View Poll Results: Which item do you want prioritised?

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  • Stability: Crashes

    16 11.51%
  • Stability: Code effeciency (Huge map playable on required specs)

    17 12.23%
  • Networked/LAN multiplayer to work/appear as single player

    33 23.74%
  • Hotseat/pitboss

    18 12.95%
  • General unit/building/global Balancing

    12 8.63%
  • New Content: Buildings/Units/Wonders

    7 5.04%
  • New Content: Chargable DLC

    0 0%
  • AI behviour and traits

    19 13.67%
  • Dimplomacy, and Dimplomacy features

    17 12.23%
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Thread: Which Feature would you like the next Patch to include

  1. #1
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    Exclamation Which Feature would you like the next Patch to include

    Hi, this refers to post 15/12/10 patch. Clearly there is alot of work still required. And hopefully this should give the devs a clear and unbiased view of the items they should be prioritising for on their next patch.

    I apologise for the spelling. You can pick only one item, so select your highest priority. i will add any options i may have missed if you post below.

  2. #2
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    I'm feelin pretty good about game infrastructure right now. It's time to take it online, for realzies.

  3. #3
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    They really need to work on Multiplayer.

  4. #4
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    Even though I don't play multiplayer, I just had to vote for that on principle.

  5. #5
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    Lightbulb

    Forgive me, Firaxis, if you've fixed the following via Version 1.0.1.135 (Still engrossed in first game w/ this latest patch):
    • Submarine Stealth ~ (Ability to explore rival sea tiles w/o detection)
    • Aerial Surveillance ~ (Aircraft reconnaissance option)
    • Offshore Oil Resource ~ (DirectX 10/11 graphic glitch does not reveal sea-borne oil resource tiles)
    Thanks. ~ Bamm

  6. #6
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    Here is a thing. They bring multiplayer to live they gonna get lot more of a feedback on a game itself. The game must be balanced to be playable in MP. So if people play MP, from my perspective, this could have only positive effects. From 2K/Firaxis perspective they just gonna get more rant about the game, for now. Hard nut to crack for them I guess . I also vote MP, even though I'm not gonna play it for a while. Will speed up changes.

  7. #7
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    Removal of MP totally, for good!

    No option, so no vote

  8. #8
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    Again AI and Diplomacy... AI is still dumb and cheating too much (at least it's better after the latest patch). Diplomacy is also better, but it still lack of more diplomacy options and some kind of horizontal bar, that indicate diplomatic relationship with each civilization.

  9. #9
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    Defo multiplayer. Defo. Me and the boys all wanna see it improved, add animations etc etc and same ruleset (regarding things such as move orders, ends of turns etc).

  10. #10
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    Huge Maps Crashes.

  11. #11
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    Quote Originally Posted by Ainvar View Post
    Huge Maps Crashes.
    ^This too for sure yea^

  12. #12
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    I want the next patch to include a unified race across the globe to create technology to prevent an oncoming meteor from hitting Earth. Which Civ can complete Diplomacy then technology in sequence to orchestrate efforts to prevent the meteor from hitting before turn 450? (sounds familiar) You wouldn't even have to worry about fixing the late turn freeze up. All would be understood. All you need is a cut scene .... if you don't make it.... View of Earth from outer space... A collision....

    .... and a quote....

    "If the radiance of a thousand suns were to burst at once into the sky, that would be like the splendor of the Mighty One... I am become Death, the Shatterer of Worlds."
    - J. Robert Oppenheimer, quoting "The Bhagavad Gita"

  13. #13
    I want my ingame .mp3 player from Civ4 back.

  14. #14
    what about trading maps like in the old civs games?

  15. #15
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    My thoughts on the subject:

    1. Fix single-player first. I understand people want to play multi-player games, but if you can't resolve the problems with (less complex) single-player games, there's no point. Fixing MP first would be like putting new brakes on your car, when the engine won't even start.

