You shouldn't take feedback so seriously. Remember, it's usually only the people that have the problems with the game that post all the feedback, but you're making some changes that people like me who are happy with it and therefore never post here, don't really appreciate.
But what I can't take seriously, because it just makes no darn sense, is the fact that I can rename a city, I can rename a unit that the city produced, but I can't rename the save game file that houses all the names? Why must I deal with such a barbaric interface for a simple feature that has been around since the first Civ? This is horrid when I have to constantly flip through loaded games in an effort to resume the game that fits the current people playing. I don't appreciate the added hassle 2KGreg.
Originally Posted by Senjaru
Thanks Greg, I hope you find a solution soon.
Originally Posted by 2K Greg
You mean MP?
Originally Posted by shozum
Cause in SP I can change save names.
Thanks for your response, I have disabled quick combat and cannot seem to manually move the fighter - what am I doing wrong?
Originally Posted by Peets
Well I would be happy if I could get through a single night of Civ V without it crashing. I mean it's 2 or 3 times a night.
Drivers and patches are all current...
EVGA 730a mlb, Phenom II X3 710, Sparkle GTX 460 768mb, 4GB ram, Windows 7 X64 home premium...
Diplomacy and the AI are priority right now. Civ is a singleplayer game. Everybody new to the series needs to realize this and stop complaining. This isn't a competitive real-time strategy game... it's privately enjoyed, delightful turn-based strategy.
Once the core of the game is ironed-out, then the extraneous features (i.e. multiplayer) added to the game will be addressed.
Edit: And thanks for the update, Greg. Even though I was a little bit disappointed with the release, I'd like to say that I'm very satisfied with the support thus far and your communication with us. I'm optimistic about the future of this game.
I would like the next patch to allow me to load my Civ V games into Civ IV and visa versa. I know for a fact this is something a lot of people would want.
Gosh, Firaxis why aren't you listening to us??!?!??!??!??!?!?!?
Something for 2k to keep in mind as publishers. In the past 6 weeks (almost 7) since Civ V came out, I have personally talked over 25 people out of purchasing the game or waiting until problems are resolved. Word of mouth is a very powerful marketing tool, the only things I have said to influence my friends and aquaintences is; there is no hot seat yet, there are no unit combat animations in multiplayer, it is impossible to use the purchased and free dlc in multiplayer, you can research nuclear submarines before atomic theory. These things are enough to stop people from buying the game. My intention was not to talk people out of buying the game but only to inform them of what they were asking about. Just a thought
A "No Citizens assignment help" button
May we have a "No Citizens assignment help" button in the game options or
in the advanced options for the game.
I don't use at all the AI help to place my citizens in the city hex.
So instead of always having the help window opened to allow me to do my assignment,
it would be replaced by an unopenable line "No Citizens assignment help"
or nothing, letting space for other windows.
This would also avoid the special case when a citizen placed by the user is still shown by a face and not a lock.
This can be resolved by clicking in the city hex and then switching all faces to lock, but it's long.
I like the game as it is, next tweaks/improvements will make it even better.
- AI will routinely and reliably cool off their relations when human players take over a city-state – cancelling pacts of co-operation which can very quickly lead to a declaration of war, forcing players to fight wars. Reason for commencement of hostilities between human player and CS appear to not factor in. A CS may declare war as part of an alliance with an AI Civ, and it may be strategically prudent (resources/luxuries/location) for the human players to take over a city state that declared war on the human, but players are punished for it. And here’s the kicker. Human players won’t know which AI will be offended. Sometimes all of them are, other times just one or two.
- The oft reported ‘warmonger’ bug, where successfully fighting several wars not started by the human players get them labeled warmonger. , In most instances humans who fight defensive wars and continue to play the game (as opposed to quitting ) usually ‘win’ those wars and take territory. AI may be measuring territorial gains, but it’s not warmongering, and the penalty for winning territory seems disproportionate—risk of losing territory should be a reasonable expectation for civs who start wars. Salient question is this: do AI civs consider other AIs who fight successful defensive wars as war mongers too? If not, then it’s a human-only AI heuristic that needs to be culled.
