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Thread: Items that require a patch (no complaints please! just the issues)

  1. #1
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    Items that require a patch (no complaints please! just the issues)

    Ok,

    I haven't seen one of these threads actually work yet, so here's the deal:

    I'll keep this first post updated with all of the gameplay issues found that need to be fixed. Please post technical issues over in the support forum. This isn't for complaints, long winded discussions or comparisons to prior civ games. Just the broken features in the game. I'll even break them down by type as we go. I'll remove items if/when they actually get fixed. The focus here is to highlight actual broken features, not ask for new/changed features.

    Single Player

    Scenarios
    New World Scenario - The UI for the civil service prereq of Animal Husbandry is overlapped with the Horseback Riding tech. Move Animal Husbandry to grid (1,3) and it's fixed. (also delete the duplicate update for Horse Back Riding)

    AI - Diplomacy Issues
    - Liberating dead civs makes the other AI civs react to them as if they were City-States. Ie, they choose the diplomacy statements that are reserved for city-states rather than treat them as other civs.

    - Liberated dead civs aren't set to a 'friendly' state after you bring them back to life. Which is just odd given that you were nice enough to let them play again and they are now forced to vote for you in a UN election.

    - The AI will choose the 'I guess we should be at peace now' text, but when a peace offer is given it will refuse one. Even when 'what will make this work?' is selected, there is no option.

    - The AI will say that a deal can't be done, if asked, but will accept it if it is proposed. (text should read something like: You're being very generous)

    - AI civs can declare war on dead civs. The text for those civs are missing.
    -- Addition: The AI sometimes uses the wrong text when talking to you about City states or other civs (now dead).

    - The AI will randomly redeclare war on you.

    - City States keep their friend/ally levels with dead civs. Ie, if a city state is liberated after it's ally is dead, it will still be allies with that dead civ until your liberation bonus outweighs the dead civs prior levels.

    - If an AI signs a friendship pact, they should not be trying to settle near you/beyond your borders.

    - If you are friends with the AI and it requests a gift, not giving one results in a relations hit. Giving one does not give any benefits. On the other hand, asking (i.e. demanding) anything from the AI always reduces relations regardless if it was accepted or not.

    AI - Behaviour

    - Suicidal Embarkation. The AI just doesn't seem to pay attention, or know how to do this correctly, to what is around it and will embark land units even though an enemy has a navy sitting right there (which they are at war with) which will wipe them out. They also seem to enjoy diving into the water after an attack just to turn around and jump back into the prior tile. It seems more random than purposeful as it just gets them killed off; even in AI vs AI battles.

    - The AI will spam settlers at you after it declares war to try to settle cities near you. (makes for easy grabs of new workers)
    - The AI needs work on using naval units for bombardment purposes. It will sit a single ship beside a city and let it get destroyed rather than bring in multiple ships.

    - The AI won't move a unit that is getting bombarded, even when it is obvious that the unit will die if it sits there and just fortify/heals. (usually the unit is alone)
    -- This includes workers who wander too close to cities in a time of war.

    AI seems unable, or unwilling, to use amphibious assaults. This is primarily for cities that have already been bombarded, but can be extended to attacking units on a coast. (easiest defense is a bunch of archers/scouts and the big bad GDRs won't even land)

    - AI doesn't ranged attack embarked units.

    AI - Cheats
    - The AI can stack military units while attacking
    - AI can purchase/build units in puppet cities. (Note: All we see is units appearing in the city. So this is the best bet. Unit teleport is not out of the question though)
    - The AI can also keep military units stacked which prevents the destruction of all but one of the stacked units.


    Game Balance
    -- The promotion/upgrade system still needs some work post-December patch.
    - Upgrading standard units should remove the prior base promotions/negative promotions instead of tacking on the new default promotions on top of the old ones. Ie, a Caravel that gets +2 sight range that is upgraded to a Destroyer (+3 sight range) now has +5 sight range. Earned promotions should stay.
    - Siege units from pre-cannons keep their +att vs. cities when upgraded. Thereby gaining 2 +att vs. cities promotions

    - A Liberated City-State stays in permanent war mode with the civ that you liberated it from. There needs to be a way to force a peace between them. (Too often you can go and liberate a city-state and then make peace with the other civ, just to have the city-state get wiped out in the 10 turns of peace. Begging the question of why does this feature exist?)