    2. Fix the obvious game-play errors/glitches. The stuff people have been reporting, like problems building wonders, trading goods, etc. These are the most obvious, easy-to-repair problems, so start with the basics. Again--don't worry about the broken taillight on your car, if the engine doesn't even run properly.

    3. Find out exactly WHY people are having problems with crashes. Don't sit and play on your tweaked programmer's machine--actually take a normal computer to a normal location and play a game, and then diagnose the entire system after a crash. I'm sure much of the issues are hardware problems, but if the developers can find out what the majority of the problems are and report them to players, maybe players will know how to properly adapt/upgrade their systems. Also, since memory issues are often the problem, perhaps there are ways to decrease the memory usage, or there could be options to play games with reduced memory usage (perhaps with less-enhanced graphics).

    4. Diplomacy is still very confusing and still sucks. Clearly explain, in the game manual, how diplomacy works and what affects relations, positively or negatively, and why, and to what extent. (Example, trading goods to the nation slightly improves relations, building cities close to the nation moderately lowers relations.) Real-world nations rarely, if ever, become overly friendly with, or overly hostile towards, other nations, without a significant reason (even if that reason is a misconception or a false effort to gain trust). And most often, those reasons are known. Include pop-ups for special occasions, like "Germany's attitude toward you is now Hostile. Reason: You attacked a City-State. Most players are not diplomats--they need to understand how their actions will affect game play, and why.

    5. AI Civs should stop always begging for Open Borders. No real-world nation wants hordes of enemy troops traipsing through its lands regularly. And you certainly shouldn't be penalized for NOT granting Open Borders.

    6. A change many players requested: Allow players to save their chosen options in the Advanced Setup menu. I also think that a few more options could be added to that menu, to allow players to better tweak games to their preferences.

    7. A more difficult change, but one I think players would like: allow some kind of spying. Allow certain units, like submarines (or create a new type of unit) that can enter enemy territory, without open borders, with little chance of being detected. BUT, if they are detected, there may be negative diplomatic repercussions.

    8. Some tactical game-play recommendations:

    a. Cities should heal slower. When a city is being bombarded by artillery, the citizens do not go out and repair the damage as quickly as it's being caused. See ANY history book.
    b. There should be a maintenance for city defenses. Walls and castles need upkeep and do not repair themselves.
    c. Garrisons should provide better defensive bonuses to cities. Historically, cities are far better defended by skilled troops than by the local peasant farmers, and defending a known, friendly position gives both the defenders and the position a HUGE tactical advantage.
    d. Armor should not suffer such a huge attack penalty versus cities. Yet, it is sometimes difficult to move armor within cities, but armor can also do devastating damage, before even getting close to a city's defenses. And armor can destroy defenses (like walls) more easily than troops. Much of the reason armor was developed, during World War I, was to be able to penetrate well-defended enemy positions.
    e. Naval bombardment damage should be increased. The ship-versus-ship damage was raised, but I've noted no difference in ship-versus-city or -land unit. Historically, many cities have quickly surrendered, after suffering repeated naval bombardment, and modern navies still do devastating damage versus cities and land units.
    f. If every other unit can heal, then it should be possible for aircraft to heal. If you can repair tanks, you should be able to repair airplanes.
    g. It should be impossible to station bombers on carriers. Bombers need much longer runways. Yes, some carrier-based aircraft can drop bombs, but they do not do nearly the damage of true bombers (like the B-17s).
    h. Influence from City-States for gifting units should not end after the third unit. The CS can immediately dismiss the unit and gain wealth, which should be worth at least minimal influence. Perhaps the influence could be decreased, after the third unit.
    i. With the realistic changes above, new, undefended cities would be more vulnerable, and defending the cities a bit more costly. Thus, the AI should not continue to spawn absurd numbers of Settlers and create new cities everywhere, or they are likely to be easily attacked and taken.
    j. The AI should better choose where it will settle new cities. (There is virtually no reason to create a city on a 1-tile desert island with no significant sea resources nearby.) And the AI should, perhaps, better consider the possible negative ramifications of settling right next to another Civ's city.

