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  • [162] Add an "undo movement" button for all units... It's frustrating that if I click on the wrong tile by accident, I'm forced to live with that! ( of course you should be able to undo only movements you performed on the current turn)
    [163] a subtle change to units which have been given "go-to" routes which need several turns to complete: instead of automatically moving them each turn, let the game just select them, center the view on them and add a "move to pre-selected spot" button. So that if I change my mind, and want to give them new directions , I don't lose 1 turn.
    [164] let you raze cities not only on capture, but anytime ( cruel, I know, but you could just add it in as an option. I.E. select city razing options:
    1) never
    2) on capture
    3) anytime )

    all these ideas are taken from a game which is 7 yrs old, I wonder why they aren't in civ4 ... oh well.

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    • Regarding 162: that seems like a good way for people to get multiple scouting capabilities in one turn. I don't think I'd like to see that happen.

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      • Originally posted by [to_xp]Gekko
        [162] Add an "undo movement" button for all units... It's frustrating that if I click on the wrong tile by accident, I'm forced to live with that! ( of course you should be able to undo only movements you performed on the current turn)
        Do you play with the gridlines on? I do, so I can better tell where a unit is moving.

        An undo would be nice, but per Finarfin's point, you shouldn't be able to undo if the move resulted in any tiles being uncovered.
        Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
        Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
        One more turn .... One more turn .... | WWTSD

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        • Originally posted by Lord Avalon

          Do you play with the gridlines on? I do, so I can better tell where a unit is moving.

          An undo would be nice, but per Finarfin's point, you shouldn't be able to undo if the move resulted in any tiles being uncovered.
          I would even make it more strict than that. If anything comes into your LOS that you didn't see before (cities, units, etc.) because of the move you shouldn't be able to reverse it. The map doesn't update terrain in the Fog of War until you revisit it. I don't know how many times I've found enemy territory in a spot that I thought was still clear.

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          • you're actually right about this point, I didnt think it out ( too much playing TBS without hidden map and fog of war on, my bad ) but it would be easy to make undo-movement work only if you do NOT uncover any black tiles with that movement, I guess. it's still better than no undo-movement at all.

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            • [165] (or whatever number comes next)

              When choosing the next tech to discover, please add a possibility to beeline not only to a certain technology on the techtree, but also to a certain wonder, building or unit. I am not sure about civ3, but this option was definitely in civ2, and I find it a very useful one. You were able to choose a unit or city improvement and the game would automatically choose the proper tech to beeline to.
              "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
              --George Bernard Shaw
              A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
              --Woody Allen

              Comment


              • Originally posted by Tiberius
                [165] (or whatever number comes next)

                When choosing the next tech to discover, please add a possibility to beeline not only to a certain technology on the techtree, but also to a certain wonder, building or unit. I am not sure about civ3, but this option was definitely in civ2, and I find it a very useful one. You were able to choose a unit or city improvement and the game would automatically choose the proper tech to beeline to.
                Yes! I miss the Goal option, too.

                And I'd rather have text than pictures on the tech tree & in the civilopedia. Or text with the pictures. It's a pain having to remember what tech/unit the pic represents.
                Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
                Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
                One more turn .... One more turn .... | WWTSD

                Comment


                • Some gameplay ones:

                  [166] - Move Cannon back a couple of techs and reduce its power a couple of points. Currently, there is too much space between catapult and cannon and too little space between cannon and artillery.

                  [167] - Make Nukes better. Either increase the damage done or make SDI harder to get. Particularly SDI, which is way, way too much of a Nuke hoser.

                  [168] - Make a air superiority attack mission. As is, defending fighters seem impossible to get rid of.

                  [169] - The internet seems utterly useless. Make it cheaper to make.

                  [170] - Allow multiple cities to work on the same project (projects only). Effectively, this means that there is a cumulative pool for all hammers spent on the project. Keep an upper limit (like 3 or 4 cities). This would be more realistic. Probably increase the cost of some projects to balance this.

                  [171] - Any attack ignores the presence of roads and railroads. Sometimes a unit in a city will counter-attack a unit outside a city. If the exterior unit is sitting on a road, the attacker will spend only a portion of a movement point and can then move right back into the city for safety if it wins.

                  [172] - The game starts off very slowly. Allow a "fast start" option that gives either a worker or a settler to all civs at the beginning.

                  [173] - Redo nuclear plants. As is, coal plants are easily mitigated by a recycling center or a supermarket, while the nuclear meltdowns are downright devastating.

                  [174] - Environmentalism is just bad. There are very few forests and jungles left by the time ecology is found, while the extra health points are usually not worth the massive economic hit taken by high maintenence and not having a different economic civic. Add something to it.

                  [175] - Add some UN resolutions. Some examples: forced war (all civs declare war on a specified civ), forced peace (all civs sign peace treaty with specific civ), all civics can be forced (not just the fifth ones), and a repeal a previously passed resolution. Also note that abstaining is effectively the same as voting "no." This doesn't really seem to make much sense.

                  [176] - Increase the maximum number of spies allowed. Four is too few. Give them an extra movement point while you're at it.

                  [177] - The no war weariness from police state doesn't seem to work. Fix it.

                  [178] - Make genetics require medicine.

                  [179] - When a city has a trade route with a foreign city, add in some cultural exchange between the two cities depending on the size of the trade route.

