[CIV 5 Issues] - The complete list

A lot of tooltips and pedia entries are wrong:

Ankgor Wat claims to reduce culture cost to buy tiles 'in every city' but actually effects just the building city.

Rationalist Social Policy claims +2 science for each trading post, but only gives 1.

Specialists are assigned per building, making it difficult to 'assign a bunch of scientists' since you'll have to find the buildings that provide them.

No tool tips tell you how many specialists a building gives you.

The R button is both the hotkey to build a road, and the hot key to toggle the display of resources on the map. Since there is a brief lag to unit movement (As there is NO quick move option) you can tell a unit to move, and then hit R, and instead of giving them the order to build a road, turn off the resource display.

In order to find out what Food or culture a city state is giving you, you must:
Open up diplomacy view
Select City State
On the popup, hover your mouse over the appreciation bar.

When you go to a new era, you will be told city states provide more to you now, without it telling you exactly how much more.

Considering that each Great scientist provides a free tech, whenever you want it, there seems no real reason to build the scientist improvement to get a paltry 5 science. Especially since while it gives 5 science per turn, you lose the advantage of whatever other improvement you were going to build (2 food, 1 production, 2 gold, etc).

Food resources feel pointless. A grassland-cow gives 3 food 1 production. A normal grassland with a farm eventually gives 4 food. Not much to be excited about.

Changing production seems to lose ALL progress on whatever you were building

Purchasing the same tile can cost differently for different cities that are close to each other. Why not simplify for the player and just charge them the lowest cost?

Why can't the player direct their cultural growth a bit? Let them tell the city in what direction to expand?

Why does the AI seem to lose settlers and workers so often? I've never lost one, but I am constantly liberating them. I'm not just talking city states either. I liberated 3 workers for England in my most recent game.

Why can't we have trade routes along a river?

Diplomacy trade screen defaults to having all expandable trade areas unexpanded by default. So It takes two extra clicks to expand my, then my targets, luxury list if I want to trade luxuries.

Why isn't there an option to immeidately reenter diplomacy when a trade deal is up?

Until you actually fight in a Marsh, there is no way to find out that you get -33% combat strength there.

Giving a unit a move order into a city automatically garrisons it. I've occasionally lost track of units I had just recently been moving around my empire because it got auto-garissoned.

You cannot 'pass' a turn in a city. You either have to garrison or move.

No way to sell buildings.

Combat information is rather.. misleading at times. I have 3 HP, target has 2 HP. we both have 'average damage' of 2. I get told it is a decisive victory. But if I get a little unlucky, I will die instead of them. If we both have 1 more HP, it turns into a stalemate.
 
That was very exhaustive and I agree with 90% of the ones I read

Stuff like this makes me wonder if Civ 5 was even play tested at all
 
I miss the ability to add a "sign" to a tile for strategic planning purposes, especially for planning future city spots.
 
First of all, a lot of the suggestions here need to be more specific. Instead of saying "xxxx needs improvement/is ugly/is cluttered/is useless", why not give more details so it's not ambiguous at all?

Also, I think the OP needs to distinguish bugs, improvements, and preferences (design choices) when culling the list.

bugs: this feature simply doesn't work as intended
improvements: this feature should be added, since the lack of said feature impedes enjoyment
preferences: this is a design choice, and is only a matter of some players liking it, while some others not liking it (having problems with "ugliness" or other subjective grievances)

The third kind should probably be removed completely from this list, but that's just my opinion. It detracts from the element of constructive criticism for this well-intended list, and gives the devs no easy way to fix these "issues".

Now, some of the issues I've ran into:
-When a military unit ends its turn inside a city, it turns into a garrison and ceases to respond to the "next unit awaiting command" feature (as if it has fortified)

-When u have the option of displaying yields when civilian units are selected, the great general displays it. Not very useful and very confusing when waging war.

-Cities in the strategic view cease to show detailed info when zoomed out. Right now, I have to either zoom in a lot, then lose the overall picture, or zoom out enough to see what's going on, but lose track of what city's building what.

-Units lose their queued orders when u click on them.

-Units lose their queued orders when their path overlaps with other units. This has been brought up already, but a very specific case of this is when I am trying to use the "route to" command with multiple workers. They stop every turn and request orders, which makes gameplay very tedious.

-Hotkeys should try to avoid having a combination of ctrl+shift. My system has Chinese input installed, and said key combo will change the input method into Chinese, causing several keyboard issues. Alternatively, let us remap the keys (has been brought up).