    Just a few thoughts--feel free to agree, disagree, or add your own. Perhaps the developers will read and learn!

  16. #16

    ????

    How about fixing the game crashing all the time, havent been able to finish a game yet.
    And once that is fixed then I can think of allowing stacked units, I do not like alot of the changes from Civ4 to Civ 5.
    Thanks,

  17. #17
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    Quote Originally Posted by BaffledWolf View Post
    4. Diplomacy is still very confusing and still sucks. Clearly explain, in the game manual, how diplomacy works and what affects relations, positively or negatively, and why, and to what extent. (Example, trading goods to the nation slightly improves relations, building cities close to the nation moderately lowers relations.) Real-world nations rarely, if ever, become overly friendly with, or overly hostile towards, other nations, without a significant reason (even if that reason is a misconception or a false effort to gain trust). And most often, those reasons are known. Include pop-ups for special occasions, like "Germany's attitude toward you is now Hostile. Reason: You attacked a City-State. Most players are not diplomats--they need to understand how their actions will affect game play, and why.
    Indeed. They didn't print the manual because it would allow them to change some of the gameplay. So far, it is spotty and far from complete. This also includes the civilopedia.

    7. A more difficult change, but one I think players would like: allow some kind of spying. Allow certain units, like submarines (or create a new type of unit) that can enter enemy territory, without open borders, with little chance of being detected. BUT, if they are detected, there may be negative diplomatic repercussions.
    Just bring espionage back. As long as there are units like spy planes, spy subs, and spy UAVs then that's good.

    8. Some tactical game-play recommendations:

    a. Cities should heal slower. When a city is being bombarded by artillery, the citizens do not go out and repair the damage as quickly as it's being caused. See ANY history book.
    Quite true. I was once attacking a Persian city with a single artillery (the rest of the army was attacking another city that turn) and it caused about 4 damage. Next turn it's healed 3 of it and I'm left with a city that's only suffered 1 damage. I needed to use the infantry to get the health down.

    b. There should be a maintenance for city defenses. Walls and castles need upkeep and do not repair themselves.
    I've always wondered why there's been no maintenance for them.

    c. Garrisons should provide better defensive bonuses to cities. Historically, cities are far better defended by skilled troops than by the local peasant farmers, and defending a known, friendly position gives both the defenders and the position a HUGE tactical advantage.
    Currently, garrisons are ridiculously weak. They don't really do anything except destroy one of your units.

    e. Naval bombardment damage should be increased. The ship-versus-ship damage was raised, but I've noted no difference in ship-versus-city or -land unit. Historically, many cities have quickly surrendered, after suffering repeated naval bombardment, and modern navies still do devastating damage versus cities and land units.
    True. Remember what happened at Yeonpyeong Island?

    f. If every other unit can heal, then it should be possible for aircraft to heal. If you can repair tanks, you should be able to repair airplanes.
    I think they do. You just leave them in a city for a few turns. But there's nothing anywhere about it.

    i. With the realistic changes above, new, undefended cities would be more vulnerable, and defending the cities a bit more costly. Thus, the AI should not continue to spawn absurd numbers of Settlers and create new cities everywhere, or they are likely to be easily attacked and taken.
    That would be nice...

    j. The AI should better choose where it will settle new cities. (There is virtually no reason to create a city on a 1-tile desert island with no significant sea resources nearby.) And the AI should, perhaps, better consider the possible negative ramifications of settling right next to another Civ's city.
    It's extremely frustrating when they do something like this. They're also very difficult to attack.

  18. #18
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    One thought on the upkeep and healing for city defences... it occurs to me that defences don't (IRL) require serious upkeep when they're just sitting there, but repairing them after damage is expensive... so let the natural healing of a city be free, but deduct gold for the extra healing from defensive building. Not sure of the appropriate amounts... if there is no money to pay for it, the healing not happen. This means that sitting there bombarding a city would actually hurt the player.

