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Wishlist of Simple Things for Upcoming Patches

Discussion in 'Civ - Ideas & Suggestions' started by Minou, Oct 9, 2020.

  1. Minou

    Minou Prince

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    Curious what everyone would like to see in terms of easy to code, quality of experience improvements in the next few patches. I'm thinking not of what new Civs people want (sure they have already decided those) or difficult things like genius AI (it has certainly gotten better, but I realize this is hard to code). Here are my top ones:

    1. Eliminate overflow cancelling. Man, my least favorite part of this game is losing overflow due to a boost or inspiration. Have you ever had 1000c overflowing late game and accidentally built a second solar panel? Just used Darwin and then your Knight kills a suiciding barbarian when its not even your turn? This system creates tedious busy work and doesn't really make sense from an immersion or mechanics standpoint. They were able to change the code so tech boosts no longer cancel civic overflow and vice versa, so why not go the last 2 yards and complete the fix?

    2. Revert to the original Great Person costs. I think this was two or three patches ago, but now it is basically impossible to get the Atomic and Information Era Great People unless your game is super long because there is a ridiculous cost bump for those ahead of current game Era. This would not be a problem if game era scaled roughly to game progress, but the way Bombers are flying in the games Medieval Era they get totally out of whack. This is a total bummer for me - it used to be rewarding to plan well and get Grace Hopper or Janaki Ammal. Even earlier ones end up useless - James Young "reveals" oil dozens of turns after you already have Refining. Many of the GP might as well not exist, but if they scaled a little gentler they would all be on the table

    3. Modify amenities so each +1 matters. Last patch you had to work to get Happy or Ecstatic. Now, you really have to mess up bad to get unhappy and worse it is borderline impossible to get to ecstatic in a competitive game (you can get it of course, but you'd be sacrificing more important things). So basically amenities are borderline meaningless, you just stay at Content all game. No fun!

    What if it scaled like this
    -2 happiness= -4% yields
    -1 happiness= -2% yields
    0 happiness= no effect
    +1 happiness= +2% yields
    +2 happiness= +4% yields
    etc.
    A nice subtle bonus worth working for, makes each luxury or arena actually do something small so those resource / buildings are always meaningful (e.g., no more building a zoo or capturing Spices+Citrus and getting literally zero bonus)

    4. Give the poor Entertainment District an adjacency bonus (+1 amenity per 2 adjacent districts). Really minor but it is sad to have this one district not get any bonus while all the other toos, and drives OCD city planners (like me) nuts.

    5. Eliminate AI demands for gold (or make them meaningful). How many more times will we have to endure this pure annoyance? In my current game Poland has one city and some Crossbows and I have Tanks, still they demand gold every few turns. Since denying the demand has no impact on diplomacy (at least as far as I can tell) why not get rid of this junk? Alternatively, it would be perfectly fine if the AI demanded gold and then gave you a benefit (like 10 turn peace treaty of +3 relations) if you hand it over and/or a penalty (like attacking!) if you deny.

    6. Put Exoplanet Mission at the very end of the tech tree. Maybe this one is controversial. I actually enjoy the mystery part of the tech tree, kind of like playing a scratch-off lottery ticket. But it drives me nuts when I am trying to break my own record for Science Victory and lose out to random luck. Case in point I had a game where I got the Mars Mission launched ~T145 or so, and then the first tech in the hidden part of the tree was Smart Materials. Next game I played much better and got Mars Mission launched ~T135 but ended up with a worse overall time because Smart Materials was so much farther back, and on top of needing those hidden techs I needed 6 or 7 Information Era techs as prerequisites. Sure there are all types of random things involved in getting a fast time such as starting spot, tribal villages, and city states, but this one thing at the very end just feels TOO random. The techs leading up to Smart Materials could all be shuffled but just knowing that one is last would put all games on more equal footing.
     
  2. 8housesofelixir

    8housesofelixir King

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    Agree with Amenities. They just don't do much to the game as of now.
     
    Myomoto likes this.
  3. Haig

    Haig Deity

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    Couple to help a.i combat (which has been getting better and better with patches!):

    - If a city's health is at minimum lowest, let it be captured by all units, not just melee.

    - Make renaissance walls less strong.
     
  4. Pfeffersack

    Pfeffersack Deity

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    The last time I tried and payed I noticed a (small) relation bonus, but I agree that it is too little incentive to consider paying. Restricting such demands to the case where the AI is stronger in military power would be good, though that sadly doesn't fix the problem that even when they are stronger they are rarely a real threat.

