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What should be changed in a next patch - your opinions

Discussion in 'Civ - Ideas & Suggestions' started by Krajzen, Feb 19, 2019.

  1. kaspergm

    kaspergm Deity

    Joined:
    Aug 19, 2012
    Messages:
    5,168
    1. Boost production across the board, cut production cost for everything past renaissance era. It's two years overdue already.
    2. Limit the rate with which global warming escalates, and cut down the impact military units and railroads (seriously?) has on global warming. As others have said, it goes from zero to max before you can even get a single flood barrier up.
    3. Look into why AI has suddenly stopped building wonders. Most of the wonders sit unbuild 2-3 eras later, if the player doesn't grab them.
     
  2. Giskler

    Giskler +1 Sleuthing

    Joined:
    May 19, 2007
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    Location:
    Norway
    Hungary needs a nerf, production needs a boost, make tier 3 buildings worth something. Science victory takes waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too long. Seriously.
     
    footslogger likes this.
  3. ZeroSuitSenpai

    ZeroSuitSenpai Warlord

    Joined:
    Jul 31, 2017
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    131
    Gender:
    Male
    Buff powered tier 3 buildings more. Make diplomatic victory easier/faster. Nerf Hungary.
     
  4. acluewithout

    acluewithout Deity

    Joined:
    Dec 1, 2017
    Messages:
    3,437
    • Give IZs an additional adjacency (+1) if built next to a Strategic Resource (you’ll need to then give the Hansa a small boost).
    • Buff the Workshop, eg +1 Housing and or additional food or gold for camps.
    • Give the additional adjacency bonus to the Factory not the Coal Powerplant. I can’t emphasise this enough.
    • Have a power requirement for the Space Port. If it doesn’t have enough power, you can’t build space parts.
    • Agreed Tier 3 buildings need a buff. Instead of just providing flat yields, they should provide more powerful buffs but linked to policy cards. So, you don’t just build them and forget them, but instead build and actively use. eg Professional Class (Economic): Cities with a Stock Exchange receive +% growth and all districts in this city produce +x gold. International Standing (Economic): Cities with Research Labs provide +% production for projects and +x diplomatic favour per turn.
    • Likewise, have a Renaissance Era Policy Card called Maritime Industries which gives Lumbermills and Coastal Cities +1 hammers.
    • There needs to be inland / no Coastal negatives for climate change.
     
    Last edited: Feb 19, 2019
  5. blackcatatonic

    blackcatatonic Queen of Meme

    Joined:
    Feb 14, 2012
    Messages:
    3,423
    Gender:
    Female
    Location:
    UK
    • World Congress voting needs to be completely revised to actually make sense. The variability makes it more exciting, and exciting is mostly great except when it's because you're thinking "am I about to see something completely different to what I voted for go through?"
    • I think Diplomatic Favour could do with a nerf. It's ridiculously easy to accrue in vast quantities at the moment. Make it harder to accumulate and make the AI less likely to want to give it you.
    • Grievances are a great idea but there are loopholes that need fixing, like you not accumulating them for cities you take from someone who DOW'ed your ally.
    • I can't say much about Civ balance overall but as much as I hate to say it, Hungary are crazy strong. Either they or the levy mechanic itself could do with a nerf.
    • There should be a way to totally decommission Power Plants. And the game shouldn't let you build Power Plants of a certain type if you haven't actually got that resource connected!
    • Make the Production Queue work more intuitively. I love that it's there but I keep forgetting to use it because it doesn't let me queue buildings until I have completed the district and/or previous tier of building. It should be enough that they are ahead in the queue. And make it so that if there is something queued and you click on another item, it adds it to the queue instead of just supplanting what you are already building.
    • I like the one-button renew mission for counterspies. Can we also have it so that when you first set up a counterspy, it can travel straight to the district you want instead of you first having to confirm the city, then click through the menu showing you the districts and THEN select the district?
    • Give the AI a longer cooldown on making the same requests I literally turned down five turns ago (this has been needed for a while!)
    • Introduce a menu into the Diplomacy interface (I know, I know, another one) that allows you to actually track when your deals were made and should be expiring. Again, long needed.
    • Oh and could the AI possibly not place its districts and/or cities in ways that make me quite as sad as the below did, at a time when I hadn't yet been able to build my first canal yet...
     