- How to achieve pacts of co-operation / defensive pacts needs to be more clear cut with a game mechanic to achieve it. (ie: relationship meter, clear diplomatic cues)
Conversely, what will 'tick off' an AI needs to be clear in some way while preserving some level of randomness.
For example, the US knows recognizing Taiwan as a country will tick off China. Indeed, more countries know exactly what will press the buttons of other countries. What is often uncertain is the reaction. In Civ5, the equation is backwards. What will tick off Civs is unknown, and seemingly random. But their reaction is predictable -- cancel all treaties, DOW in 10 turns with another AI Civ
- There needs to be other levels of co-operation outside what is present in the game. Vassal State style agreements and Military Agreements – where troops are shared?
- City State diplomacy needs more nuance. A CS can be chained in to declaring war one turn and lose alliance status the next and players must suffer the war penalty.
- CS war penalty should decrease relationship by a set amount (say -10) then decrease by -1 per turn. This way, a one turn war, doesn’t completely ruin relashionships.
- Players should be able to use the city tile of a city state to move troops.
- Some sort of military agreement that allows allied CS to give the civ they are allied with to use their troops and move them to the front. There could be a cash or relationship penalty if units are killed. Perhaps give players the choice to pay up or take the relationship hit.
- Some sort of agreement to allow Civs more control over the CS, such as telling them to focus on food/gold/production and what military units to build.
My main play experience with all civilizations since Call to power has been multiplayer. I currently travel a lot with work and civilization is the game my friends and coworkers play together while away from home and I have to admit when i first saw this thread I was sincerely hoping to find out that this was the MP patch I had been waiting for.
That being said, I am going to have to side with the developers on this one and say that they are making the right choice going with AI + Diplomacy first. I see this less as a Single Player vs. Multiplayer issue and more of what needs to be done to enhance the overall experience of the game and make it better as a whole, and what is more prudent to do first.
My friends know i have been playing civ since Civ II, and so they refuse to play a game against me, even though they are just as good as me but just scared I guess, so I always end up stuck on a team of anywhere from 2-4 humans against a bunch of independant AI's. So for me the AI + Diplomacy has always been an intrical part of MP. The more challenging they make the AI the more fun I will have working with my friends against them.
So as a MP patch would surely improve that 1 aspect of the game greatly, increasing the quality of the AI and Diplomacy will effect the SP more immediately but also the multiplayer eventually as well. If they revamp the diplomacy a great deal it would make sense to do it before they update multiplayer or they will have to update multiplayer twice, once now and once later to add the AI diplomacy changes.
So to my fellow MP compatriots, have patience, they aren't going to forget multiplayer it will happen. This new patch will improve the game for everyone and will help lead to a more satisfying MP experience. Plus, the more they fix the SP game, the more chance people will stop abandoning the game to their dusty shelves and the greater number of people that may venture into the MP lobby (once we get it). So just hold tight, our time will come.
Pure Genious! I absolutely love this idea and back it 100% I also agree that if nothing else the trading posts or terribly ugly on the landscape.
Originally Posted by the_only_normal_1
Even if this excellent idea isnt used the graphic for the trading post should at least be changed to look different over time, perhaps more like a cobblestone mainstreet in renaissance or like a mall or something like that in modern times, etc. looks really silly to have dirt road bazzar right next to my gleaming golden sky scraper filled metropolis
Hey Greg, there's this guy, Afforess in Civ fanatics forum who created an advanced diplomacy mod for civ 4.
Maybe the devs should have a talk with Afforess as the way he modded diplomacy in 4 plus a few additions (like being able to buy off or extort UN votes, being able to demand defeated CIV won't build aggressive army etc)
are in the proper direction!
You can't manual move them. You can only rebase them to another city or a carrier.
Originally Posted by marcelteaching
That will be impossible. Two different games.
Originally Posted by Jazzterisk
If you think about it, it would make sense.
