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

I would like to see RAs done away with entirely and tech trading introduced to Civ5 - no more Research Agreement blocking nonsense.
 
I would like to see RAs done away with entirely and tech trading introduced to Civ5 - no more Research Agreement blocking nonsense.

Tech trading doesn't make any sense either. RAs will be way better once they are implemented as they should, removing the random factor, incremented costs etc...

You are not the only one who hates tech blocking bullcrap. :crazyeye:
 
Instead of removing RAs I'd prefer that they improve it. Eg : You can only sign RAs with your friends (Declaration of Friendship). RAs provide a science boost instead of giving random techs.
 
Here is my list I posted in another thread:
- Add tree growth (and maybe growing?)! This is the thing I'm really waiting for! If this would be implemented, the Iroquois wouldn't be so immensely situational.
- Give Egypt a small buff... (Maybe boost their wonder building by 5% or so?)
- I think the English should get a small buff to their naval unit production.
- Give the AI more positive modifiers (fair trade et cetera, already discussed earlier).
- Liberated civs should be thankful.
- Nerf research agreements.
- Make converting barbarians more desirable, to boost the Germans and Ottomans a bit.
- Buff the Commerce social policy tree a little bit.
- Buff the Honor social policy tree a little bit.
- Buff the Order social policy tree a little bit.
- Let us see what UU's and UB's do when we are choosing what civ to play!

I bolded the things I want to press.
 
- Add tree growth (and maybe growing?)! This is the thing I'm really waiting for! If this would be implemented, the Iroquois wouldn't be so immensely situational.
Terraforming would be an awesome late game tech, Fake lakes, forests, jungles, plains
 
Actually, yeah, that's quite a lot of gold per turn.

Here's the thing, though. The Danes get an extra move for embarked units too, the Polynesians get their naval ability much earlier. I just seems the English ability is becoming more underwhelming (although it does stack quite nicely). Even Songhai has stronger embarked units and the Ottomans will probably have a larger navy.

Maybe extra experience on built ships (so you can start with a promotion and give them two if you have a building that gives them experience)? That way, the Danes and Songhai can be built around better embarked units and the English can have better combat vessels.

they should just make english naval units slightly stronger than everyone else's. they could do the same for american air units and german ground units. that way those three very strong real life civs are made strong in the game also.
 
they should just make english naval units slightly stronger than everyone else's. they could do the same for american air units and german ground units. that way those three very strong real life civs are made strong in the game also.

Make Units Stronger in Some Kind of Terrain may lead to an unbalance game. I would change the bonus of england to something like this: buildings that give promotions to land units(barracks,armory,military academy) also can give promotion to naval units(the promotion received can be halved,to avoid England to being OP at Archipelago). For Americans,I think the +1 sight bonus is a good bonus to know where to move your units.and for germany,I think they might have something like this:Military City States give units in a half of time.
 
Civilizations:
- America UA buff; perhaps unit maintenance bonus or, more GG points earned or units gain experience faster.
- Germany UA buff; perhaps improvement maintenance or faster workers.
- Ottoman UA buff; as Turks/Ottomans were famous of using gunpower and cannons/mortars some promotion for all siege weapons.

Quoting myself here:) Thought about the possible Ottoman UA change and I think promotion for all Siege units could be ability of not needing set up prior to firing. And Saltpeter Resources provide double quantity. (If ever to be added to the game). Would this be overpowered?

I have played only a few turns with America, Germany and Ottomans as their UA just doesn't inspire at all. I think England needs a buff as well. Perhaps Supply promotion for all Naval units.
 
I don't think the Ottoman UA would be too overpowered. It would certainly make siege units quite useful, but I don't think it would necessarily translate to being overpowered.

The Supply promotion for England would seem a good idea.
 
I like the idea of Ottoman siege UA. Americans UA just requires a little boost though. They are fun to play in Thal Mods because of the new UB Pioneer's Fort & better minutemen.
 
Tanks should have slightly higher and a bonus vs. gunpowder units (infantry, mech. infantry).

This, so much. Tanks were given a couple of very slight boosts (one an indirect encouragement to use them more because Destroyers are now at combustion) in this patch i'm aware but this would really help them a lot.
 
This, so much. Tanks were given a couple of very slight boosts (one an indirect encouragement to use them more because Destroyers are now at combustion) in this patch i'm aware but this would really help them a lot.
Well that comment was posted pre-patch. :p
So what changes would you like to have for the next patches ? I still think that cities should have reduced healing but %age boost from defence buildings. Also I would like to see some wonders get balanced (like GL). Diplomacy & Combat AI need more work as well.
 