    However, I have no problem with the idea that one artillery does little damage to a city over time... it makes more sense to me that massed bombardment be needed.

    Garrisons should do more, though. Possibly with a ceiling of 20% of the city's own defence strength...

  19. #19
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    I like this idea, how about everytime one of your cities heals an HP, it deducts 1 Gold from your treasury. But I think a city should keep repairing itself even if you run out of gold, just add it to the national debt.
    Since the patch, getting tons of gold is easier now than ever before.

  20. #20
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    Duh! Of course I voted stability. Still can't get past 300+ turns. Have noticed that the save games are always missing when the game is ready to crash. Tried small maps, large maps, no CS, just using default saves, nothing works.

    If I have to use Duel maps and a small number of AI players, then the game is not worth playing.

  21. #21
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    Hmm. What to prioritise? Proper spelling.

  22. #22
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    For the love of god, we REALLY need the huge map crashes fixes!

  23. #23
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    Fix multiplayer connectivity. This really shouldn't be a major undertaking. I'm not even talking about non-connectivity related problems:

    1. Give us latency counters for each server in the server listing and for each player in server lobbies. Just the RTT (round trip time) in milliseconds would do.

    1b. Add a server setting for maximum latency. Don't let players join if they're too high and drop them from the game if they exceed it for a set amount of time.

    2. Fix server crashes when a player drops.

    3. Since the game seems to use (at least partially) a P2P architecture, drop players who can't establish a connection to every other player in the lobby. Alternatively, refuse to start until all players can connect to each other and let the host decide who to kick. This one might not be necessary if 1/1b and 2 were taken care of.

  24. #24
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    Actually, I'd love to see a hotfix to two problems; one definitely simple to fix, the other I'm guessing would be.

    Firstly, ScriptData APIs to be put back in LUA, as more advanced mods have been killed.

    Secondly, make CSs notice when you've built the road they asked for!

  25. #25
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    Fix the many annoying small design bugs. The trade window is pretty pants as it stands, and there are plenty of other details.

    But as that isn't an option I'll vote MP

  26. #26
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    Please, oh please, just have AI slots in MP function as they would in SP. I don't care if SP AI is broken and dumb, I just want AI in MP to contact you, ask for trades, declare war, not function and build like a retarded place-holder slot. It's the most gamebreaking thing missing from MP honestly.

  27. #27
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    Quote Originally Posted by BaffledWolf View Post
    My thoughts on the subject:
    a. Cities should heal slower. When a city is being bombarded by artillery, the citizens do not go out and repair the damage as quickly as it's being caused. See ANY history book.
    d. Armor should not suffer such a huge attack penalty versus cities. Yet, it is sometimes difficult to move armor within cities, but armor can also do devastating damage, before even getting close to a city's defenses. And armor can destroy defenses (like walls) more easily than troops. Much of the reason armor was developed, during World War I, was to be able to penetrate well-defended enemy positions.
    e. Naval bombardment damage should be increased. The ship-versus-ship damage was raised, but I've noted no difference in ship-versus-city or -land unit. Historically, many cities have quickly surrendered, after suffering repeated naval bombardment, and modern navies still do devastating damage versus cities and land units.
    f. If every other unit can heal, then it should be possible for aircraft to heal. If you can repair tanks, you should be able to repair airplanes.
    g. It should be impossible to station bombers on carriers. Bombers need much longer runways. Yes, some carrier-based aircraft can drop bombs, but they do not do nearly the damage of true bombers (like the B-17s).
    A. See Schweinfurt, end of discussion on that one.
    D. While Armor may be able to shoot at buildings, driving by buildings with a simple peasant and a simple bomb can disable tanks, armor's strength is the combination of defense, firepower and maneuverability, urban areas SEVERLY limit all of these. See Stalingrad and Berlin, heck check out some of the fighting all over the Eastern Front in WWII.
    F. You can, you just don't have the option to fortify until healed (only in cities, they can do so on carriers.)
    G. I agree about Bombers on carriers, an medium/dive bombing unit needs to be introduced, there is no such thing as a "true bomber," the B-17 was a heavy bomber, the B-25 was a medium bomber, the Dauntless was a dive bomber, all were bombers, neither were true nor false. The B-25 could take off from carriers, but not land, Dauntless could take off and land. B-17 could do neither.

