Small Issues That Need Corrected In The Game's General Play
OK, first let me state I Love CIV - If I didn't I wouldn't have bought it. Like most games, there is always going to be little clean ups necesarry once a release has been made. Here is my top 5 complaints:
MOVEMENT OF TROOPS - When you are moving troops from one designated area to another in a movement that is more than one tile, the game WILL NOT advance the troops sometimes like it should PRIOR to the next turn. I'll give you a for instance: I have a tank that is moving a total of 15 squares, it's currently on movement 2 of the required 6 movements it takes to get there. After going through all the troop movements the game has found for me, I then click on the tanks just to see if they have exhausted their movements during this turn. NOPE, they still have ALL movements left. Thinking that maybe it will just move once I select the "Next Turn" button, to my great surprise, it doesn't move forward until AFTER the close enemy city gets yet ANOTHER glorious opportunity to unleash upon it!!! SECONDLY - Is it just me or when I do multiple movements does CIV "PURPOSELY" make my troops march close to each and every enemy city along the way!!?? I swear you have made it where my troops will go MILES out of their way to "SWING" by an enemy city along its journey to commanded location. If I don't purposely mark each and every step of the route, I can be assured my troops will kiss every enemy city within 4 tiles of its destination!!!
LEADERS - This game needs to take in account the "political" change within society along the age line of the game. This game is WAAAY to Liberal in its stance on domination back in the early years when conquest and military might was an "acceptable" practice amongst different groups of societies. If you want to make the game as close to our true reality, then you need to set the game's "TOLERANCE" levels to match the different ages as it comes through the years... Secondly, the AI's of the leaders isn't that good at all. It only calculates out parameters that you have pre-installed without taking into account: greed, personal interest, leverage of position, leverage of current world situation, political strategies, etc. - To make AI's more world like there needs to be a calculating "factor" that enables the AI's to think about the ongoing conditions and their end game. For an example - during my first play as the Aztec's, I dominated the world crushing Egypt for taking most of America's cities. Once captured I went back to George Washington and gave him the cities for free. Do you think in real life he'd be happy? Of course, but in the game he was ANGRY at me the entire game for being a conqueror. The strategies of the leaders need to be multi-leveled and complex. They MUST be able to "fake" political correctness when it is in the best interest of their country.
And Last - UNIT's RANGE - From the EARLIEST boats to the latest naval firepower, the range is absolutely the same!! C'MON GUYS!! We all know a modern boat can shoot a rocket inland over 600 miles, do you think you might be able to increase the range of firepower at least one more tile!! GHEEZ!! Secondly, ONLY in early combat of naval ships does terrain play an intricate part in firing down range. After about 1900's the "TRAJECTORY" of arms fired from a ship are such that mountains ranges are for the most part not even a factor.
Want to make this game more fun? Then start looking at and adjusting some of the more simple issues that should be already part of the original release. Hire military strategists, consult political advisers(not just liberal ones), and consult some long time CIV players and squeeze from them every single intricate detail of things they want to see. I know you're going to tell me you already do have a beta testing group, but from the looks of things, it more about working out the kinks for the game mechanics, NOT game concepts..