Patch and Demo
Do the patches also get applied / installed to the Demo-Version?
Thanks for the answer. Regards, Stephan
Originally Posted by the_only_normal_1
Great ideas! I support all of them. Trading posts do look ugly and should upgrade (graphically at least) as eras change. But it would be awesome if the devs took the above suggestions into consideration also.
A major drawback of the game is the way the AI conducts war if it doesn't have arithmetic advantage (greater numbers)..u should definitely look into that since the AI generally makes many strategic mistakes when on the defensive..some of the them have been mentioned already but I will repeat a couple: the AI doesn't built citadels with generals NEVER!! even when the have a couple of them sitting in their cities.
the AI doesn't use siege weapons in a meaningful way unless they are stationed in a city or attacking my cities
*I totally agree with the trading posts suggestion above but this is a design issue and knowing 2kgames they would never even consider it at the moment...
While you are working on the patch (which we are all very grateful for), I (and many other players too) would appreciate if many of the buildings and wonders were re-balanced. For example, the workshop or the forge are almost always bad choices due to their high maintenance costs and the fact that their benefits are not worth it.
Secondly, Happiness is too one-dimensional. Having a high happiness should have more benefits. It seems very artificial and annoying having to spend a ton of money on happiness to keep it high and not really have any benefits except for the occasional and hard-to-achieve golden age. I suggest that high happiness should increase production and increase soldier morale (leading to better performance). Also, the maintenance cost on coliseums and circuses should be reduced considerably, as happiness is so expensive currently that its more of an irritation than an enjoyable game mechanic. Finally, courthouses should remove ALL unhappiness from an occupied city (sans the population-bases unhappiness), should be about 3 gpt rather than 5, and the puppet AI should learn to build happiness buildings rather than being a monument freak!
Great to hear that so many people liked my suggestion for improvement of Civ V's trading posts -- I am looking forward to hear what Greg/Firaxis think about my suggestion.
On another brief note, one more thing that would really make this game a whole lot more fascinating for me would be the ability to develop trade relations with other civs and city-states (not just straight-up cash transfers or lux/strat resource trades). It absolutely drives me mad that city-states will often request to be linked up to your trade network but that fulfilling such an action does not actually provide any tangible economic benefits to either party outside of the gains associated with diplomatic favour!
Moreover, it would add a whole lot of depth to the diplomacy (as well as the economics) if trade relations went hand in hand with open borders -- it would give civs a little more reason to preserve peace between long-time friends (have trade bonusses build over time, as in Empire:Total War) while also making the fallout of war a whole lot more serious when previous allies, with roads linking their capitals, suddenly engage in war (see: Nazi advance on Paris).
Finally, please add some kind of graphical representation, even minor, of trade going on between cities: even the minimalist caravans/trade ships represented in (once again.. and I am not at all trying to hold CA up as creating flawless games -- they don't) Empire:Total War really do a lot to make the map look a lot more lifelike and (here is Firaxis' favourite buzz-word: ) organic than it at present feels.
Curious about feedback on these propositions as well, and hope that I get some word back from Greg about his (and by extension the excellent Firaxis development team's) thoughts on my proposals to date.
Haha I know. I have talked at least two people out of it and its not because I bear the game any ill will, I just cant let my friends by a game that probably wont work on their computer and even if it does work is still flawed. I wonder how many sales have been lost this way.
Originally Posted by Hamhawk
Maybe we look forward to coming home after a hard days work and not wanting to beat up the wife, kick the dog, or shake the baby, we want to insult the AI... what's wrong with that ?
Originally Posted by wayninja
Staying in the "wild west" and tavelling extensively through it, I can only say that I have no idea why the trading post would be worth 2 gold to anyone. They are invariably closed, stock Coke OR Pepsi, never both, and are staffed by people that wouldn't know the difference between a rat skin or a bear skin... so even though I'm loath to do it, I build them anyway... can only imagine that one of the devs stopped at a trading post on his/her way from NY to LA/SF, and it happened to be open with the beverage they wanted.... why else ? no idea why it would have such a prominent part in the game otherwise.