-Scale the happiness provided according to map size, so that the world can be sufficiently populated. I like playing huge maps, and so far I've had trouble filling up the world with people, both from my own civ and from my AI opponents.

-The "Terra" map style will not provide different resources for different continents. This really takes the joy out of discovering the new world. Coupled with the lack of happiness scaling, there is no longer any motivation behind colonizing far away lands.
 
*production takes forever (?) no it doesn't, i have cities whacking out wonders once every 10-12 turns.

*I don't want sliders back, it just simplifies the process... need more money adjust the slider.. more science adjust the slider, how is that more complex than actually having to build the correct improvments?

*in game clock? why should this be a priority? also can't you just look at your watch/phone/clock etc. or evn just use your computers clock?

*um... yes, whacking out wonders takes 10-12 turns... but so do whacking out a unit. so, which do i whack? a unit of course! it is more useful than a wonder....

*yes. no sliders. please.

*i remember there was even an alarm clock that you can set to warn you that you are playing too much cIV. :lol:
 
You're missing perhaps the worst "feature" in the game: Overflowing production/research is now lost and no longer added to your next build/research; this was perhaps the largest improvement done to CivIV

Edit:
Did some more testing; overflow is definitely carried over, it's just not shown in any way.

My city had 35.1 production listed in the turn before, but actually produced 41.8; with the difference coming from overflow.
In general, it seems that the game has serious issues with showing bonuses; what is it with all building and citystate bonuses just being tacked onto the city tile?
 
You're missing perhaps the worst "feature" in the game: Overflowing production/research is now lost and no longer added to your next build/research; this was perhaps the largest improvement done to CivIV

As long as the exploits and abuses are fixed (and it seems they would no longer be possible...) then I am in favor of this.
 
Thx guys, I appreciate this!

And especially thanks to Scramble, this is exactly the help I need!


I see your points, and your are mostly right, I just needed to get started somewhere, and from there on we now can polish things up.

So I need YOU to give me input for that list!



I'll do a rework later with the things you posted, just not now, gotta get my daughter home from kindergarten;)

EDIT: @ Mods: please delete "Annoyances" out of the thread title!
 
Wow! Lots of great stuff here. My 2c

  • Sometimes I can't see all the combat modifies due to UI overlapping;
  • If I click Raze city I am still promted to select something in the build Queue;
  • The queuing of units is clunky and needs refinement;
  • Its slooooooooooow to scroll down the list of units, buildings or wonders. Can't I have a hotkey for them?
  • This may have been covered, but i would like more info on unit maintenance. I should be able to know how much extra producing a unit will cost;
  • Barbarian Triremes are useless. They NEVER pillage instead they just buzz around and are a nuisance;
  • My cities should earn experience and get tougher over time as it bombards same as archery units;
  • I would like to see who has pacts of cooperation with each other;
  • I would like to see more alliances and 'world wars'. Currently the AI only dogpiles, there are never any 2v2 battles fex;
  • Sometimes I get gifted units from CS's, yet their units block my passage out of their territory. Over time if I lose alliance with them, I start accruing penalties for tresspassing!
  • CS's should have some diplomatic option when you are at war.. attack here/this unit/this city;
  • You should be able to gift units to CS when they are attacked, but retain control over them;
  • The Ai sometimes asks to declare war, then pact of secrecy in subsequent turns;
  • Feedback from the AI is insufficient. Sometimes the AI cancels a pact of cooperation fex when I ally to a city state but states that it's due to my warmongering??;
  • If the AI comes to you for a deal, accepting the deal closes the AI panel and prevents any other deals being made;
  • The AI still interrupts everything, when they come to visit. There should be an option not to receive their envoy.

There are so many, but I don't think I have seen these to date.
 
Amazing post. Please make this a sticky.

I think you should add the following under hardware and technical stuff:

- Turns take too long to complete on large maps, even with a fast computer (i7 920, 6GB RAM).

- Civilization V does not take advantage of hyper threading. Only 1 thread in each CPU core is used, never 2 threads at the same time.
 