  6. sonicmyst

    sonicmyst Emperor

    Joined:
    Aug 9, 2016
    Messages:
    1,309
    Location:
    Philippines
    I hope next patch addresses mid to late game clickfest. It hurts my wrist to click my way to victory. All because I want to complete my HoF
     
  7. Lily_Lancer

    Lily_Lancer Deity

    Joined:
    May 25, 2017
    Messages:
    2,367
    Location:
    Berkeley,CA
    1:Improve AI bonuses so that AI can finish an CV/SV in ~T200 standard speed, giving pressure to players.

    2:Fix pillage, chop, harvest and neighborhood gold yields exploit

    3:Era progress match real game speed (~20T per era instead of 40 Turns), maybe the GAP req shall be reduced accordingly.
     
  8. Icicle

    Icicle Prince

    Joined:
    Oct 19, 2016
    Messages:
    529
    - Normal infantry don't cost oil to maintain, never go obsolete.
    - Rock bands move on the faith unit level.
    - Flood barriers can be purchased.
    - Power plants can be decommissioned.
    - Prompt when an alliance is about to expire, or leave borders open for a turn after.
    - Do something with overflow golden age points.
    - Nerf pillaging.
    - Increase science cost of later techs. Scale it better with epic/marathon (also for age mechanic)

    there's a lot more but that's what I have so far.
     
  9. darkace77450

    darkace77450 Emperor

    Joined:
    Mar 8, 2015
    Messages:
    1,096
    • Give us the option to trade strategic resources per turn.
    • Add citizen slots to government plaza buildings and have them generate diplomatic favor when worked.
    • Add a volcano pantheon.
    • Allow us to see how various leaders will vote in the World Congress based on our diplomatic vision.
    • Allow us to trade diplomatic favor in exchange for promises to vote certain ways.
    • Scale back the number of votes needed for a diplomatic victory by about 20%.
    • We still need a reason to utilize specialists.
    • Move Strategic Air Force, Non-State Actors, and Hallyu to the atomic or information eras so they will actually be useful.
    • The Jet Bomber is unlocked at Stealth Technology, so I'd like to see it replaced with a Stealth Bomber.
    • Add a gunship in the late Information Era. This would give the light cavalry line five units, bringing it in line with the heavy cavalry line.
     
    Last edited: Feb 19, 2019
    acluewithout likes this.
  10. Cagarustus

    Cagarustus Prince

    Joined:
    Mar 9, 2017
    Messages:
    386
    One major bug they haven’t changed for such a long time is the tech civic boost dial on pop ups. If you play as a China or get the golden age dedication, the dial on pop ups won’t update.
     
  11. TheMarshmallowBear

    TheMarshmallowBear Benelovent Chieftain of the BearKingdom

    Joined:
    Dec 27, 2006
    Messages:
    7,606
    Location:
    Inside an Ikanda.
    I think a Science/Culture penalty per number of cities needs to be implemented just like in Civ 5, this wouldn't stop people from expanding, but it would curb the very easily achieveable snowball effect, even on Prince if I go on a spree I become the leader in Science.
     
  12. Cagarustus

    Cagarustus Prince

    Joined:
    Mar 9, 2017
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    386
    People have been complaining the AI doesn’t produce enough units and that resources are scarce and now you’re suggesting that more units should consume resources??

    You can’t have it both ways...
     
  13. PhilBowles

    PhilBowles Deity

    Joined:
    Nov 20, 2011
    Messages:
    5,323
    Already does. Downside is, they're engineers.

    It's able to use builders and siege units adequately - it's never going to be able to use exploits like Aztec builder spam.

    While it can't properly use aircraft and nukes, as I commonly complain about, I was very surprised when the Mapuche used a bomber to nuke Teayo in my game. They nuked it three times in the same turn, which isn't exactly ideal especially as they never made any move to capture it, but it's a start.

    They also used bombers a reasonable amount - but to pillage, never to capture.

    You can also add GDRs to the pile of units the AI can't use. They stand around a lot doing nothing, even during a betrayal emergency centred on Paris where the Aztecs had four robots next to Paris. They never once attacked.
     
