limited if a few enemy units are nearby (simulating a siege). If a spearman and an archer go after a city alone, the damage should be easily recoverable. However if I have a significant force around the city should not recover nearly as quickly (if at all).
 
I think the last patch did a great job of improving balance, but I still have a couple complaints:

1. Some of the policies are still overpowered in my opinion.

2. I'd like to see research agreements removed. I've never agreed with Civs trading techs in the past, which is basically what a RA is. Techs should be researched and not traded, purchased, or found (see #3).

3. Some randomness needs to eliminated especially with respect to goody huts, barbarians, and natural wonders. Ruins should not be providing techs, and barbarians should not be spawning one tile outside my borders. Also, natural wonders are just ridiculous in their tile value and happiness bonuses, and whoever decided the value of the Fountain of Youth should lose his/her job.

The thing is, a lot of my complaints are about things that are realistic. Some policies (or laws) do dramatically change a civilization, countries do trade technology, and barbarians did pop up out of no where. But whatever...these are still my complaints. Even if they are realistic and even if these are the same things that make the game interesting to other people.
 
About research agreements: They are OK, but too common and cheap, especially in the later game.
The enxt patch should double the base price of research agreements, make them progressively mroe expensive in later eras.
Declarations of friendship should also definitely be useful. I suggest giving a happiness bonus when your "friend" demands free resources or money and you agree, and cutting research agreement cost between friends by at least 30%.
 
Okay, the mods section have plenty of mods that balance out the "issues" with the game.

Units:
The chariot archers should have : move +4, Range attack at 10, Attack combat 10. Why attack combat against spearmen ,because , chariots use to drive circles around them while picking of the infantry in ancient battles. However they should not be allowed to enter MARSH, JUNGLE, and FOREST tiles.
The Archer should be like the Marksman-mod, however they should have indirect fire at range 2, RANGE ATTACK 8 , and movement 2.
http://forums.civfanatics.com/showthread.php?t=392903
The scout should be allowed to moves through mounatins such as in the ART OF WAR MOD.
http://forums.civfanatics.com/showthread.php?t=389174
All units should have the 25 hp mod which is on the mod browser in the game.It allows for epic wars.
A force end turn button to skip your move.
To allow trade routes, the roads that connect the cities should have TRADE TENTS BUILD ON THEM. Without the tents the trade route perk would not activate.
the farms mod that has been recently added as of today is KICK ASSh:goodjob:.
The players should be allowed to trade agreements with CITY STATES like with other EMPIRES.
 
@ camikazi I find these suggestions quite interesting. I understand the frustration that results from people not having access to iron, and thus facing a pretty tough task in early conquest, but if this is really a problem, it is in that early conquest is such a dominant strategy. The game should be tailored in such a way that you can adapt to such a situation and not be massively disadvantaged. That is, it might very well suck if you don't have access to iron, but this is only because warfare is pretty dominant. The alternatives should be equally valid. Even if you are going for a domination victory, you should be able to defer your military campaigns until after iron has passed its used by date.
I additionally very much like the strategic resource feature of the game, so would be reluctant to see it diminished in importance.

Dude the a.i SPAMS CITIES right next to your empire and cuts you off from expanding your borders. Then you have no access to resources, your populace is destroying your civ by unhappiness. Also, the a.i decides to decimates ur puny empire because of the imbalance of the game. That "thing" losing the ability of finishing of a great wonder to another a.i in a 1 move completion turn is pure evil. DAMN IT'S LIKE TH devs just rushed out a game without contemplating the issues.
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I additionally very much like the strategic resource feature of the game, so would be reluctant to see it diminished in importance.

I would agree except there are unique units that require strategic resources.
While horse is not often an issue (although it may happen), iron certainly is.

Choosing Rome, a civ that has two unique units in the classical and not to be able to build neither of them (by random chance) is just bad design.

With other civs you might argue that "ho-hum, you could've conquered enough land by now to get enough iron", but with Rome you have no other units to do this. Legions and Ballistae are the first conquest units.

And multiplayer is a completely different issue.

