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

I think it is ridiculous that a warrior upgraded to a legion is cheaper than building a legion.
What about axe-men-unit that is between warrior and legion(swordsmen), so it would need two upgrades( two turns). Or that you cannot build any warriors but only more expensive axe-men after you researched iron working.

Because you benefit twice: first your building time is shorter, so you build faster, and the cost are lower so you save money.

I wish a city with walls cannot be conquered by archers and a single warrior/scout. Traderoutes should give you more money or cultural/research benefits or there should be another way that improving your emipre is way better than fighting.

At the moment ciV is just for warmongers. It is really paradox that on low levels the AI stacks troups and gets bancrupt and on deity, AI builds wonders and is quite easily conquered. Maybe horsemen should be able to move through archers on open terrain damaging/killing them to counter a maroding archers army.

There should be an option: warmongering like raging barbs. So all players wih more peaceful intentions can build an empire while all warmongers can go on conquering.

And obviously deity on pangea is easier than on continents, as on continents AI has the time to outtech you and become really dangerous. So there is also balance needed.
 
The Commerce policy tree needs significant balancing and changes in the next patch.

The recent balance changes to the policy trees made many policies much more useful to select and increased the strategic nature of the decisions.

The Commerce tree still retains most of the old characteristics though.

Possibly increase the strength rating on Paratroopers (could be something like 45 strength or so) and possibly consider increasing the air-drop range slightly.

Paratroopers seem to be relatively questionable overall. The air-drop ability does not seem to be enough to render them useful except in very rare cases. They can provide flanking bonuses by dropping next to enemy units, but are very limited.
 
The Commerce policy tree needs significant balancing and changes in the next patch.

The recent balance changes to the policy trees made many policies much more useful to select and increased the strategic nature of the decisions.

The Commerce tree still retains most of the old characteristics though.

Possibly increase the strength rating on Paratroopers (could be something like 45 strength or so) and possibly consider increasing the air-drop range slightly.

Paratroopers seem to be relatively questionable overall. The air-drop ability does not seem to be enough to render them useful except in very rare cases. They can provide flanking bonuses by dropping next to enemy units, but are very limited.

Paratroopers should be able to attack after droping, otherwise they are pretty useless.
 
They've had a lot of troubles throughout civ games. Mostly due to the range being so short that you can barely get them into the fight with it anyway, much less behind enemy lines like real paratroopers.
 
On Paratroopers:

They should be boosted with some level of invisibility. As they are meant to be infiltration.

Proposal: they are invisble after dropping until they move/attack or until an enemy unit attempts to occupy the same square.

Could also add that if they are invisible they don't get ejected from another civ's friendly territory turned hostile when war is declarled.
 
Invisibility would be a tricky thing with 1upt. It would seem a rather neat mechanic in a way, but it would probably kinda suck in terms of gameplay (you'd be mad if you stumbled across one in your way, and would have to take tedious steps to avoid it), and I'm not entirely sure it would be very realistic, either!
 
They should probably fix that Courthouse bug, as much as that'd suck.

A-bombs should be more destructive to be better for defense or ending wars, not for taking cities. Once that is done, AI should be quite hesitant to go to war with civs that have nukes (MAD), but it shouldn't be impossible either. There is fallout right now but it's still being treated too much like just another weapon.

The problem is that cities heal too quickly. They should heal very slowly when under siege. Rest of it is fine.

Yeah, I'd say they should heal about half as much as they do now whilst under siege.

Perhaps they should heal a little less when they use their ranged attack too (unless that is already the case).
 
Make it so you can't put boats in cities that are being razed.

So somehow the Danes managed to get a trireme garrisoned into a landlocked city:

landtrireme.jpg


It's not just a graphical glitch, the icon is there as well as the unit being inside the city. The ship also fired on my units every turn with its animation and everything. I didn't plan for this in my invasion plans. :p

That happened to a caravel I had (level 7 or somenting, my only good naval unit). I put it in a city I was burning and when the city was removed from the map the caravel jumped to the nearest city, which happened to be landlocked. :wallbash:
 
Make it so you can't put boats in cities that are being razed.
Now that is a bug. That guy got really unlucky. Lol
Yeah, I'd say they should heal about half as much as they do now whilst under siege.

Perhaps they should heal a little less when they use their ranged attack too (unless that is already the case).
That makes sense. I would propose that military units (except recon units) would block tiles around them for citizens to work & if the city starts starving it will heal much slower. The tiles next to city however could not be blocked this way if the city has a castle or higher level building. To compensate with that units in enemy territory would cost more maintenance & fortification bonus in enemy territory would be reduced to half. :think:
 
I don't understand why people complain about needing certain resources to build things or even be competitive - the entire history of the world is based on who has access to resources - most wars and most strategy in those wars is based on resources - in my mind, there is not enough of this in the game. Trade routes aren't really important enough to make blockades an issue, and Sea Lines of Communication don't even enter into the equation. Not enough of the diplomacy in the game is based on trading or economic concerns, especially late in the game - too many empires are completely self sufficient - this is hardly ever the case in real life.

War (especially late war) should be very very expensive to wage and resources should be very very important - that way, wars will be concentrated on strategic battles that are viewed as crucial to survival to the civs involved and therefore worth the great cost.
 
I don't understand why people complain about needing certain resources to build things or even be competitive - the entire history of the world is based on who has access to resources - most wars and most strategy in those wars is based on resources - in my mind, there is not enough of this in the game. Trade routes aren't really important enough to make blockades an issue, and Sea Lines of Communication don't even enter into the equation. Not enough of the diplomacy in the game is based on trading or economic concerns, especially late in the game - too many empires are completely self sufficient - this is hardly ever the case in real life.

War (especially late war) should be very very expensive to wage and resources should be very very important - that way, wars will be concentrated on strategic battles that are viewed as crucial to survival to the civs involved and therefore worth the great cost.
Again gameplay comes first. If you have an idea for doing so without effecting gameplay badly, suggest it. :)
 
Reduce the El Dorado bonus to say, 100 or even 200 gold. 500 is excessive.
 
Eldorado bonus+ city state+spanish gold finding bonus does not scale to game speed.
this is an oversight on the side of the developers.
it makes city state bonus gold and eldorado bonus much greater on quick speed then on normal, or for that matter maraton.
 
Reduce the El Dorado bonus to say, 100 or even 200 gold. 500 is excessive.
Yeah, reduce El Dorado something like 200 gold. Also make Spain's trait less luck-dependent: 325 gold if first to discover a Natural Wonder, and 250 gold otherwise.
 
Making each AI play uniquely in combat with their own strategies and tactical decisions. Such as Mongolia would hit-and-run, India would tend to stay in cover and Montezuma just offensive rushing.

Of course offensive and defensive wars would have different tactical decisions, but just more unique and fitting to a civilization.
 
I'd like to see the AI actually be something aggressive with the amount of junk they put in the ocean, especially when they own a continent and a half.
 
1. Make CiV like CiIV BTS+RevolutionsDCM
 
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