  28. #28
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    Quote Originally Posted by snake509 View Post
    A. See Schweinfurt, end of discussion on that one.
    D. While Armor may be able to shoot at buildings, driving by buildings with a simple peasant and a simple bomb can disable tanks, armor's strength is the combination of defense, firepower and maneuverability, urban areas SEVERLY limit all of these. See Stalingrad and Berlin, heck check out some of the fighting all over the Eastern Front in WWII.
    F. You can, you just don't have the option to fortify until healed (only in cities, they can do so on carriers.)
    G. I agree about Bombers on carriers, an medium/dive bombing unit needs to be introduced, there is no such thing as a "true bomber," the B-17 was a heavy bomber, the B-25 was a medium bomber, the Dauntless was a dive bomber, all were bombers, neither were true nor false. The B-25 could take off from carriers, but not land, Dauntless could take off and land. B-17 could do neither.
    Schweinfurt is an excellent example, methinks. If I remember my history correctly (and, I admit, I'm not an expert), the initial Allied attacks did devastating damage and crippled the German ball-bearing industry. German air units were assigned to better protect the city, and then much of it was restored (though, I believe, much of the machinery was dispersed elsewhere). So, the city was certainly not able to repair itself much, during the attacks, but it was, to a great extent, able to repair itself AFTER the attacks. That might be a good example for Civ5 to follow: Allow only minimal city healing, while enemy units threaten the city (are within striking range), but allow greater healing, when no enemy units are near.

    The Armor issue is a bit more obtuse, I admit, because traditionally, armor units would travel with infantry units and work together (or infantry is actually part of the armor unit), and the game does not indicate whether a unit of tanks, for example, consists ONLY of tanks. Also, the act of "capturing" a city has near-infinite variables. If a groups of tanks was, for example, to attack my home town, there is a lot of room to maneuver and no major obstacles--all the tanks would have to do is start lobbing shells into the city, and everyone would flee or surrender. Quite simply, the tanks would continue to cause incredible damage, and it would be difficult to destroy them or defend against them. However, it would be much easier to blockade the streets of Paris against tanks. In other areas (such as a city surrounded by wide-open areas without cover), it would be easy to defend against infantry, whereas tanks would be able to lob shells over or through fortifications. My overall point was that tanks should not suffer such a vast penalty for attacking cities--depending upon the scenario, they could be as effective--or moreso--than simple infantry.

    Perhaps I'm not seeing something, or not doing something right. But, I've never seen a damaged air unit heal, even when stationed in a city for a long time, and I've never seen an option to tell it to heal. Thus, my comments.

    The introduction of carrier-based medium bombers would be nice--but I think it insignificant, compared with all of the other changes necessary to make the game more playable and enjoyable.

  29. #29
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    Just to confirm, Fighters, jets, stealths and bombers all heal in any turn they are not used. Im a prolific airplane user so guarantee you this is the case.

  30. #30
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    I think multiplayer should be the #1 priority here(even though i don't play it) but a diplomacy/AI comes a close second despite the latest patch release. The patch both improve the AI diplomatically but yet degraded in terms of gameplay and reaction.
    1. AI's are trying to grab as much land as possible- in my current game, Japan chose colonize in the middle of my territory(there was a unclaimed area due to razing) and they even settled on 1 tile islands with snow, colonizing other continents like this is ridiculous.
    2. It's almost impossible to try to fix relations with AI once they've denounced you
    3. Cities are now extremely overpowered and everyone loves city spamming.

