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Let's gather all Balance Issues in Civilization 5 Here!

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  • #31
    i just noticed my elephant archer gets a negative bonus when bombarding a spearman... seems to be a bug to me.

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    • #32
      - human player can deduce where AI has units in unseen lands - based on pathfinding process of units
      - units with move orders can lead to combat without volition if an enemy unit steps in the way

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      • #33
        Originally posted by Zoetstofzoetje View Post
        i just noticed my elephant archer gets a negative bonus when bombarding a spearman... seems to be a bug to me.
        It would be interesting to know if the same applies to arab camel archers.
        After all they are mounted units as well, so one could assume that the bug applies here as well
        Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
        Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

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        • #34
          Currency tech allows to build wealth for 1/10th of the production, but building a unit and reselling it immediately yields up to 4 times as much money, thereby rendering the 'build wealth' option a strictly dominated strategy (i.e. you always have something better to do).
          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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          • #35
            Not a balance issue exactly, but:

            It is possible to have frigates long before having cannon.
            "My nation is the world, and my religion is to do good." --Thomas Paine
            "The subject of onanism is inexhaustable." --Sigmund Freud

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            • #36
              Free social policies (both from Sydney Opera House and the policy at the end of the piety branch) should be properly free and given independently from the culture being built up. The cultural victory is too difficult compared to science and military victories. The way it is now, if you get the piety free policies early it screws you in the long run as you get two very cheap policies, as I found to my detriment.

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              • #37
                i'd like to have an option in the menu: "cities that can bombard only one target automatically do so at the beginning of a turn"
                and: "automated workers leave existing improvements" as much as "automated workers leave forests"

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                • #38
                  Problem: It seems like AI civs never beeline for stonehenge. So, you can get it every time and it starts a cycle of cheap wonder building for the human player. This might not be true above king level. Just getting started with this game
                  Illegitimi Non Carborundum

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                  • #39
                    Play at a higher level... the AI's love building wonders, and you will be surprised at how few early ones you can get.
                    Keep on Civin'
                    RIP rah, Tony Bogey & Baron O

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                    • #40
                      Originally posted by Ming View Post
                      Play at a higher level... the AI's love building wonders, and you will be surprised at how few early ones you can get.
                      Indeed. I've stepped up to Emperor and the AI is a lot tougher overall. Their hogging up of wonders is just a part of it... I think in the game I just finished, I didn't even get one world wonder, even with a consistent tech lead.
                      What's up, hot dog?

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                      • #41
                        At deity, I just start building a wonder, and I start getting messages that wonders are being finished. I get very few at that level, and I only get the later ones with the help of an engineer. At the lower levels, I could wonder whore, but not at the higher levels.
                        Keep on Civin'
                        RIP rah, Tony Bogey & Baron O

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                        • #42
                          This might just be because I haven't tried the harder difficulty levels yet, but it seems like the money you can get selling strategic resources to AI's is a huge balance issue. I'm selling hundreds of horses to every major AI power right now, making 400 gold a turn, and bankrupting pretty much the entire world in the process. Granted, they stop buying horses once they get to the modern age, but still, it seems pretty broken.

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                          • #43
                            Originally posted by Robert Plomp View Post
                            This is not about bugs or interface or how you think that a game mechanic may be unfun! It's just about balance.

                            Where do you want bug reports, or do you not want a bug report thread here?
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                            • #44
                              Scroll up and there is a big orange button that says "Report Bugs"

                              So this is kind of a balance issue, kind of a bug, kind of a dumbass AI thing. In my game the AI has built a lot of farms over jungle tiles. Considering how valuable jungle is in this game (for some reason) this is really frustrating (especially since I later took those cities and wanted to keep the jungle). It is even more annoying when the tile with jungle gives exactly the same yield as the tile with a farm (except next to a river). The AI should be instructed to build trading posts in jungle.
                              Captain of Team Apolyton - ISDG 2012

                              When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                              • #45
                                Ahh, there it is. Thanks.

                                Incidently, I got the same bug you did. Resources sold entirely for lump sum gold do not get returned. Make sure you get a little gpt.
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