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[NFP] What should be the focus of future updates?

Discussion in 'Civ6 - General Discussions' started by Francel, Oct 22, 2020.

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What should be the focus of future updates? (Choose 2)

Poll closed Nov 1, 2020.
  1. New mutiplayer scenarios such as Red Death and Pirates

    1 vote(s)
    0.8%
  2. Refining and balancing existing systems and civilizations within the main game

    96 vote(s)
    75.0%
  3. Adding new content to the main game, such as units, natural wonders, and world wonders

    36 vote(s)
    28.1%
  4. Improving the AI

    71 vote(s)
    55.5%
  5. New map scripts and settings

    9 vote(s)
    7.0%
  6. Other (please elaborate)

    10 vote(s)
    7.8%
Multiple votes are allowed.
  1. bengalryan9

    bengalryan9 King

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    I think it is a relatively small tweak personally and that's one of the reasons I brought it up. Just forcing camps to spawn further away from your borders would help a lot, as would taking away their 3 movement scouts (maybe give them a unique recon unit?). I'd even be perfectly happy with a check box like the one you described. I'm not looking for a complete re-design or anything, I just think it feels off.

    For example, last night a rolled a game (Continents, standard sized map, Deity difficulty). Spawned inland. Settled my first city and went slinger > slinger > warrior > warrior. Barb camp spawns 5 tiles to the west, send a couple of troops over to deal with them. A couple turns later another camp spawns a few tiles to the north, send a couple of other troops over to deal with them. A couple turns later a third camp spawns 3 tiles to the east... can't get troops over there in time, so here comes 6-8 warriors. You can only train and move your troops so fast, you know?

    I've had games where they're not an issue too (I tend to roll maps of all different types and sizes depending on my mood), but it definitely can happen and I've seen others on the forum with similar complaints before. Seems too luck based - do I have city states nearby to help deal with them, are my troops in convenient locations to cut off barb scouts, did the camp spawn near horses, how often they spawn, etc. That's a lot that's out of a player's control IMO.
     
    Last edited: Oct 23, 2020
  2. Time Tested

    Time Tested Chieftain

    Joined:
    Jul 10, 2020
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    That's never really made sense to me. Is there any real-world comparison for a railroad being easier to construct/taking fewer resources than a road? And in-game, I don't understand how it would ever make sense to use an ME to build a road (at a cost of 85 production!) when you can just build a railroad (or help build a canal/aqueduct/dam, mountain tunnel, etc).

    Improving diplomacy/trade would go a long way to making the game feel more immersive.
     
    Francel and 8housesofelixir like this.
  3. c4c6

    c4c6 Prince

    Joined:
    Aug 28, 2016
    Messages:
    439
    --- spawn Barbarian camps farther away (default 4 tiles)
    UPDATE GlobalParameters SET Value = 9 WHERE Name = 'BARBARIAN_CAMP_MINIMUM_DISTANCE_CITY';

    .
     
  4. chazzycat

    chazzycat Deity

    Joined:
    Oct 13, 2010
    Messages:
    2,892
    fix the embarked unit pathing for gods sake

    if units are in the water they need to prefer to stay in the water, not seek the nearest land hex.
     
  5. Time Tested

    Time Tested Chieftain

    Joined:
    Jul 10, 2020
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    Plus not forcing them to climb up on to the land to traverse a canal (and GGB for some reason).
     
  6. Qwan

    Qwan Chieftain

    Joined:
    Mar 5, 2010
    Messages:
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    "Improving the AI" -- I think they should build aqueducts less frequently. Why do so if there's access to fresh water? For example, here's a snapshot of Egypt building unnecessary aqueducts. Screen Shot 2020-10-23 at 2.43.13 PM.png
     
  7. chazzycat

    chazzycat Deity

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    here is an illustration

     
  8. c4c6

    c4c6 Prince

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    Who knows? Maybe they are working on it right now?

    Pirates scenario: shore parties can disembark & embark again Multiple Times Per Turn and bury treasures on several adjacent tiles from ship / attack a city repeatedly with full free healing on the ship in between ... tirelessly ...

    .
     
  9. gunnergoz

    gunnergoz Cat Herder

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    Southern California
    Concur. They may be looking at feedback gleaned from closed focus groups or other similar marketing tools. While they listen to us here, they know their bread is buttered by new sales with new buyers.
     