    My personal wish for the next patch would be finally ironing out the last remaining trade bugs with strategic ressources (be it excessive payments for Uranium, AIs not buying up to their entire storage limit in one deal, willing to give up too many ressource when being over the storage limit or the limit not scaling with game speed)
     
    8housesofelixir likes this.
  5. iammaxhailme

    iammaxhailme Emperor

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    My top "simple wished change" for ages has been to get rid of, or massively nerf, "recruit partisans".
     
  6. MrRadar

    MrRadar Emperor

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    Improve the deal screen so that the player would not have to leave it and go to the reports tab to squint there at the minuscule icons at the bottom, just to confirm what luxuries they actually have and still need. What AI would buy should be visible at a glance, not by trying to offer them each and every lux every time. Improve the fine-tuning of the trade amounts somewhat in line with what's in Concise UI mod. That already would be huge amounts of player time saved.

    Finish coding properly the trade route screens, so that they show actual number of turns to complete for new routes, and turns remaining to completion for existing routes.

    Add notifications of deal expiry.
    Add simple at a glance tab for existing deals: what's being traded with who, without the need to try to find a piece of hay in a giant stack of needles.
    Add deal information for the deals that just expired: what was traded and with who?

    In short, add user friendly UI. Sorry, after 4 years I'm becoming too salty, but there's a valid reason.

    Fix trading values, at the moment, essentially all of the trading is an exploit for the benefit of the player. All deals are far too good. 1 g open borders, 1 g joint wars, among other things. Yeah, right.

    Rebalance amenities once more, or, at least bring back what was before. The latest change was very unsuccessful. There's now a huge dead zone in the middle, like the one you can set for a joystick - there can be lots of wiggling with 0 results.

    Revamp DV, it is the worst now. Aid emergencies probably should only result in diplo modifiers with the target AI, not in DV points. Remove DV points from wonders.
    The whole diplomacy should be made less simplistic and more engaging. Now it is: get a friendship and it is for life, well, enough for the meaningful span of the game which lasts somewhere until mid-game, and then it does not matter anymore if anybody is friendly to you or not.
     
    8housesofelixir likes this.
  7. Park Hyun

    Park Hyun Chieftain

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    A tiny but really annoying thing needing fixing is the "sticky" selectors for trade deals. Want to click 10 times to offer 10 gp per turn for an item? I click four times and then it stops working. I have to move around my mouse to find a new pixel in the arrow graphic that registers a click. How about a sliding bar? How about allowing a player to move up 10 gp per click or 100 gp per click?
     
    MrRadar likes this.
  8. pokiehl

    pokiehl Emperor

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    Fix unit pathing and further improvement in Multiplayer stability.
     
  9. Park Hyun

    Park Hyun Chieftain

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    Unit pathing is really bad. If you task two units to move forward, and one would keep bumping into the other, you wind up having to move them manually every turn. Really annoying.
     
    chazzycat likes this.
  10. Zanteogo

    Zanteogo King

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    Overhaul how the council works and make it more simulator to Civ 5.
     
  11. chazzycat

    chazzycat Deity

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    oh god, yes, this. I think this might be my #1 most annoying thing about the game.

    Separately from the "multiple units" problem, there is another serious problem with pathing for embarked units in the water. When you try to move them from one water tile to another water tile, but they actually go OUT OF THEIR WAY to land on solid ground first and then try to embark again?? This behavior is actually consistent too. Consistently horrible and annoying!
     
    MrRadar likes this.
  12. Sostratus

    Sostratus Deity

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    These are all things that can be done via table update, aka you could make an intern do it in 20 minutes. Thus qualifying as SIMPLE for the OP.

    Increase the amount of aluminum per mine from +2 to +3.

    Tweak government card slots:
    Military/Econ/Diplo/Wild
    Monarchy: 3/1/1/1 -> 2/1/1/2
    Merchant Rep: 1/2/1/2->1/2/2/1
    Fascism: 4/1/1/2->3/1/1/3
    Democracy: 1/3/2/2->1/3/3/1

    Corporate Libertarianism Bonus prod per encampment & CH: 10% -> 15%
    Synthetic technocracy malus: -10% tourism -> -10% culture

    Make ironclads cost 20 iron, not coal per turn
    Remove oil upkeep on destroyers
    Flip stats on Missile Cruiser and Nuke Sub:
    MC to 85:c5rangedstrength:/80:c5strength: and Nuke sub to 85:c5rangedstrength:/70:c5strength:

    I would add a ton of other unit stuff from my simple balance mod, but these few things above really don't get any attention and people likely don't ever think about them.
     