                  [180] - Make religions spread automatically much, much more frequently in a civ with free religion. In fact, increase the spread of religions automatically much more all around. At the same time, give free religion a drawback (it currently has close to none). One suggestion would be: make a free religion civ much more sucepible to cultural pressure (there should be drawbacks to multiculturalism).

                  [181] - Increase unit maintenence costs. It's currently way too low.

                  [182] - The great work currently doesn't exert any culture on squares outside of the city. Consequently, I've seen a recently captured city pacified with a Great Work go back into an insurgency the next turn because it still received a ton of cultural pressure.


                  About the seige units and their withdraw rates: currently they are used primarily as suicide units, which is clearly not how they were meant to be used. Either add a unit-strike option (like the air strike), or increase the withdraw rate to simulate the bombard from a distance aspect of these units. In exchange, lower the impact of collateral damage.

                  Comment


                  • Originally posted by spodbox11
                    Some gameplay ones:

                    [166] - Move Cannon back a couple of techs and reduce its power a couple of points. Currently, there is too much space between catapult and cannon and too little space between cannon and artillery.
                    Agreed.

                    [168] - Make a air superiority attack mission. As is, defending fighters seem impossible to get rid of.
                    would be cool

                    [169] - The internet seems utterly useless. Make it cheaper to make.
                    Or make it possible to build it earlier (computers) or give it an additional boost/bonus

                    [170] - Allow multiple cities to work on the same project (projects only). Effectively, this means that there is a cumulative pool for all hammers spent on the project. Keep an upper limit (like 3 or 4 cities). This would be more realistic. Probably increase the cost of some projects to balance this.
                    (this is how I originally thought that projects work, actually)

                    [174] - Environmentalism is just bad. There are very few forests and jungles left by the time ecology is found, while the extra health points are usually not worth the massive economic hit taken by high maintenence and not having a different economic civic. Add something to it.
                    I agree.

                    [175] - Add some UN resolutions. Some examples: forced war (all civs declare war on a specified civ), forced peace (all civs sign peace treaty with specific civ), all civics can be forced (not just the fifth ones), and a repeal a previously passed resolution. Also note that abstaining is effectively the same as voting "no." This doesn't really seem to make much sense.
                    Not quite a simple idea for a patch
                    Other ideas:
                    Trade embargo against a civ
                    Make it possible to ignore UN resolution, but punish it with a severe deterioration of diplomatic relations with all civs (-4: You ignored a UN resolution)

                    [178] - Make genetics require medicine.
                    Good catch.
                    An addition from myself: Medicine should grant +1 health in all cities (think antibiotics or vaccines). To balance it, make genetics add only 2 instead of 3 health.

                    [179] - When a city has a trade route with a foreign city, add in some cultural exchange between the two cities depending on the size of the trade route.
                    I was thinking about this myself. Make it possible somehow to spread culture inside other civilizations, mot only on border cities. With trade, for example, or through hit movies and other cultural products. Add an action to the Great Artist to perform a concert or organize an exhibition or something similar inside a foreign civ, perhaps in the capital, spreading your culture in the surrounding cities.

                    About the seige units and their withdraw rates: currently they are used primarily as suicide units, which is clearly not how they were meant to be used. Either add a unit-strike option (like the air strike), or increase the withdraw rate to simulate the bombard from a distance aspect of these units. In exchange, lower the impact of collateral damage.
                    Siege units should be tweaked, because suicide catapults don't make too much sense.


                    Some great ideas here, spodbox11
                    "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                    --George Bernard Shaw
                    A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                    --Woody Allen

                    Comment


                    • [183] When a city starts a great wonder, make it impossible immediately for other cities to choose the same wonder. Right now, when I get two popup windows in the same turn for 2 cities finishing their build, I can choose the same wonder in both. Later when I check the second city, it is not building anything. If I forget about it, it won't build anything for turns.

                      [184] Add a warning if a city is not building anything.
                      "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                      --George Bernard Shaw
                      A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                      --Woody Allen

                      Comment


                      • I'd like to say I agree with 168 and 169. Air superiority is needed. Right now you cannot seriously send your fighters ahead of bombers to protect them, the way it's done irl.
                        Clash of Civilization team member
                        (a civ-like game whose goal is low micromanagement and good AI)
                        web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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                        • Has anyone mentioned disabling the victory msgs from the screen? It is plastered all ove the game and seems to stay.

                          I think we got the msgs, but if you play on it only adds to the clutter.

                          How about it disappears after 5 turns?

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                          • I can't believe no one as mentioned this yet after all this time.

                            Add the ability to deselect units please. It is very annoying having to either awake and refortify units or have them skip turn and wake up the next turn.

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                            • quantumpion: you can: click on the little icons in the bottom left part of the game screen while holding CTRL (or maybe SHIFT... i'm not sure anymore)
                              - Artificial Intelligence usually beats real stupidity
                              - Atheism is a nonprophet organization.

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                              • Originally posted by QuantumPion
                                I can't believe no one as mentioned this yet after all this time.

                                Add the ability to deselect units please. It is very annoying having to either awake and refortify units or have them skip turn and wake up the next turn.
                                If you hit 'W' [Wait], you move on to the next unit.
                                Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
                                Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
                                One more turn .... One more turn .... | WWTSD

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