    - Victory conditions are unbalanced. Culture and Science VCs are a lot longer/harder to get than Domination or Diplomacy.

    - Domination victory should require a collection of caps rather than just having the last one. An alternate condition could be a percentage of territory covered by culture borders. (similar to previous games)

    - Siege units and archer units use their Ranged attack strength when defending against other ranged attacks. This is especially bad against naval bombardment. They should be using their combat strength as they do against land melee units.

    - Subs are fairly useless on their own. Destroyers can kill them in one shot, but subs cannot do the same to them. (I've even seen a ship of the line take out a sub in one shot!) Even though the Sub is supposedly stronger than the destroyer.
    -- Ranged attack of (S) 60 against (D) 35 CS vs. RA of 22 (D) against (S) 25 CS.

    - Indias UA is not working as intended; given the way the happiness is calculated at the moment. It is too easy to ICS as India whereas the concept was for less cities but higher population. Primarily this is due to the %off unhappiness for city population. A good fix (overall) would be to only have happiness from buildings cap out at the final unhappiness generated in the city. This would also cover the -25% unhappiness (december patch raised it from -20%) from Theocracy.

    - City tile acquisition via culture should not be reset after a city is taken. It allows very small cities to have far more culture area than large cities with major culture improvements. If the culture counter is reset, then so should the culture area of the city. Else, it should stay where it was.

    - Razing cities should not count towards National Wonder building numbers. Right now they count as 'annexed' as well as burning, so stop all production of National Wonders. (unless they had that particular building already) The city is burning, of course we don't care what they have anymore. (This is only for when you take a city during war and select the Raze option)

    - Trade resource then pillage / repair / re-sell / repeat. Abusive Exploit!

    - Switching back and forth from Liberty/Autocracy regives the free units.

    - Siam Wats don't need libraries before building them and they can be received via the 'free culture building' SP of Legalism.
    -- Wats should act like universities wrt to pre-req buildings and they are not in the 'culture building' class.

    Broken features
    - Liberating (dead) Civs lets you use their territory as if it was a City-State which you gained ally status with; even though they complain that you have an army in their territory and act as a normal civ with respect to diplomacy and you.

    - If you capture a city that has a wonder, and give it away, you still get the benefit of the wonder. Ie, The Great Lighthouse is still effective for all of your naval units regardless of if you still own the city it is in. (this might be related to the reincarnated civ issues)

    - When gifting a GDR via the diplomacy screen, you lose it and the uranium forever. And the GDR does not appear as a unit controlled by the City-State. (It's just gone)

    - Subs can be seen and shot at by pretty much anything including cities.

    - City State settlers do not always turn into cities. I just started a game where 10 city states were killed off within 30 turns. (the first went on turn 12 - Huge Earth Map)

    -City state placement can be very poor. CS are sometimes placed right at the minimum tile distance for cities In one instance, one CS spawned right next to my warrior and I killed it on the very first turn. (this was from another poster, but I just verified this in a post-Jan. hotfix game where I found a CS settler 2 tiles from where my settler spawned. This was on a huge map, so it's not like there wasn't space)

    - City States sometimes do not use workboats to upgrade resource tiles. (Mainly Oil, but I've seen pearls/whales sitting unused)

    - The icon that tells you how many aeroplanes are in a city is always visible. Even if the city is below the fog and you don't know it's there. You can also click on it to see what is stationed there. (not good) Let's just assume this carries on to carriers. (even though the AI doesn't build them)

    - Machu Pichu is destroyed if the city it was built in is captured. If built on a Natural wonder, the game re-reveals the natural wonder.

    - Horse archers (Chariot Archer, War Chariot, Camel Archer, Keshik, War Elephant etc) do not benefit from the Stable production boost which should apply to all mounted units. This is because the patch that fixed horse archers receiving melee promotions turned them all into the archer unit combat class. They should really have their own unit combat class and thus be able to receive the stable bonus.

