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Speaking of that, it feels strange to have so much food, wood and stone just build up later in game and nothing to spend it on fast enough.
I also wish way more detailed tooltips on how exactly I've gained prestige, what prestige I gain per turn for what amount of standing army I have for example. Too many things are obscure and not explained.
Sultanate of Rum( Ala ad-Din Kayqubad ibn Keykhusraw( Kayqubad I), Muhammad Alp Arslan Bin Dawud Chaghri(Alp Arslan).
Kayqubad I: known for expansion into parts of Armenian kingdoms and into parts of Iraq and Syria and fostering relationships with Turkish tribes fleeing the Mongols with large scale building campaigns of Mosques, caravanserai’s, madrasas, hospitals and bridges.
Alp Arslan: Known for rapid expansion into Byzantine territory and settling parts of Anatolia along with his skills in the military realm.
Ottoman Empire: Mehmed II, Suleiman the Magnificent(the Lawgiver)
Mehmed II: known for conquering Constantinople effectively ending the Byzantine Empire(was still around) and many other conquests into Europe along with introducing politics into the empire along with centralizing and the establishment of a millet system with patronage to renaissance arts.
Suleiman I: known for making vast changes and reforms in the empire consisting of Judicial, Societal, Education, Taxation and criminal law. Along with conquests into Europe and battles against the Safavids and Portuguese with the Arts flourishing under his rule and was also known for making Jewelry.
other empires that could be added are:
Mamluk Empire(Baybars I)
Ayyubid Empire( Saladin)
Malian Empire(Mansa Musa)
Mughal Empire (Babur(Babur given name Firdaws Makani posthumously)
The Sultanate of Rum also went by the name of the Seljuk Empire at various times in its history but was formed by the fracturing of the Greater Seljuk Empire.
The empires and names of leaders for the empires I provided are suggestions to the developers for new potential leaders and nations for the game some leaders i have provided information on what they were known for and some i just listed the empire with a single leader in brackets.
The information that was provided for the leaders is from widely available sites (wikipedia, encyclopedia etc…) so i could provide somewhat reliable information instead of relying on memory.
Im providing this information via the forum because enrolling into insider program is currently unfeasible for me right now.
Additionally, I would like to suggest that when clicking on an item in the inventory, a list should open showing all the upgrades in which the item can be placed.
Sassanian/Third Persian Empire (since that's the naming convention they seem to be going with) - Purandokht
Now she wasn't among the greatest and most memorable of leaders and was one of those who got the raw deal of coming during bad times that were caused by her predecessors and being blamed for them, and while there would be better leaders to pick for the Sassanians like Shapur but she is a woman and was a queens was a full on monarch and not just the wife of the king if the devs are looking for that.
The balancing doesn't seem that great for resources swinging wildly from having plenty to not having enough. The stockpiling doesn't really seem like it has much purpose.
I had a weird bug happening where it was saying my income was negative a turn but if I rushed projects then it would be positive gold.
As for my wishlist there are four main things i'd like to see
teams on multiplayer. Me and my friends sometimes like a coop match against AI on civ.
Natural wonders, the map is relatively boring and all of the map modes feel exactly the same. I even went on the island map and it was all connected.
Better religion currently don't have to focus on it and become the most dominant religion also the balancing for boosts isn't great 6 resources or 10% happiness i know what i'm taking.
The slider for tech also needs to affect building rates. I would rather play a 300 turn game than a 500 turn game
The replay value is zero.
The typical “just one more round” is missing here in a decisive way
The tech slider affecting building rates would destroy the purpose. The whole point of playing a long game is so each era feels like a whole game, where rushing a tech really is a gamechanger; instead of havimg your units be obsolete by the time you field them
1. For example the gold cost on some items are pretty great! Usually I'm surprised how cheap it is and then other things are ludicrous. Pianos feel really good to craft as even though their production value is high, the crafting recipe is straight forward and doesn't cost too much if you don't have the required ingredients by spending gold. However a strategy codex which is already in of itself a rather weak item, the crafting recipe is skewed way over the top? 51 gold and 100 gold for a bonus 50% and 100% production respectively. Seems like it was an afterthought. There are more of these across the board and way more examples this post will be far too long if I tried to list them all. A sweeping gold cost balance of the crafting recipes in the game is urgent. As a B-side to this request a balance of the bonus craft production value of some late game items needs to be adjusted. For example, plastic containers and barrels provide the same value (even though I understand it's easier to mass manufacture plastic containers), still by the time I have unlocked Plastic Containers I have thousands of Barrels and they are used interchangeably as supply for buildings.
2. My second request has to do with Research and the way you unlock certain technologies. By the time I've built all of my science buildings and installed my supplies, (by the way books are pretty OP and probably need a balance, maybe another item to provide value elsewhere for science Nations) speeds up far too much. Science becomes trivial as every other turn my nation is advancing. I am playing on Normal difficulty however so I'm not sure if this is an AI issue or what but the progress is far too exponential. I want to add as well, having the same tech and the same things progressing over time is a take I enjoy I like what you've done, it can be strategic in what you pick and choose. But because I have SO much research and I am basically unchallenged I can just get each and every one and still have trouble keeping up with building everything.
3. The way you recruit soldiers is awesome just tweak one thing right now it's Recruit Reserves > Deploy Formation > Muster Units > War/Battle this is great, very realistic. But then please let me disband my Battalions but keep the Reserves. That way in the Reserves menu I can upgrade the units that made up the Battalions and redeploy them or retire them entirely. This is desperately needed because spending the time levelling units up just for them to get left behind technologically and eventually thrashed in combat and dying is pretty unrealistic.
4. I like the way the game feels in the way that in the industrial era your industry grows exponentially. It's realistic and fun, it allows you to create strategies and not stress too much about crafting everything early on. Act 2 for most AI in my games has gone on for faaaar too long, or Act 1 is far too short. I understand if you need to give extra time in Act 3 for players to try to catch up but it's still just such a slog for so long. Until you hit Act 3 and it ramps back up again.
(Edit) 5. The most important thing is planned obsolescence. I would like options to hide certain buildings especially once I've reached Act 3. I think just having Tabs where you can filter it by what buildings you learned to build from which act. Why aren't Shopping Malls upgraded Bazaars? Take some crafting stuff out of the Workshop and put it into Ceramic Shops, Cobblers, Weavers, Tanners, these industry buildings just become stagnant buildings spewing clay pots for coffee (where are mugs?) also porcelain? Windows should build Skyscrapers not Glass? Also while you're at it just remove the build limits so I can actually plan out my districts strategically because right now it's 5 ceramic shops in one region because that is just the most efficient strat. My point is there are too many dead ends and useless items and buildings by the time you get to Act 3. And you are getting like 123 coffee beans a turn for 3 coffee shops maybe 4? What can I use coffee for, supply and amenities? Either make it so it needs more coffee to craft so I can sink the resource into something or make crafted coffee useful! There are a lot of items in the game yes, but do you think the balance will be thrown out the window if you add 1 or 2 dozen more? I think it'll help to be honest.
That's it for now, I really like your game I look forward to see what you put in it :)
Should be able to declare a war to get a select number of regions rather than a whole city.
Should be able to trade cities/regions
We need more ways to change established relationship, like for example every 3 acts of gaining temporary relationship should increase established relationship by 5 or 10.
Turn based alarm - be able to set a message I would receive after x amount of turns.
Search tool on the map to look for resources and such like civ 6 has