    Francel and acluewithout like this.
  10. Dida

    Dida YHWH

    Joined:
    Sep 11, 2003
    Messages:
    3,426
    Improving the AI is a must, but sadly it doesn't sell games and hence the Devs won't do it. They prefer to sell NFP for $40, adding more unbalanced and bothersome features, all with an AI that doesn't know how to take advantage of any of them.
     
    Last edited: Oct 23, 2020
    Myomoto and Francel like this.
  11. Francel

    Francel Warlord

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    I should have made bug fixes a choice in the poll. I thought fixing bugs as a priority goes without saying, but I guess it doesn’t.
     
  12. Pietato

    Pietato Emperor

    Joined:
    Jan 9, 2014
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    New Zealand
    Refining and balancing existing systems and civilizations within the main game

    THIS. It should not be hard, yet FX are horrible at it. I mean, Radio Oranje is still unchanged...
     
    Myomoto and 8housesofelixir like this.
  13. Engeez

    Engeez Chieftain

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    Feb 2, 2019
    Messages:
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    1) Make AI capable of a domination victory.

    2) Have AI or human be able to backstab like Civ 5. I like the joint war theory, downright bribing an AI to go go to war without your civ involved is pretty unrealistic, unless your giving away cities or multiple great works.

    3) Friendship declaring should not be so easily earned. It really makes the game boring.

    4) Get rid of battering rams and seige towers. It’s just too dam complicated for the AI to deal with. Perhaps even all support units. Instead, change melee units so they have a “battering ram” type promotion.

    Have ancient walls be able to attack 1 hex, medieval and renaissance 2 hex, Urban 3 hex. Have catapults 2 hex attack, bombards 2 hex attack full sight, artillery 3 hex, rocket artillery 4 hex.

    5) SDI Laser defense each city could build (final building in encampment?) to protect from nukes around 75% chance?. I mean they already have GDR’s so realism is out the window anyway .

    I have stated this earlier, I would pay a minimum of $100 for a great AI capable of winning domination. I don’t even care if it just tries to overwhelm you with units like Civ 5. Just make AI naval and airforce at least semi capable.
     
    Caprikel, Myomoto and c4c6 like this.
  14. kaspergm

    kaspergm Deity

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    This is an ancient bug and is a pet peeve of mine. I think someone once explained that it dates back to some changes made to Norway at some point (iirc.) and that the game fails to realize that the special movement rules for Norway when embarking/disembarking does not apply to other civs.
     
    8housesofelixir and c4c6 like this.
  15. TheFinalChiTown

    TheFinalChiTown Chieftain

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    Add a new victory conditional such as Economic Victory.
     
  16. Time Tested

    Time Tested Chieftain

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    Isn't every victory ultimately an economic victory? I can't visualize how a standalone economic victory would even work.
     
    Sostratus likes this.
  17. rockhpi

    rockhpi Chieftain

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    I voted refining systems and AI. I realize it's just my personal preference (Which Firaxis shockingly didn't consult me about) but I don't care much about the magical game modes or scenarios that aren't really CIV-related.
     
    kaspergm likes this.
  18. c4c6

    c4c6 Prince

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    Because of the likes for this line I'd like to mention also the fantastic base of it:

    CIV 6 DATABASE SEARCH (vanilla, R&F and GS) v2.1
    Author: raen

    I just went to this web site & entered 'BARBARIAN_CAMP_MIN' at a venture and promptly found the correct keywords BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP & BARBARIAN_CAMP_MINIMUM_DISTANCE_CITY

    A great tool! Try for example 'BARBARIAN_CAMP' ...

     
    bengalryan9 and 8housesofelixir like this.
  19. Arithmion

    Arithmion Warlord

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    I agree with this. The things that makes civs super unique are what make them fun (or at least memorable). Kupe, Mansa Musa, Alexander, etc. come to mind. But Wilhelmina/Netherlands is just so boring. I'd like to see some great coastal bonuses, bonuses for cities with harbors, penalties for cities without harbors or commercial hubs, just something to shake it up.
    In the same vein, I'd like some of the more confusing abilities simplified/altered. I've given up on trying to remember how Cleopatra/Matthias/Gitarja's bonuses are or how they work. I am completely in the @Sostratus camp about this; the elegance of a simple bonus is just such a beautiful aspect of the game design. Columbia's +1 movement almost brings a tear to my eye. No conditions, no weird activation costs. (Let's not start about OP Columbia, that's not the point.)
     
    Sostratus and 8housesofelixir like this.
  20. Karmah

    Karmah Emperor Supporter

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    If refining means fixing bug while you are at it, then that's my vote !
     

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