    - The AI will call you out for having 'troops on it's border' when it passes by any 'large' group of your units with one of it's own. no matter where it is in the world. (Ie, a civ from the other side of the world where my closest unit is 30 tiles away will still complain if it sees a group of 10 units in my own borders with a scout)

    - Hitting the ESCape key during a trade with the AI can lead to not seeing the AIs side of the table in future trades until a restart of the game happens.

    - City placement algorithms (validation) does not take water tiles or mountains (I guess) into consideration. This leads to cities that will break the minimum distance requirement due to being on islands.
    - update: the dev did make a change for different 'continents', but this can still lead to island spam anyways.

    - Helicopters can take cities; Even though they have the 'cannot take cities' negative promotion. (right mouse click action)
    - Siege units can melee attack. Even though they have the 'cannot melee attack' negative promotion. (right mouse click action)

    - Ranged kills do not trigger the influence bonus for City States.

    Missing text/animations/Civpedia entries/incorrect tooltips/graphics

    - medical lab "effects stacks with Hospital"
    instead of aqueduct

    - "Lord Elizabeth of England", "Lord Catherine of Russia", ecc (gender based titles would be nice)

    - Can be told that a road will link a resource to the trade network (Civ 4) when trying to build a road tile on a resource.

    - Machu Pichu sticks around even if some other city made the wonder. This leads to multiple MP's shown on the map; but only one is real.

    - The Science turns to complete estimate is off by one or two turns consistently.

    - Mobile Sam units of the player are missing the animations. (In some cases, the animations are only called once or twice per game load)

    In the game setup you can simultaneously select both "no barbarians" and "raging barbarians".

    - Fallout on tiles randomly do not show after loading a game.

    Achievements
    Achievements can be done by the AI!
    - The Ottoman achievement for getting the large barb fleet was recently performed by an AI in a game where I was not also the Ottomans.
    - The American Flying Fortress achievement (use a bomber to bomb a city) can be done by the AI

    The achievement for building 1000 temples is bugged. AI temples count towards the total.
    - Babylon achievement can't be received if you got them in the Digital Deluxe version. (I checked and some people are getting the achievement, so it must be due to the DD version having babylon but the achievement coming with the DLC version)

    There are plenty of other achievements bugged as well. (Two main bug categories here. Achievements that can't be had due to not triggering and achievements that are triggered by the AI)
    Last edited by MadDjinn; 03-09-2011 at 07:19 AM.

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    Multiplayer

    (small gripes but still leaving the majority of the MP issues for the MP section)

    - DLC civs cannot be played in MP.
    -- At least not when a single player has them. (Ie, I have Babylon but can't play it if no one else does)

    The connection infrastructure needs more work to allow MP games to even occur.
    Last edited by MadDjinn; 03-06-2011 at 11:14 AM.

  3. #3
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    updated with a few more.

  4. #4
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    The Deer resource is not a tradeable resource, infact, it does not exist as any benefit at all, and you actually get more food fro ma farm rather than a pasture on deer hexes mid game due to research bonuses. Needs fixing.

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    Civillian units from one Civ or City State should be able to stack with military units from another Civ or City State as long as the two are not enemies (at war). This comes up because I had a game where a City State requested that I build a road to it. But the city state was on the other side of a penninsula blocked by mountains with only ONE pass. The City State placed a unit on the pass and never moved it the rest of the game, thus, I could NEVER place a worker on that tile to finish a road.

    Alternatively you should be able to ask AI Civs and City States to move specified units through diplomacy.

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    Quote Originally Posted by MadDjinn View Post

    - If you capture a city that has a wonder, and give it away, you still get the benefit of the wonder. Ie, The Great Lighthouse is still effective for all of your naval units regardless of if you still own the city it is in. (this might be related to the reincarnated civ issues)
    I think this happens because the Great Lighthouse gives a promotion to all your military naval units. That promotion is probably permanent (even if you lose control of the Lighthouse).