Certainly, strategic resources should provide a benefit. Like, okay you have iron you can build stuff 25% more quickly or units have 25% more strength. Any skilled player can work around not having these (part of the skill). But to completely strip him of options until gunpowder... just because?
 
have AI strive to be a superpower, both militarily and economically, not chase after specific winning conditions like spamming the hell out of wonders while only having a single city or turning into a economic/scientific powerhouse but not having an army.

make RAs alot more expensive to stop RA spamming and advance through the ages so damn fast until the point where early UUs are useless.
 
I would agree except there are unique units that require strategic resources.
While horse is not often an issue (although it may happen), iron certainly is.

Choosing Rome, a civ that has two unique units in the classical and not to be able to build neither of them (by random chance) is just bad design.

With other civs you might argue that "ho-hum, you could've conquered enough land by now to get enough iron", but with Rome you have no other units to do this. Legions and Ballistae are the first conquest units.

And multiplayer is a completely different issue.

Certainly, strategic resources should provide a benefit. Like, okay you have iron you can build stuff 25% more quickly or units have 25% more strength. Any skilled player can work around not having these (part of the skill). But to completely strip him of options until gunpowder... just because?
I'm half agree with you. That is, I definitely agree that it seems bad design that Rome has such a reliance on Iron, and the unique abilities/units/buildings shouldn't have such restrictions placed on them, but I would think that making strategic resources a requirement for certain things rather than something that just gives a benefit, is a good thing. I suppose it's really a fine line, but I would blame poor balance or design more than the idea behind the requirement side of strategic resources.
 
Certainly, strategic resources should provide a benefit. Like, okay you have iron you can build stuff 25% more quickly or units have 25% more strength. Any skilled player can work around not having these (part of the skill). But to completely strip him of options until gunpowder... just because?

There is no way to work around having these resources in reality though. The iron-wielding Hittites are proof that having iron weapons puts you a level above those who don't have iron. As far as I know, you need iron to make swords anyway. Otherwise, you're better off just making bronze knives because iron is stronger.

And it isn't like you have to rely on UUs to conquer. I'm playing an American game and I'm having no problems expanding and conquering without Minutemen. A Roman player can do the same.
 
actually its kinda wrong to compare minutemen and legions. legions are the end all of iron age units, while u still can have many alternatives to minutemen like longswords and/or horse units. there is no other alternatives to swordsmen/legions, u cant bring spears/warriors/archers to seige a city due to the relative high city def in classical era.

heres the next problem where iron units usually have a huge advantage over bronze age units. there isnt a buffer unit in between.

although u can always rework the city defense system to only be able to take hits but not return fire unless a unit is garrisoned.

or add a new buffer unit(axemen) thats 9 str and cost slightly lesser to iron units, unlocked during iron workings.

this problem is also seen in medieval era again with longswordsmen to pikes and everything else.
 
And it isn't like you have to rely on UUs to conquer. I'm playing an American game and I'm having no problems expanding and conquering without Minutemen. A Roman player can do the same.
Minutemen are not supposed to conquer, however ballista & legions are. A simple solution could be that Romans always start near a iron deposit so their UUs don't get wasted. Also Rome without UUs is just boring & weak. It is just like Mongols don't find horses nearby or English start in middle of the desert.
 
another thing would be AI improvements and sieges

here's 1 needs changing will really help out with AI with military conquests. contrary to popular belief, i feel that the AI does well in the tactical sense; it surrounds and engages cities and destroys/bombards ur guys well enough, retreats too when it realizes its frontline units are all dead.

but heres the problem, the AI does well on the 1st wave, then it fails after that. there needs to be a consolidation phase for the AI, where the AI retreats to safety, defends whatever gains/cities left and heal up, while producing/buying out military units to prep for the next wave. once the AI feels its ready, etc enough units, it will then do an assault on the city again.

As for sieges, city defenses need some toning down. cities should not destroy its attackers, thats wat units are for. a simpler way is to cap a city damage, to 2 damage, garrisoned units will remove this cap. city bombardment removed.
 
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