SINGLE Most Frustrating Thing in Civ5?

"Embarked" units, single units swimming around in open sea. Can`t be any more stupid
than this. And it totally riuns seafaring, one of historys greatest chapters.

Civ has gotten wery far down in the dirt, I`ll really check out a few things before i consider buying another of these games.

- oh yeah, elephants. All around everywhere, even up in the arctics. Good thong it`s easy to remove them

Embarking is just a way for land units to take shortcuts over small stretches of water without spending any production on proper transportation. Obviously, taking units across an ocean requires that you build a properly armed ship to escort them.

And I've never seen elephants in the arctic before. Even if I did, they're just a graphic representation of the Ivory resource. I would just pretend that they were walruses.
 
And I've never seen elephants in the arctic before. Even if I did, they're just a graphic representation of the Ivory resource. I would just pretend that they were walruses.

Or Mastadon/Wooley Mammoth fossils.
 
Well oil isn't unlimited, yet I bet you can continuously travel an army of tanks around the globe indefinitely in Civ :b
Fossil fuels are unlimited, WHY NOT FOSSIL MAMMOTHS?
I protest this.

Unlimited mammoths for the win. :c5happy: :c5happy: :c5happy:
 
Embarking is just a way for land units to take shortcuts over small stretches of water without spending any production on proper transportation. Obviously, taking units across an ocean requires that you build a properly armed ship to escort them.

And I've never seen elephants in the arctic before. Even if I did, they're just a graphic representation of the Ivory resource. I would just pretend that they were walruses.

That might have been the more sober side of the idea behind this genious "improvement" but it shure doesn`t work that way. Build a city on a new continent and those stupid automated workers starts to swim:lol:


No, in all my years up here in the north I`ve only met a few elephants, as circus inventary. But in this stupid game they appear all over, like an Egyptian plague.
 
That might have been the more sober side of the idea behind this genious "improvement" but it shure doesn`t work that way. Build a city on a new continent and those stupid automated workers starts to swim:lol:

Oh, there's your problem. You automate your workers.
 
the fact that the world is a gigantic soap opera. Your best friends can't even be trusted knowing they may denounce you and then try to kill you, which is directly tied to the AI's hyper agressive tendencies.
 
I hate the message "This attack may not end well". It made sense as a warning when the maximum was 10 HP, but not when you have 100 HP and risk 37 damage.
 
Single most frustrating thing?

I started a continents game with 8 players on Diety at Renasaince start.
Turn 1: I adopt the policies that lead to 2 free techs, and get the free techs, I jump in points to 80 above all AI players. They don't much like this.

Turn 7, the 3 AIs on my contenent DOW. I have 3 pikemen that I started with, have hardly finished building my first worker

Turn 8: With their 4 pikemen, 2 knights, and 3 trebuchets EACH they easily mowed over my pikemen, and have surrounded my first city.

Turn 9: First city captured, capital surrounded

Turn 10: Defeat screen.
 
That is legit, try the settings. I DARE YOU
 
Single most frustrating thing?

I started a continents game with 8 players on Diety at Renasaince start.
Turn 1: I adopt the policies that lead to 2 free techs, and get the free techs, I jump in points to 80 above all AI players. They don't much like this.

Turn 7, the 3 AIs on my contenent DOW. I have 3 pikemen that I started with, have hardly finished building my first worker

Turn 8: With their 4 pikemen, 2 knights, and 3 trebuchets EACH they easily mowed over my pikemen, and have surrounded my first city.

Turn 9: First city captured, capital surrounded

Turn 10: Defeat screen.

What civ were you playing? It is unfortunate that Ozymandias showed up so soon for you.
 
I was playing as Germany.

This was in the vanilla version btw
 
For me, I have to say the unit jumping. Sure you can turn it off, but when playing a huge size map, you run the risk of completely missing some units that need orders. I wish the "next unit" function were more intuitive, recognizing that the player manually changed view to another unit, and then select the next closest unit, rather than jump back to where IT wanted to be in the first place. I might have to send that wish to Santa Claus.
 
For me, I have to say the unit jumping. Sure you can turn it off, but when playing a huge size map, you run the risk of completely missing some units that need orders. I wish the "next unit" function were more intuitive, recognizing that the player manually changed view to another unit, and then select the next closest unit, rather than jump back to where IT wanted to be in the first place. I might have to send that wish to Santa Claus.

Maybe Santa will arrive in the fall (patch) this year, which includes:

Better “Next Unit” selection. Previously, the camera would jump great distances to select the next unit that needs orders, when a closer unit was available.
Unit cycling improvement: when a unit is promoted, do NOT cycle immediately off that unit.
 
Super! I look forward to that. I know nothing about programming, hence my remark about Santa, since I didn't know if it was even possible.
 
I think that my military unit should be able to occupy the same hex as another civ's non-military unit without declaring war.

One time I was attacking a city, and another civ who I was not at war with had a missionary in the way. Due to the terrain, I had to place a unit on that hex to take the city. But I couldn't take the city because it was not worth going to war with the other civ, and the missionary was just parked there and would not get out of the way.

If another civ is running around with missionaries, that should have nothing to do with my military actions and I should have been able to occupy the hex at the same time as the missionary.
 
Game is pretty well polished imho. Thanks to our (myself included) incessant whining to Firaxis.

My minor annoyances with game features or lack thereof:

(a) Allow workers to replace improvements such as farms, mines --> trading posts ONLY in the radii of puppeted cities. Leave my manually improved core cities alone darnit! I really don't think this would be all that difficult to code and would save me a bunch of tedious micromanagement. And spare me the "lol why do you automate workers?!?!?" rhetoric. I don't have time for the little people during my global game of thrones. :king:

(b) Counter intelligence is broken (?). I recently had a 3 chevron spy in my capital, with a constabulatory and a police station and STILL had 4 techs stolen from my capital over 10 turns.


What gives? Is this ^^^ guy my spy chief?

(C) Allow Hot Pursuit For those of you not familiar with this established diplomatic concept, it essentially means that warring armies are allowed to pursue ATTACKING hostile forces into neutral countries territories. Do I really have to declare war on an otherwise friendly civ to take out enemy civ units who are attacking my units via their territory / open borders? This happens a lot.
 
(C) Allow Hot Pursuit For those of you not familiar with this established diplomatic concept, it essentially means that warring armies are allowed to pursue ATTACKING hostile forces into neutral countries territories. Do I really have to declare war on an otherwise friendly civ to take out enemy civ units who are attacking my units via their territory / open borders? This happens a lot.

That is annoying. I wonder if there is a way to make the AI realize it's effectively helping your enemy by refusing to give you open borders in that situation?

I'd like more control over how long deals like open borders and peace treaties last.
 
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