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    Quote Originally Posted by MadDjinn View Post
    Missing text/Civpedia entries/incorrect tooltips
    - Incorrect time estimate for a worker to complete a tile improvement shown in the Worker Action Panel when the worker is selected. The correct time is listed in the workers main window. Ie, A worker is taking 8 more turns to make a farm (as seen in the main window 'time to complete' section). But if you hover over the farm selection in the Worker Action Panel, it says 4 turns.
    This is probably the result of having a forest, jungle, or marsh underneath the improvement that requires clearing. Highlighting over the farm selection in the Worker Action Panel shows you that it will take 4 turns to complete the farm, but if it is also going to take 4 turns to clear the forest, jungle, or marsh, then the worker main window shows the sum of the two (8 turns).

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    Stealth bombers don't promote

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    Also, this topic would probably be more appropriate for the Technical Help / Feedback forum. You may want to move it there.

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    Missing Ability
    -Air units do not have the scouting ability they had in Civ 4. I'm not comparing games... just saying its a required feature for air, as you can not bomb cities or do air sweeps into places you don't have in your LOS. It makes no sense that you have to send in land units to die to see something you want to bomb... air planes original purpose in war was to scout, and its still one of thier major roles... this HAS to be added, its not a "would be nice to have"

    Game Balance
    -The American minute mans ability, all terrain costs 1 movement... meaning he can move twice in hills/forests also mean he doesn't get to use roads. This actually hurts you later, as his ability stays as he is upgraded. Thus, while your other mech infantry fly around on railroads, the one upgraded from minute men can only move 4 tiles... really annoying during a way over 2 sides of a large empire.

    -Helicopter gunships can use roads, makes no sense, and isn't balanced. Right out of the gate a gunship can have 8 movement, 6 + 2 from promotions from barracks/armory etc.

    -Helicopter gunships can take cities, this makes no sense, and is enormously over powered. Bomb a city deep in enemy territory, send in gunships, bam you can take a few cities deep in his territory in 1 turn.

    -Too many units can fight back vs aircraft... How does a frigate to 5 damage to my jet fighter? I really hope this is a mistake and not intended... one of the first things that will be modded out if Devs don't fix it first.

    AI - Behavior
    -AI does not protect its workers, and only 1/2 protects its settlers. You can go to war, farm the enemies workers, and then choose peace when you feel like it, and you have a huge labor force in a few turns, its way too easy.

    - AI does not build proper units to wage war in the modern era. They are very slow to upgrade units, and spam out anti air vehicles rather then tanks and mech infantry. This requires more investigation on my part as I have only played 1 game to the modern age sofar, can anyone else confirm/deny?

    -As stated many times, all over the place, AI fails at navy and naval invasion. This needs major work or anything that has water dividing land masses isn't playable if you want a challenging game.

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    Good thread.

    AI - Diplomacy:

    The AI will not accept trades even though they had just offered it. e.g. Pact of Cooperation is offered, you hit "Back", then offer the same Pact of Cooperation but they refuse.

    After liberating an AI from death they don't seem to be very appreciative.

    AI - Behaviour:

    Opposing AI workers build roads to nowhere.

  12. #12
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    Another one I forgot:

    AI behavior
    - It seems when they did the patch to fix AI giving too much away, they broke it the other way. Now an AI will never give up gold cities, or resources after a way, no matter how badly you beat them, at least for me, king/emperor difficulty. Anyone confirm/deny?

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    Quote Originally Posted by MegaBearsFan View Post
    This is probably the result of having a forest, jungle, or marsh underneath the improvement that requires clearing. Highlighting over the farm selection in the Worker Action Panel shows you that it will take 4 turns to complete the farm, but if it is also going to take 4 turns to clear the forest, jungle, or marsh, then the worker main window shows the sum of the two (8 turns).
    nope. this counts for any set up. I verified it when I was building a farm on a grasslands tile. no marsh/forest/etc.

    It normally adds the turn count for removing the forest/marsh etc to the shown number.

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    Quote Originally Posted by Simkill View Post
    The Deer resource is not a tradeable resource, infact, it does not exist as any benefit at all, and you actually get more food fro ma farm rather than a pasture on deer hexes mid game due to research bonuses. Needs fixing.
    I'll have to double check on the tile benefits, but pretty sure it works as advertised. Deer is a 'bonus' resource. Ie, food. All of that class of resource are non-trade-able.

