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Thread: Missing features from a newcomer's point of view

  1. #1
    Join Date
    Sep 2010
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    26

    Missing features from a newcomer's point of view

    Here is a list from someone completely new to the series, would find Civ V lacking in. If this game to a new comer is too simplistic.

    • Fix late game long turn time performance bug
    • Allow queuing of upgrades after movement, especially for workers. For military units, allow the queuing of upgrades (currently upgrading spends the movement point).
    • Default action after docking air units to carrier should be sleep instead of active.
    • Construction times by Workers does not decrease with modern era. It takes the same amount of turns to construct a road, with all modern equipments like bulldozers, than in the dark ages.
    • There is no construction to tile with rail command, or better, upgrade all roads to rail.
    • There is no benefit of connecting roads to neighboring civilizations. Glaring omission. Commence and trade with rival civilizations would add a new dimension to the game. Players should be rewarded by keeping good relations with neighbors through trade. Maintenance cost of road and rail also should be lower as you advance with the game. Road tax, train fares should offset maintenance, combined with quicker road building, should allow empire to expand more easily late game.
    • Combat imbalance. Modern cities deals only 2-3 damage against medieval units. Another example being naval balance completely off. Each tier of naval units in this game has a great technological gap. History record shows that the first ironclad built were hardly damaged by conventional ship of the lines. Destroyers should not be damaged by iron clads either.
    • Technological advances does not bring immediate benefits. It'd make more sense if you don't have to build the buildings enabled by the technology to obtain benefits of a new research. For example, electronics allows you to build mechanized infantry. However, merely researching electronics itself should grant you immediate bonus to trade, production, etc. Same goes to many other technologies which only grants you ability to build a new building or wonders.
    • Tiles resources do not scale with era. It's only logical for modern fishing trawlers to reap in more food than medieval fishing boats. Lumbering mills have this bonus, after industrial era, why not other resources including mines, etc.
    • Trading posts spam are unrealistic and ugly. Rather, change them to small towns or cities, and limit numbers you are allowed to be built base on parent city size. Balance cost/benefits accordingly. In late era, raise happiness and cultural contribution from unspoiled natural landscapes.
    • Allow roads and improvements to be destroyed.
    • Allow civilian units from different civilizations to be stacked together. Currently you can send workers to other civilizations with open borders to block the tile from upgrades.
    • Allow military and civilian units of peaceful civilizations to be stacked together, through the use of move command.
    • Remove trespassing penalty of scouts for city-states. Or, improve automated explore algorithm to not to trespass.
    • Subject to debate, scouts should have no combat capabilities and should be turned into a civilian unit. This would allow border restrictions to be lifted for explorers.
    • Allow inland cities to build satellite harbor towns to reap benefit of water tiles and trade opportunities if within range of culture, after a road is connected to the harbor. Landmarks like light house should also be allowed once harbor is built.

  2. #2
    Join Date
    Sep 2010
    Posts
    106
    Quote Originally Posted by MobiusPizza View Post
    Here is a list from someone completely new to the series, would find Civ V lacking in. If this game to a new comer is too simplistic.

    Construction times by Workers does not decrease with modern era. It takes the same amount of turns to construct a road, with all modern equipments like bulldozers, than in the dark ages.
    The amount of time that passes between turns decreases drastically as the game moves on. Notice that each turn encompass dozens of years in the ancient era and one year each in the modern era, depending on game pace.

    Allow roads and improvements to be destroyed.
    I'm pretty sure I saw a unit that can remove improvements, and/or the military units. I'd have to check though whether it was a worker command or military pillage command as it has been in the past.

    Allow civilian units from different civilizations to be stacked together. Currently you can send workers to other civilizations with open borders to block the tile from upgrades.

    Allow military and civilian units of peaceful civilizations to be stacked together, through the use of move command.
    A failing of the 1UPT system being thoroughly thought-through (never thought I could put those three words together like that). There are a lot of things they could have done to made the system work better than it does for a game like Civilization.

    Remove trespassing penalty of scouts for city-states. Or, improve automated explore algorithm to not to trespass.
    I believe I actually saw a reviewer mention this as a feature. No joke.

    [*]Subject to debate, scouts should have no combat capabilities and should be turned into a civilian unit. This would allow border restrictions to be lifted for explorers.
    In CivIV they were defensive only essentially. However, other civs don't generally like you snooping within their borders either, and you wouldn't too.

    Allow inland cities to build satellite harbor towns to reap benefit of water tiles and trade opportunities if within range of culture, after a road is connected to the harbor. Landmarks like light house should also be allowed once harbor is built.
    Inventive idea. I wonder if it could be extended to allow inland cities to have limited coastal build capacity? Something to think about. But only if the coast-land border is within the city's radius. And there would be some other issues with that which would have to be ironed out, but an interesting idea nevertheless.

    The rest I mostly agree with as a more experienced player. Thanks for raising these issues from your perspective.
    Last edited by BioTurboNick; 10-02-2010 at 10:39 PM.

  3. #3
    Join Date
    Sep 2010
    Posts
    181
    I'm on board with the foreign nation trade routes and satellite improvements like a harbor!

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