Originally Posted by Zyffer
Any updates on being able to use Mongolia or Babylon in multiplayer? I know that you said this wasn't a MP based patch, but those of us who bought the Digital Deluxe Edition of the game have now been waiting months to play Babylon. They weren't advertised as a single-player only civ. Any updates to this? Or thought?
What state are you living in ? milk, cookies, and scantility clad females..... it's gonna take more than that I think.... sorry.... let me guess.... Utah ?
Originally Posted by shozum
I disagree with the statements that Civ is NOT a multiplayer game. Me and a friend have enjoyed dozens of Civilization IV games marathon speed with 12 or so computers. If you know someone who plays Civilization as well you should try a game or two with them, it is always easy to beat a AI. Another human player makes the game far more enjoyable.
A few things to fix
I think getting the DirectX10/11 version to be truely compliant with DirectX10 cards, as I understand it the game was implemented to support DirectX10.5 or DirectX10.1 or some such, so those slight older cards that only support up to DirectX10.0 dont work.
Also fix that dodgy/missing texture that in DirectX9 that appears as blood on tundra and some desert tiles on some graphics cards.
Lastly get the barbarian ranged units to work again, after the last patch the barbarian archers etc no longer fire on you.
This is disturbing... maybe visit a counselor?
Originally Posted by masterscruff
I thought that blood stain was normal, it looks good anyway hehe. Wish the Barbarians wouldn't fire at me
My biggest complaint about this game is no voice commands, I want to have the ability to shout at the AI and for them to reply or something like that, so instead of using a mouse you say "Archers 1 move 2 places south" or something like, "diplomacy Chinese declare war", or maybe even "You git, how dare you destroy my last army" and then the civ laughs.
I'm glad I've not had any problems other ppl are having although my PC does lag a little bit but that's because of the graphics card
2 quick things, can you check on AI behavior on Great People, it seems the AI keeps them in their capitial. Plus as Atec, Siam moved a Great General into an Arabia city and I could not attack it. It has stayed for 50 turns and I am unable to conquer them without declaring war on Siam.
Also, can you add an ending Era option in the game, I do not want to start from Ancient and go to modern, sometimes the AI build old units instead of new units.
Suggestions on AI and Diplomacy
This post will not be about whether or not Civ5 should put more attention to the MP aspect or tell my personal experience with crashes or asking on UI tweaks. This thread is about AI and Diplomacy so everything else should be in a different thread! I am sure that Firaxis will be providing other type of fixes along AI and Diplomacy in the next patch.
Here are my suggestions.
1) I would like to protect another civilization relatively the same way we can do with CS. A defense pact may not be suitable for the other civilization if they are not a mighty power.
2) Based on the previous idea, I would like to ask another civilization to stop a war with another civilization which I may be trading with for instance. There is no guarantee that the conqueror will want to trade those luxury resources if they capture them.
3) Protecting a civilization should get you a vote in the UN
4) I would like to be able to ask another civilization to stop buying lands next to my border the same way the AI currently can. The hard part may that we don't know if the AI is buying land or just expanding via culture points. Btw, can the AI buy lands?
5) I would also like to be able to ask another civilization to remove troops that are stationed next to my border. This would prevent the computer from capturing my workers doing on an improvement just within my borders or launching a surprise attack.
6) As reported by other users, the AI should not make exaggerated demands when your army is 3 times bigger than theirs.
7) The opposite is true. The AI should be more inclined to accept my demands if I have the power to crush them. Very rarely the AI accept those demands. Of course abusing this too much should lower your reputation.
8) There seems to be a AI bug with CPU controlled units where they move back and forth in the same position turn after turn. It makes me think the polar bear that lost his mind at the zoo as he does the same step sequence day after day... Back to the game... This weird bug allows me to easily kill enemy units each time they get too close of my ranged units or city. It is also a waste of time and CPU to see all those units circling around.