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    Quote Originally Posted by MegaBearsFan View Post
    I think this happens because the Great Lighthouse gives a promotion to all your military naval units. That promotion is probably permanent (even if you lose control of the Lighthouse).
    Yeah, so the wonder feature seems broken if all you have to do is occupy a city that had the wonder for 1 turn to get the benefit of the wonder.

    As per where this one belongs:

    It's not technical support related. I'd rather leave that out of the thread. This is more about intended features/etc that don't work as stated.

    Stealth Bombers :- Is there anything that says they are supposed to be upgradable? (If they aren't then the civpedia should state that no promotions will be given/XP earned)

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    updated with some City-State unit gifting issues.

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    bump.... . . .

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    "The Deer resource is not a tradeable resource, infact, it does not exist as any benefit at all, and you actually get more food fro ma farm rather than a pasture on deer hexes mid game due to research bonuses. Needs fixing."

    utterly incorrect, a deer resource with a camp gives the exact same bonus as a farm with civil service/fertilizer, but you can get the bonus alot earlier.

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    Just saw this one...

    Acheivements can be done by the AI!
    - The Ottoman acheivement for getting the large barb fleet was recently performed by an AI in a game where I was not also the Ottomans.

  20. #20
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    Please also check this list compiled at civfanatics:

    http://forums.civfanatics.com/showthread.php?t=384268

    It's quite complete...

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    Sometimes when you make peace with AI it will last the remaining of the game and you are unable to declare war on them.

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    Quote Originally Posted by Remconius View Post
    Please also check this list compiled at civfanatics:

    http://forums.civfanatics.com/showthread.php?t=384268

    It's quite complete...
    most of that list is feature change requests or outright add/delete of features, so less useful for actual bug fixing issues.

    The ones I'm posting are mainly bugs in actual features. Which is all I'm trying to get at for the moment.

  23. #23
    They need to change the tech tree a little. I got the tech for anti-tank guns prior to getting the tech to build tanks. It's a great unit mind you but .....???

  24. #24

    Maritime city states

    I've posted elsewhere, but I'll just copy&paste for this one. Pretty big balance issue concerning city states.

    So here's the issue: Especially playing with Alexander, the gold-food ratio of maritime city states is totally of the hook, especially in the later eras.

    To take an example. Right now I play Greece, I'm in the renaissance era. I get 5 food in my capital and 3 in every other city PER MARITIME CITY STATE that I'm allied with. Now, I've unlocked the Patronage social policy tree and got an extra 25 % reduced cost on that food.

    My relationship with the city states degrades at a rate of 0,37 points pr turn. I pay, in average 250/30= 8,33 per point. So I pay about 3 gold per turn for 32 food (5 in my capital city, and 3 in my nine other cities)!!! Of course, if I had more cities, I would have even better value for the gold.

    Compare that to the yield of a Granary. 1 gold for 2 food, and remember you have to add the hammer cost. If I was to get the same benefit from a combination of granaries and water mills (2 gold for 2 food), we're looking at between 16 and 32 gold pr turn (depending on how many of each you've got). AND the hammers....

    And if you switch farms to trading post adding up to 32 food, I can essentially switch 16 farms and turning 32 food into 32 gold! So by paying 3 gold I can get back 32 gold - a net yield of 29, PLUS I get access to the city state's resources. Compare that to switching farms for trading posts by building granaries and water mills (9*2 =18 food from granaries, 7*2 =14 food from water mills. Total 32 food), now I need to pay 23 gold maintenance, AND a hammer cost of (100*9 plus 120*7) 1740!! For a net yield of 9 gold!
    Pretty awesome difference.... I know that the city states don't yield that much in the earlier eras, but they're still A LOT better than buildings. Even if you don't play Alexander. AND the city states will go to war with you. AND it can even directly help you win the game (diplomatic victory).


    This MUST be fixed. Maybe they should turn the food benefit from granaries and water mills into some sort of percentage modifier, or make it increase with certain technologies. OR nerf the maritime city states - A LOT. Anybody else got an opinion on this?

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    Quote Originally Posted by Haggbart View Post

    This MUST be fixed. Maybe they should turn the food benefit from granaries and water mills into some sort of percentage modifier, or make it increase with certain technologies. OR nerf the maritime city states - A LOT. Anybody else got an opinion on this?
    There are two mods out to address this, both from the 'Balance' series.