    Pfeffersack and 8housesofelixir like this.
  13. 8housesofelixir

    8housesofelixir King

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    I agree with the Monarchy and Merchant Rep. balance (some Theocracy change would be nice as well).

    On the other hand I don't see them change Fascism or Democracy:
    Fascism is clearly designed with warmongering in mind - it is the warmongering government - and the crucial Third Alternative policy card is a Military Card now. Give them more Wildcard slots is too much, and it is not like IRL military dictatorships are known for their flexibility in policy.
    Democracy is designed with a larger flexibility. It is worth noting that currently both Fascism and Communism has a lot of Military slots in case of war; Democracy only have the minimum number of Military slots, while the 2 Wildcard slots can be used a compensation when war comes. Change these slots into Diplomacy slots basically deny the ability to war as Democracy - a maximum of 2 Military cards is not much (basically the same as Merchant Rep.) while Fascism still has at least 3 Military cards.

    IMHO there should be a big difference between the different tier 3 governments when they are developing peacefully, but military ability shall be balanced. I would image the way of balancing as keep the sum of Military+Economic+Wild slots for each government as the same - therefore they can have the same card capacity when facing a war - while retain the thematic difference.
     
    MrRadar likes this.
  14. Arianrhod

    Arianrhod Warlord

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    Trebuchets.

    Related to this, I would like Neighborhoods to generally be more useful. I'm not entirely sure how to accomplish this, but at the moment I basically never build them unless I can get something largely unrelated out of it (e.g. a boost, a dummy espionage target, points, card gold, etc.)
     
    Last edited: Oct 9, 2020
  15. ducksinwar

    ducksinwar Chieftain

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    This is something I just don't get: Why is recruit partisan still in the game. With recruit partisans in such a ridiculous state, the neighborhood is literally a negative district. Consider the potential damage recruit partisans can deal, the extra housing (and food/amenity/tourism) the neighborhood provides just do not justify itself, especially when most of the yield in this game comes from buildings instead of population (specialists). I only build one of them per game for the era score in dramatic age mode.

    May be they are saving this because they have a spy mode planned in the future? I guess one can hope...
     
  16. japanesesamurai

    japanesesamurai Prince

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    Reading through all these “suggestions”, I conclude you guys and girls just want an easier game

    And why balance out the governments? Makes no sense...
    And more aluminum per turn? And thus more OP bombers? Sure...
    Nerfing partisans, really?
     
  17. Sostratus

    Sostratus Deity

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    I consider the current governments to be to varying in power.
    The OP asked for simple suggestions, so I suggested just rearranging the card slots so you don’t have “high Econ, high wildcard” governments competing with “ultra high military, low everything else” governments.
    That doesn’t make the game easier.

    The other fuel resources give 3 per turn, so why not aluminum?
    But ultimately the lack of aluminum means that there’s almost no scenario in which building anything but bombers even makes sense, so before anyone tries to fix that situation, there needs to be more aluminum budget to work with.

    I would prefer a “harder” game in the sense that there are fewer clear winning choices that you just want to rush for and spam everywhere to win. That affects the human at every difficulty level regardless of their strategy.
     
  18. japanesesamurai

    japanesesamurai Prince

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    But whzt else there is to do with aluminum besides manufacturing bombers?
    Oil you need for factories, tanks, infantry, etc...
    Thats why you get 3 per turn instead of 2 because there’s more stuff you can do with oil.
    The very late game space project you need aluminum for is hardly an issue. And you can boost aluminum at the very end with something I have never needed doing. Plus there’s always the aluminum card
     
  19. japanesesamurai

    japanesesamurai Prince

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    As for balancing the governments: I would even prefer more unbalance. If you’d equal them out then it makes choosing one over the other hardly a thing. On top of that, you are free to switch governments.
    While it is true that in most cases I go for suffrage, it does happen I pick other ones if the situation is in need for an alternative.
    If everything is equaled out, then it doesnt matter all that much, does it?
     
  20. TheFinalChiTown

    TheFinalChiTown Chieftain

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    100% agree about the overflow. I thought it only was disrupted by pillaging. If it’s disrupted by boosts, that’s insane.
     

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