GL definately needs a fix for the exploit, I still say tanks need some bonuses to make them a more attractive option - maybe make Modern Infantry slightly weaker, and give tanks a bonus vs gunpowder units when on the attack, but not Modern Infantry (historically when tanks were first introduced infantry had a hard time dealing with their armour). This would also make anti-tank guns more useful and make the game more than just infantry + artillery in the industrial era which it often ends up leading to.

It would also help the Renaissance era a lot because Cavalry upgrades to tanks, and therefore cavalry would become more useful because tanks are more useful (because upgrading is less time consuming than building an army of tanks which cost a lot of production)

Mounted units should also get a large penalty against tanks because in real life, tanks scared the crap out of horses (and elephants im sure) and mounted units make a big target for tank guns compred to a foot unit. It was a combination of tanks and machine guns that ultimnately spelled the end for cavalry.

To counteract this a little I would give (if it's not already in the game) tanks:

A rough terrain penalty or marshes / jungles become impassable to tanks unless there is a road (but not hills and forest).

This would make tanks much more attractive due to mounted having a penalty vs tanks and tanks having a bonus vs infantry, but a little situational as they become pretty useless where there is a lot of jungle / marsh (like in real life where the Japanese Empire didn't use many tanks because of the terrain of south east asia, but they were HEAVILY used in Europe / North Africa).

Tanks having a bonus vs infantry on the attack (but not on the defense because of no defensive bonuses) simulates real life where if foot troops can get close enough taking advantage of the tank's limited line of sight, they can disable a tank, but if the tank fires first he will blow foot troops away with his superior firepower.
 
AI:
- No more immediate friendships and research agreements after a war. Civs will stay guarded or hostile towards another civ for at least 30 turns, if not getting gifts or other positive gains.

Even with the last patch, it doesn't seem to have been fixed.
Alex asked me to declare on Washington, I did, and after a short war, Washington immediately turned to friendly and opened borders, declared friendship, etc etc.!!
Quite odd!
 
improve AI city founding. on a small map america founded like 10 cities with 4 other civs near it. the AI uses cities instead of culture to expand borders, and so they get cramped in to zero expansion toward the end of the game.
 
Even with the last patch, it doesn't seem to have been fixed.
Alex asked me to declare on Washington, I did, and after a short war, Washington immediately turned to friendly and opened borders, declared friendship, etc etc.!!
Quite odd!

Arabia declared war on me, was winning, offered peace, and immediately became friendly again.
 
Diplomacy needs a overhaul. They need to make fundamental changes to the current diplo system to make it enjoyable.
 
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.
4. Chariot archers should be able to move after attacking.
5. Remove all healing promotions; introduce a new civilian unit (Field Hospital) that uses horse as a resource. Slowly heals all units in 1-hex radius.
6. Increase pikemen base :c5strength: to 14, reduce the bonus vs. mounted units to 50%. Increase :c5production: cost to match the new strength.
7. Cavalry should have 4 :c5moves:.
8. Tanks should have slightly higher :c5strength: and a bonus vs. gunpowder units (infantry, mech. infantry).
9. Fighters should have the 50% attack penalty replaced by a penalty for attacking cities.
10. Bombers should be able to "pillage" tile improvements.
11. Fighters/Jets should be able to intercept Atomic bombs, conventional missiles should be able to shoot down ICBMs. Both AFTER a civ builds an "Early Warning Programme" (SDI-like national wonder).
12. Giant Death Robots should be renamed into something less ******** and should be resourceless, limited to X per nation, depending on map size.

13. Military academy should have no prereqs. and should give +15 to all units (sea, air, land).
14. AI bonuses on higher levels should be reworked to return the currently obscene GPT figures into normal, human player-like values.
15. AI should pursue policies more. Sideffect would be having less cities (a welcome change).


Couldn't agree more Still dont get why they let catapults require iron....
I mean it is unrealistic and unballanced.. Everybody should be able to make these units...


And about the pikeman those units really need to beef up in combat strenght...

Cavallery unit should olso get a bonus against infantry/gunpowder uints Why would i build a rifleman that require horses for the extra 1 movement point neah...
 
Regarding Giant Death Robots:

Rename them to Assault Mechs. If it was good enough for Next War, then it should be good enough for CivV.

(if not already done): Move the GDRs techwise so that you can't have GDRs without the tech Robotics.
 
Regarding Giant Death Robots:

Rename them to Assault Mechs. If it was good enough for Next War, then it should be good enough for CivV.

(if not already done): Move the GDRs techwise so that you can't have GDRs without the tech Robotics.

I think a reasonable portion of CFC would riot if the name of GDRs was changed. The only real reason they're in the game is for the name (and resultant shout out to the community), anyway.
 
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