    1) Less useless buildings: Changes some buildings effects/cost, included is Granaries are 0/gpt.
    2) City State balance: Decreases the Maritime resources in the capital to what it'd be in a normal city, and Militaristic allies churn out units 25% faster.

  26. #26
    Quote Originally Posted by johnjacob View Post
    There are two mods out to address this, both from the 'Balance' series.

    1) Less useless buildings: Changes some buildings effects/cost, included is Granaries are 0/gpt.
    2) City State balance: Decreases the Maritime resources in the capital to what it'd be in a normal city, and Militaristic allies churn out units 25% faster.

    Thanks! Guess I still want an official fix of this problem. U know, just to have it in the context of whatever other changes they'll be doing.

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    Wonders:

    Chichen Itza state that it decrease the culture cost of acquiring a hex in every city by 75%, but it actually only does so in the city it is build.

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    i dint buy a game to be a beta tester
    Swiis cheese spings to mind

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    Just realized an AI cheat. It ignores 1UpH. I've watched the AI stack units while it attacks and sometimes it then shifts units around after its turn.

    Sometimes it doesn't, which causes other issues. An AI double stacked two mech infantry while attacking a city and didn't unstack them. I killed one of the units in the stack and my unit took over the tile. Next AI turn, the 2nd mech infantry unit wanders out from under my unit and kills another of my units.

    The AI also can use a cities bombardment feature as soon as they take the city. Completely stupid considering players can't do that.

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    Adding the Great Wall and Angor Wat. The Great wall doesn't expand its coverage area unless you save/reload and the Angor Wat definitely does not affect all cities as is stated ingame.

    Oh, and as expected, the victory conditions are not balanced. Seriously, why bother adding a culture victory. After an extremely long time getting the require social policies (even at 500+ culture/turn) you now have an 1800 hammer project to finish. (no wonder bonus, no building bonus). So even at ~100 hammers/turn (which is only sometimes realistic without the extras and without being in a golden age) that's another 18 turns before you win.

    Both Diplomatic and Domination victories are so much faster. (Getting to the UN can be pretty quick in the end with usage of Rationalism->Scientific
    Revolution and a GS) The Space Race really just needs spam cities and then a few good prod cities.

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    Cities offered up by AI for a peace settlement ask you to choose production even if you've set them to puppets. You have to annex them to proceed, which will blow up a cultural victory.

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    Quote Originally Posted by Geez3r View Post
    Cities offered up by AI for a peace settlement ask you to choose production even if you've set them to puppets. You have to annex them to proceed, which will blow up a cultural victory.
    Surprisingly they're fixing that one

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    Actually.. I'm going to edit the Angor Wat issue. After playing the Russians, I think it's just the text that needs to be fixed, not the wonder.

    The Russian Krepost (barracks) spreads your culture borders in that city 50% faster. If you then had a wonder that also spread borders in all cities 75% faster, well... 50% + 75% = whole map covered in a few turns. Which is slightly game breaking since there are only a few ways to modify what tiles are owned by which civ after a culture layer is added.

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    Quote Originally Posted by MadDjinn View Post
    Oh, and as expected, the victory conditions are not balanced.
    Out of curiosity, why should they be? I thought they were just meant to open different avenues for playing the game. I personally don't need them to be "balanced".

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    Adding a swap order for military civilian units. Its tedious and annyoing that you have to move a unit out of the way , move other unit forward, move the other unit to other original exchange units position. Makes it much more difficult and tedious to organize your troops without adding anything to tactics or strategy

    Shame that you left out the multiplayer complaints out of your fine list.

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    2560 resolution mode not working in DX9

    DX10 graphics freeze

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    When you have multiple ways to finish a game, you need each of those paths to be 'balanced' in such a way so that it is realistic to achieve any of those victory conditions in about the same time. Given that, there generally is a few 'gameplay styles' to achieve those conditions.

    Else all games will boil down to effectively 1-2 game styles/victory conditions and all of the rest could have been thrown away since no one would bother using it.

    In SP this matters so that you're not stuck doing the same thing over and over again, and then get bored of the game.

    In MP, this matters even more as you are playing against other humans and there are conditions to be met to win the game. Why play only one way if there are other options? Not everyone likes to be a warlord.

