Zechnophobe
Strategy Lich
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.
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.