  31. #31
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    Quote Originally Posted by BaffledWolf View Post
    Schweinfurt is an excellent example, methinks. If I remember my history correctly (and, I admit, I'm not an expert), the initial Allied attacks did devastating damage and crippled the German ball-bearing industry. German air units were assigned to better protect the city, and then much of it was restored (though, I believe, much of the machinery was dispersed elsewhere). So, the city was certainly not able to repair itself much, during the attacks, but it was, to a great extent, able to repair itself AFTER the attacks. That might be a good example for Civ5 to follow: Allow only minimal city healing, while enemy units threaten the city (are within striking range), but allow greater healing, when no enemy units are near.

    The Armor issue is a bit more obtuse, I admit, because traditionally, armor units would travel with infantry units and work together (or infantry is actually part of the armor unit), and the game does not indicate whether a unit of tanks, for example, consists ONLY of tanks. Also, the act of "capturing" a city has near-infinite variables. If a groups of tanks was, for example, to attack my home town, there is a lot of room to maneuver and no major obstacles--all the tanks would have to do is start lobbing shells into the city, and everyone would flee or surrender. Quite simply, the tanks would continue to cause incredible damage, and it would be difficult to destroy them or defend against them. However, it would be much easier to blockade the streets of Paris against tanks. In other areas (such as a city surrounded by wide-open areas without cover), it would be easy to defend against infantry, whereas tanks would be able to lob shells over or through fortifications. My overall point was that tanks should not suffer such a vast penalty for attacking cities--depending upon the scenario, they could be as effective--or moreso--than simple infantry.

    Perhaps I'm not seeing something, or not doing something right. But, I've never seen a damaged air unit heal, even when stationed in a city for a long time, and I've never seen an option to tell it to heal. Thus, my comments.

    The introduction of carrier-based medium bombers would be nice--but I think it insignificant, compared with all of the other changes necessary to make the game more playable and enjoyable.
    War Made New - Max Boot talks about Schwienfurt ball bearing factory being hit in the day, and repaired over night, no net effect (author was talking about the ineffectiveness of strategic bombing.)

    If you pass a turn with an active aircraft in a city, it will heal a bit between turns.

  32. #32
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    Trade routes to foreign countries/cps.

  33. #33
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    [QUOTE=snake509;1306646]War Made New - Max Boot talks about Schwienfurt ball bearing factory being hit in the day, and repaired over night, no net effect (author was talking about the ineffectiveness of strategic bombing.)

    Unfortunately, that was one factory, within a city. Some reports state that, overall, the bearing production was quickly decreased by as much as 1/3 or more, most of the factories were devastate by bombs and fire (as was much of the rest of the city, with more than 1,000 deaths reported), and the Germans dispersed much of the remaining equipment elsewhere while INCREASING DEFENSE OF THE CITY. That is not the same as an entire city being under constant siege AND being able to immediately repair all of the damage AND continue to keep up the same amount of production.

    While the operations against Schweinfurt were not nearly as successful as the allies had hoped (they hoped to quickly cripple German production), and the Germans were EVENTUALLY able (through extensive dedicated effort) to restore the factories, the damage was not repaired as quickly as it was caused. And, what's more--repairing the damage quickly came at great financial cost and diversion of resources from elsewhere.

    Now, if the Germans had been able to repair 80-100% of the TOTAL damage to Schweinfurt, immediately after each attack, with no financial cost, and without diverting extensive resources from elsewhere, and without adding defenses to the city, and without any decrease in overall production, THEN I could understand, and possibly agree with, the incredible healing rate of cities in Civ 5.

  34. #34
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    Quote Originally Posted by BaffledWolf View Post
    a. Cities should heal slower. When a city is being bombarded by artillery, the citizens do not go out and repair the damage as quickly as it's being caused. See ANY history book.
    Quote Originally Posted by snake509 View Post
    A. See Schweinfurt, end of discussion on that one.
    These kind of comments are both amusing and annoying as hell. One guy cites some supposedly historical example, another guy throws his own specious historical counterpoint. Both are subjective, and neither actually are particularly compelling arguments because historical context alone doesn't address the ramifications on the actual gameplay. Gameplay trumps realism.