9) Other similar bug includes embarked unit stationed in the sea waiting for what exactly?? Such an easy target to kill.
10) When negotiating peace, the computer constantly refuse to accept minimal demand even though I can overrun him easily. I should be in the position to ask luxury resource or gold on top of the peace treaty. If I have the habit to go constantly in war with that civilization then the computer should be less kind to accept it so we don't abuse of this.
11) We should be able to negotiate the length of the peace treaty arbitrarily or with a set of choices (10, 15, 20 turns).
12) I play at the Prince level because I don't like the idea of the AI granting itself gold or units once in a while to match your skills. I would rather like an improved AI. That might be wishful thinking though!
Despite the good and bad things about CIV 5 and what people might say, I think Firaxis is doing good effort in bringing a game that is different than the predecessor and still working on improving game play rather than just fixing bugs.
IThis guy is a genius, and not just because his Avatar is Galdalf. His ideas for Diplomacy are sorely missing. At the very least, please keep AI mod friendly, so that alterations can be made.
Originally Posted by theodore1
In my games, captured cities usually have a Colosseum.
Originally Posted by lordsurya08
So would it be safe to say that after the next patch, games on huge maps should play a little smoother? less waiting time between turns?
You can do that in the Diplomacy/Trade window. I've managed to do it twice now, but the chances are it will be expensive, or he will refuse.
Originally Posted by scalius
If your military is a lot stronger, you could try demanding it.
If you look under the support section you'll see a lot of threads about people not being able to load their save games. Unfortunately I'm one of them. When I select a save game and press Load Game, Civ V crashes with a Directx11 related error.
Please, please, please take this very seriously. My longest game so far has been to round 342 and I'm just on the brink of giving up on Civilization after being an addict since the first Civilization release.
As the game progresses, I get "freezes" at a supposed liminal zone between the end of the AI load time and the transition to my turn (I could tell that the AI has finished, and that it was about to be my turn because I can hear the sounds played when I receive new units from city states, or great people etc.). The length of this "frozen time" increases over the course of the game, and it seems to pile up until it reaches a level of instability whereby an enemy unit can attack another, and then the animation will freeze, which leads to the whole game freezing permanently and crashing. This has to be fixed.
I think it has something to do with the execution of AI work orders or graphical issues at the very end of the processing.
You guys are so funny, I feel like crying
Each of you points out deeper and deeper flaws in the gameplay, in AI, in concepts, in graphics. Most of you also come up with great ideas as to how to resolve these problems.
What I find funny is that you all ignore the pink elephant in the room. The game is broken. It has bugs galore. It crashes. It is more often than not simply unplayable. Just look at the "Gripes and bugs" thread in Support forum - it has 16 pages. This one only has three.
So the FIRST, and possibly the ONLY priority 2K must have now is to address these critical issues. Stabilize the engine. Get rid of the more obvious bugs. Sort out DX10/11. Everything else must and will wait until after Christmas. Because if these bugs are not resolved before the shopping season starts, the word of mouth will spread, and 2K will face abysmal sales on what is supposed to be one of their flagship products this fall.
Which of these you think scares off more potential buyers:
Originally Posted by Kookoo
"Yes I got the game but it keeps crashing on my computer, have not been able to play it. Waiting for them to patch it."
"Yes I got the game, no crashing problems for me but I've stopped playing it since the game mechanics are broken and I'm not sure they can or will fix them."
Trying to say that while stability issues are potentially more devastating to a single person, it is the game itself that everyone will encounter and if the word out is that it is a failure then it doesn't matter even if it runs smooth.
Yes, and that's why everyone drives Fiats - because they are a great car to drive, and no one cares about their lack reliability... NOT. Actually, everyone drives Toyotas because everyone cares about reliability first and foremost. Same here. Always get the basics right first - make the game stable and realible - it's really a no-brainer. For example, the only reason I am here replying to your post is that Civ5 has crashed again, so I had to Ctrl-Alt-Del it. That's after 10 minutes of gameplay!
Originally Posted by Finite