UI:
  • [Fix]Sometimes, when clicking on a city, you only get a limited build queue and have to go back to the city to look at it and add items to the queue
  • Make the building queue available without having to check the box
  • Allow drag & drop ordering of items in the queue
  • Show full city screen when selecting "Choose Production" (right now I find myself constantly building going back to the city to add something to the queue)
  • Make building queue longer
  • Show which tiles are being worked in the normal map view
  • Don't "scroll" to new events -> gets annoying over time
  • Introduce option to disable unit animations
  • Show unit destination on hover/click

Other:
  • Make the cultural requirements per level fixed. In my current game I have a total of 4 Policies and the end of the game, simply because I expand quicker than I can make cultural buildings. :crazyeye:
  • Remove crossing river penalty later in the game
  • Improve worker speed later in the game (its quite slow even with improvements)

Other:
  • Improve game performance (not likely to happen): I play on a 3.2GHz C2D, 4GB RAM, Radeon 4870 1GB, Intel SSD and just loading the game takes 2 minutes on low graphic settings. Also time between turns is forever on larger maps, even from the very beginning.
 
Whoa, thanks a lot for the input!!!

This is a small update, I got rid of some stuff, cleared some stuff up, still a lot to do.
Still a lot of duplicates, still a lot of language issues.
Also I want to add the new things you posted here.
I'm short on time right now, i hope i find some time for it later.

Keep up the teamwork!
 
A few things to add to your list perhaps:

When you start a game, the button to press after it is loaded rightly says "Begin Your Journey". When you load a game, the button says the same thing. Shouldn't it say "Continue Your Journey?" Makes more sense to me.

Great Wall doesn't seem to limit moves like it says it will. The graphic doesn't update well as culture expands either.

Perhaps a setting or flag to indicate you've watched the opening video so it doesn't play every time.

Used a culture bomb that takes a tile in an enemy city's first ring. If I then take that city later and raze it, I lose the tile. I assume this is because the city's old culture becomes my culture and then when it is razed it gets rid of the surrounding hexes automatically. It would be nice if it remembered I got that tile originally through a culture bomb. All other tiles that were originally in the enemy city stayed mine, it was just the first ring.
 
I'm not sure if this was on there yet, and I remember seeing it mentioned somewhere else but can't find it. Anyway,

- AI settles early cities (or expands) too far away from their capital or even on the other side of the continent/landmass.

In a couple of different games this has happened to me, and it is really annoying. The cities just become easy pickings. I've noticed they usually do it near city states, but still there is no hope for defense and it will eventually just be a free city for a human player. Btw, I've notice this on King level.

Also,

- I agree with the Civilipedia suggestions. Really hard to find out what the benefits of resources will be if you improve them.

Example, I had wine in one of my cities and just wanted to see what benefit I would get when I improved it and couldn't find it. I think hovering only gives you the current tile info, but not what you "could" get out of it.
 
Great Wall doesn't seem to limit moves like it says it will. The graphic doesn't update well as culture expands either.

Great wall shouldn't expand. It's a building that remains the same after you finished building it.
 
One more:

-The military overview window displays incorrectly for units that have fractional movement points left

poncratias, would you prefer us edit our old posts, or submit new posts as we find more problems?
 
If you’re using dual monitors, one monitor needs to be disabled or edge screen scrolling won’t work. (Cursor continues over to second monitor)
 
In strategic view there are a few things that are unclear e.g impassable ice looks the same as coast tiles unless you mouse over it. Also, is it just me or are the colours for grassland and plains extremely similar in this view.

I think because the tile yeilds are much lower there is little to differentiate them, for instance only one type of hill (even desert hills are the same), floodpains and grassland the same, all forest tiles the same, food resources mostly very similar to farmed grassland, all luxury resources similar. There should be more variety. It feels like it makes little difference where I settle because all the land is the same

I think there should be some sort of improvement, similar to cottages, that improves with time, to give a trade off between instant benefits now or bigger benefits later.

Farm improvements look lovely. Trading posts everywhere in the modern era however looks kind of bizzare. Towns were a much more sensible looking improvement to see everywhere in the modern world.

Very few options for interacting with the AI or affecting their opinion of you. Most AIs will trade luxury resources and do research agreements with just about anybody with little consequences (of the likes of 'traded with our enemies')

Bring back foreign trade routes (preferably pillagable). Make the valuation of trade routes a little more interesting than just 1 pop = some gold, 2 pop = twice as much gold, the formula should favour bigger cities and take into account distance IMO

Wealth is totally pointless as it is at the moment, might as well have a 'no building' option. Particularly annoying as you can end up in an economic black hole in this game by building too much

Why when I capture a city and it is in anarchy am I forced to choose a building option that takes ??? turns to complete. Defer the choice until after it comes out of anarchy so I can choose properly

Penalty for unhappy empire should be more severe.

Courthouse should not be so weak that razing and rebuilding the city is the better option

I would like to be able to see into the puppet state city screen (even if I cannot change anything)
 
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