  14. Good2B

    Good2B Chieftain

    Joined:
    Dec 12, 2012
    Messages:
    22
    There definitely must be a bug with AI not producing units. I have had AI DOW me, I kill about 5-6 units in their rush, then I can easily sweep through their lands because they NEVER make any additional units.

    Not sure if it is related to their agendas/priorities, but definitely if they are at war, AI should prioritize building units & defenses.

    Why in Civ V did the AI overbuild AA, and now in VI they don't build them at all?

    Pillaging is just stupid broken.

    Certain buildings have way too high production values, but I personally would like science & culture nerfed a bit. 4-turn techs & civics in late game is stupid, you can get totally through an era in the time it takes to build a single dam.

    Nerf Hungary.
     
  15. Takfloyd

    Takfloyd Prince

    Joined:
    Apr 17, 2005
    Messages:
    413
    Location:
    Bergen
    Of course we can. More units should require resources, but they should also cost fewer of them per unit. Horsemen should be 10 horses, not 20. Knights should be 10 horses and 5 iron instead of 20 iron. Cavalry 10 horses and 5 niter. And so on.
     
  16. PhilBowles

    PhilBowles Deity

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    Nov 20, 2011
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    5,323
    Seems a fairly good sign it's not a direction they want to go.

    Not my experience. The AI still grabs some early wonders quickly - it can be a bit slower with some of the others, but not too slow - I was beaten to multiple Wonders after they were late enough that I doubted the AI wanted them. The only ones I got were the University of Sankore and Broadway.

    I realised too late (the Aztecs did beat me to victory after I was - narrowly - defeated in the Congress for a second time with a diplo victory push) that I was probably simply playing it wrong - looking at my rivals' favour, Georgia was holding me back by voting tactically. She didn't seem to generate favour faster than anyone else, but she did use fewer votes. If there's a civ with a lot of favour like that, in future I'll use targeted resolutions with just enough votes that she has to spend votes to defeat it. Assuming she does, I'll get reimbursed all my favour and she'll have spent all of hers. When it comes time to vote for diplo victory, I'll have nullified one of my rivals and increased the chance that I can get my victory vote through.

    If you don't need to go through 4+ iterations of the diplo victory vote the victory's no slower than any other - case in point, in my game culture victory was the one furthest from being achieved.

    I think the AI already has the bonuses to do that - it just delays. It can hit all the right techs in time, at least, but is very slow to send out spaceships etc.\

     
  17. Packherd2

    Packherd2 Warlord

    Joined:
    May 24, 2011
    Messages:
    124
    ROADS
     
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  18. Cagarustus

    Cagarustus Prince

    Joined:
    Mar 9, 2017
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    386
    The sanitation, the education, wine, public order, irrigation, .... , the fresh water system and public health.
     
    Cerilis likes this.
  19. Piranga

    Piranga Warlord

    Joined:
    Feb 13, 2018
    Messages:
    163
    I want a "Random" option on the disaster slider. I don't want to know pregame what the disaster spawn rate is going to be.
     
    Icicle likes this.
  20. greenblade

    greenblade Chieftain

    Joined:
    Mar 15, 2018
    Messages:
    17
    Gender:
    Male
    I'll try my best to limit it to five:
    1. Boost religion to make it relevant in general (not just for Russia) at higher difficulties (emperor and above). This will also balance some weak civs with religion abilities. And balance pantheons...
    2. Fix production problem, by rebalancing both output and cost. On the output side, either add inherit production output per citizen (encourages tall cities), or add more production to IZ and its buildings (power system is a good sign but doesn't seem enough. Like in Civ5, building a stable boost production for all pastures for the city). On the cost side, most late term buildings, wonders and units are ridiculous. I don't remember building any 3rd level district building for the past year (I'm mostly playing science or culture victory).
    3. Keep improving mapping generation algorithm. To be honest, it's not broken now. But I have most fun playing pre-100 turns. Right now, the start position is very imbalanced.
    4. Redesign diplomacy and religion victories.
    5. Keep improving late game experience. Currently the post 150t game is so boring to me that I often abort a good game if I can't win by then.
     

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