[GS] Winter 2019 Update: what do you want to see in the next patch?

1 turn delay to loss of levied units if Suzerain status with city-state is lost. This gives Human and AI one turn to regain Suzerain status without losing all the levied units, making this game mechanic more reliable.

Posted this in the suggestions thread, but really see no reason not to get it asap.
 
Districts becoming indestructible and considered as an area containing vulnerable structures.
Nerf pillage down to Spy mission level - letting the latter to be the sophisticated version and the former to be the brute force version.

You know, I really like that change. It would be a good nerf to pillaging as well.
 
You know, I really like that change. It would be a good nerf to pillaging as well.
Ofc there would need to be some tweaks in how Districts would been handled, though then I'm also hoping there will be a revamp of Districts (among other concepts) in 3rd expansion so this change being a prepatch in that direction.
 
i'd like that when you conquer cities, the unique improvements and unique buildings don't disappear. imo it doesn't make sense, i mean you conquer a chinese city with a huge great wall and it just disappears after you conquer it. i'd like to have it like it was in civ 5, if you conquer it, the improvement stays there but you can't build it, and if you remove it, you can't place it back.
And you can add, to prevent this from being op, something like: if you conquer a unique improvement or building, that certain ui will yeld only half of the benefits that it gives to the civilization that can build it.
 
i'd like that when you conquer cities, the unique improvements and unique buildings don't disappear. imo it doesn't make sense, i mean you conquer a chinese city with a huge great wall and it just disappears after you conquer it. i'd like to have it like it was in civ 5, if you conquer it, the improvement stays there but you can't build it, and if you remove it, you can't place it back.
And you can add, to prevent this from being op, something like: if you conquer a unique improvement or building, that certain ui will yeld only half of the benefits that it gives to the civilization that can build it.

I want that too, there is a mod that does this actually.
 
it would also be really nice if wonders don't disappear when you raze cities, they could stay there in either a pillaged status or with a ruined status, i mean when angkor was abbandonded the khmer surely didn't just raze to the ground the angkor wat, although to be honest when the spanish razed to the ground tenochtitlan, they indeed destroy the huey teocalli, but still.
 
End this nightmare and start working on a proper 4UPT game without the wasted fixed tiles space that can't be worked....like Wonders... nonsense... at least gold and tourism should be it even as a "found" wonder in the MIDDLE ON NOWhere???
wood as a resource could be a nice last man standing update in the name of Greta....


Also Isolation policy (Kills every ambassador that tries to reach you No MORE DIPLOMACY)
, complete Kills, accelerated production could make their way in.
 
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The target of the emergency session of world congress were invited and offered the chance to prevent the war.

Replace the AOE 'this many tiles' effects of buildings with cities connected by Railroads, Seaports or Airports. Scale up the cost of ‘game-ending’ units - information age Military Units and Space Race projects to require players to build this infrastructure.

The tiles of a Civ in a dark age would have an increased chance of Droughts and less or no fertilization from the other disasters. Yes it is the wrong way around as a IRL a Dark Ages have ofter followed disasters. But as a game it's better you want the player's actions to control the game and not RNG.

Make Luxury resources accumulated like Strategic. Allow per turn trading of accumulated resources.
 
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