    Ie, in Civ 5:

    Domination Victory is extremely easy. It's actually easier to get than a Domination Victory in Civ Rev. (need to own all of the caps there)
    Not to mention that with the severely limited production capabilities, if you manage to wipe out an opposing army there's little that they can do to deal with your forces at that point.

    Econ/Diplomatic victory just requires you to get the votes. Ie, go high gold output, which is fairly easy to do. If you also happen to liberate a few city states, you automatically get their votes. You don't even have to build the UN yourself to win. So it's really just a small add on to a Domination victory if you can't get the job done that way.

    The Space Race requires high teching and a number of high production cities. Fairly straight forward, and is a little longer than the Domination victory if you can't finish someone off by the modern era.

    Culture victory... This is the badly balanced one. It requires a much smaller empire (or 3-4 core cities with the rest puppets) and a very long time to get all of the social policies completed. After that, you still have another 18 or so turns to build the Utopia Project (with a city at 100 production per turn base - it's not a building or a wonder, so those bonuses do not help). You could have easily won in every other victory condition before this one is finished. Not to mention that since you're going for few cities to keep the cost of policies down, you can't punch out a massive military if you need it for defense since you only have a few cities that you control.

    The thing is, to get a Domination/Diplomatic/Science Victory, you can follow the same basic plans. Mass spam cities and just boost gold/science and place some good production cities.

    Culture victories require an entirely different (and smaller) plan to get the job done. If you are going culture, but someone else is out teching you + building all of the wonders due to higher pop/gold/science abilities, then you aren't getting much of a chance to win via culture.

    So, to sum up:

    Domination is very easy. Wait for all other caps to be taken and then just jump the last AI/player's cap.

    Followed by Diplomatic/Econ. The only caveat here is that you can be prevented from this win type if enough City States are taken out, leading back to a Domination style win.

    Space Race is tech wise about equal to a late game domination win, but the building of the Spaceship Parts does take a while since there are quite a few of them. (The bringing the parts to the capital isn't really a big issue since you should have railroads everywhere and not move them while you're fighting against someone in your area)

    And at a distant last, and basically useless, the Culture victory.

  38. #38
    Join Date
    Feb 2009
    Posts
    5,352
    Quote Originally Posted by Sombra View Post
    Adding a swap order for military civilian units. Its tedious and annyoing that you have to move a unit out of the way , move other unit forward, move the other unit to other original exchange units position. Makes it much more difficult and tedious to organize your troops without adding anything to tactics or strategy

    Shame that you left out the multiplayer complaints out of your fine list.
    well... I haven't gotten too far into MP yet, and there's a crap load of issues with it that are being listed in the MP section. Seemed redundant for the moment.

    Plus I'm just trying to focus on the in game issues/bugs (Ie, it says that it does X but it doesn't), rather than technical (support forums) or wishlist for new features (plenty of those).

    I think all civilian units suffer from the no swap issue. (it's been awhile since I tried that, so I'm not 100% sure)

  39. #39
    Join Date
    Aug 2008
    Posts
    100
    In my last game I noticed two things that didn't make much sense.

    1 - In a war with England I ended up capturing Delhi, and giving it back to the Indians, thus putting them back in the game. I notice that the fact they arnt friendly with you is already on this list, so I'm not here to complain about this. However it is the way they insulted me. Ghandi said something along the lines of " Your insignificant military is the laughing stock of the world, somebody will end you soon" Now, I just liberated him this turn, meaning his military is 0. I think when comparing/ isulting militaries the civs compare your military to the current leader's military rather than their own. This seems like a problem to me.

    2 - In that same war Rio De Janerio, an ally of Japan, captured Tokyo. (which was currently under English control ) however instead of giving this City back to their ally, they burned it to the ground. I just feel like it would make much more sense for an ally to return your city rather then wipe it from the face of the earth
    Last edited by Shadow717; 10-13-2010 at 11:47 PM.

  40. #40
    Join Date
    Oct 2010
    Posts
    21
    City-States can be allied to civilizations that have been destroyed, eventhough the player has enough influence with them to potentially be their ally. Sounds like a bug to me.

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