    In Civ V it's not feasible to have enough units to defend every inch of the empire, so an attacker can concentrate attacks on an undefended area with relative ease. Cities need to be tough nuts to crack in their own right. That is why they should not heal slower. I suppose you could slow down the healing, but give them oodles of hit points. You could also give them more offensive power, rather than tapping lightly for 1 point of damage (and creating an annoying unending cycle with fortified units healing 1 HP every round), but I suspect players would really hate that.

    Personally, I'd be happy if cities couldn't defend themselves at all, but we would need to go back to stacking units--at least within a city, as we currently can do with aircraft--and it would have to be less costly to maintain a standing army. The current system of gouging the player for every unit regardless of its quality or activity is just plain sloppy. Maintaining Mech Infantry deep in foreign territory should not be just as expensive as maintaining that worker unit you put to sleep until oil wells are possible, or that Caravel you've dry-docked until you can hopefully upgrade it one day. It's neither realistic, nor does it make for good gameplay.

    If you can have a cost-effective army big enough to defend your empire rather than just stage preemptive raids into other player's empires, then undefended cities could just be up-for-grabs.

  35. #35
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    [QUOTE=BaffledWolf;1306778]
    Quote Originally Posted by snake509 View Post
    War Made New - Max Boot talks about Schwienfurt ball bearing factory being hit in the day, and repaired over night, no net effect (author was talking about the ineffectiveness of strategic bombing.)

    Unfortunately, that was one factory, within a city. Some reports state that, overall, the bearing production was quickly decreased by as much as 1/3 or more, most of the factories were devastate by bombs and fire (as was much of the rest of the city, with more than 1,000 deaths reported), and the Germans dispersed much of the remaining equipment elsewhere while INCREASING DEFENSE OF THE CITY. That is not the same as an entire city being under constant siege AND being able to immediately repair all of the damage AND continue to keep up the same amount of production.

    While the operations against Schweinfurt were not nearly as successful as the allies had hoped (they hoped to quickly cripple German production), and the Germans were EVENTUALLY able (through extensive dedicated effort) to restore the factories, the damage was not repaired as quickly as it was caused. And, what's more--repairing the damage quickly came at great financial cost and diversion of resources from elsewhere.

    Now, if the Germans had been able to repair 80-100% of the TOTAL damage to Schweinfurt, immediately after each attack, with no financial cost, and without diverting extensive resources from elsewhere, and without adding defenses to the city, and without any decrease in overall production, THEN I could understand, and possibly agree with, the incredible healing rate of cities in Civ 5.
    I still suggest reading the book

    Think of the repairing city strength to fortifying the streets and what not, doesn't take much to make a city defensible

  36. #36
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    dimplomacy?

    twice?!

    Please tell me that's a joke

  37. #37
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    Oct 2010
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    I still suggest reading the book
    Are you saying that one day after the allied had bombarded e.g. Dresden or Hamburg people went out and repaired the cities to nearly 100% of their former glory.

  38. #38
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    each turn is a lot longer than a day

  39. #39
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    Sep 2010
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    Dimplomacy!

    Would also be nice if large maps did not grind to an effective halt once you reach the ADs.

  40. #40
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    Sep 2010
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    181
    Quote Originally Posted by turcu View Post
    Are you saying that one day after the allied had bombarded e.g. Dresden or Hamburg people went out and repaired the cities to nearly 100% of their former glory.
    I'm referring to the strategic bombardment used by the US Bomber Command, not the wanton destruction encourged (misguided as it may be) by Harris.

    If you were to cause a similar amount of destruction in this game, reduce the city to 0% and then see how much it repairs in a turn.

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