Saw something like this in another topic, thought it deserved it's own one.
This is just for things that you think need to be fixed, not problems you have with the game (i.e. No 'Bring back SoD' or 'Free DLCs')
Stuff like 'Nerfs'
The List
- Diplomacy needs work (vague)
- Functioning MP AI
- MP Stability
- "Supercharge" Honor (as done with Liberty and Tradition)
- Fix AI building city adjacent to your empire
- Fix Naval AI
- Wats/Public Schools not count for legalism
- Option to turn off El Dorado and Fountain of Youth
- Tactical AI Improvements
- Diplomatic AI Improvements
- Buff mounted units
- RA cost double in era 3/4, triple in era 5/6/7
- MP Animations
- Post Game Info Screen (PGIS) and History map
- Positive Diplomacy modifiers
- Buff tanks
- Ironclads upgradable to battleships
- Less Unit Maintenence for Ottoman and Germany (To combat large early-game barb armies)
- Conversion of Promotions (EG. Accuracy becomes shock when Xbowmen becomes rifleman)
- Theocracy SP unhappiness reduced by 15% (Not 25%)
- Golden Age boosts production by 25% instead of 20%
- Fix team game rules (?)
- Ability to play MODs in MP
- No more immediate friendships and research agreements after a war. Civs will stay guarded or hostile towards another civ for at least 30 turns, if not getting gifts or other positive gains.
- Better diplomacy (in all areas)
- Better AI in all areas (naval, combat, city placement/building, worker use, resource handling etc.)
- Civs will target units in forts
- Make research cost more. All technologies more expensive.
- Research agreements: make them cost more! Dozens of AI's RA's usually ruin the game for me. They advance way too fast. Something need to be done for this. Perhaps Classical Era RA cost should be 500 gold, Mediaval Era 750 gold, Renaissance Era 1000 gold, Industrial Era 1250 gold, Modern Era 1500 gold and Future Era 2000 gold.
- Option to turn RA's off in advanced menu.
- "Supercharge" Freedom
- "Supercharge" Commerce
- America UA buff; perhaps unit maintenance bonus or, more GG points earned or units gain experience faster.
- Germany UA buff; perhaps improvement maintenance or faster workers.
- Ottoman UA buff; as Turks/Ottomans were famous of using gunpower and cannons/mortars some promotion for all siege weapons.
- Trading Post buff.
- Forts can be upgraded to Canals (one land tile).
- Forts produce +1 culture after dicovery of Flight.
- New Bunker improvement. Stronger than fort. Hard to detect ie; ”not visible to enemy units afar”. Air units can detect them. Forts can be upgraded to bunker after discovery of Dynamite.
- New Mortar (similar to the Grenadier unit in Civ4) ranged unit. Becomes available after the discovery of Chemistry. Crossbowman can be upgraded to them-
- Defensive Pact gives also a small % unit maintenance or unit production bonus (similar to research agreement, but military agreement). Add a cost to DP.
- Great Artist can be used to gain culture towards Social Policies.
- Regenerate Map option.
- Stronger Tanks.
- Ironclads buff.
- Vassals (See linked post for details
- Allow non-repeating techs to dead-end
- Mod dependencies/load order control. Failing that, just a simple load order control like defining n stages, and allowing the mod to specify which it is in.
- A civilization reference in Unit_UniqueNames, so you can have civ-specific great person names (for example)
- Make Action Icons and Specialist Icons actually feed properly from the database, rather than a hardcoded list in the UI lua
- GameEvents: CityCanTrain (like CityCanConstruct but for units), PlayerCanTakePolicy and PlayerCanResearchTech (similarly), CityCaptureBegins (like CityCaptureComplete), and ones for gain/loss of buildings and construction/destruction of buildings - lots more wanted, but those would be good.
- Buff Great Merchants
- Killing Barbarians near a CS with a ranged unit should count.
- AI escorts embarked armies with naval units
- Camel archers shouldn't require horses
- Turtle Ship UU for Korea :P
- Cavalry get open terrain bonus
- Ability to pillage Improvements with Bombers and siege



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