[CIV 5 Issues] - The complete list

I am going to go over the list in a sec, cuz there is a TON of stuff there that shouldnt be there. If you want a list for the devs to work on, you NEED to take out subjective stuff, language, insults and "WAHHH NOT CIV IV" whines.
But I do have 1 for the list: If you connect a city to the capital with a railroad, the city gets a +50% production bonus, but the capital itself does not. There is no way for your capital to get that bonus (as far as I know)
 
Wow, the OP seems to have gone into this game looking for things to be wrong with it, instead of letting the issues crop up on their own. Half that list is just rubbish.
 
AI

* On water maps, AI should be more willing to research naval techs and explore and settle other islands


UI

* I miss the trumpets of war declaration.
* Some kind of way to turn on/off notices by type.
* When open borders expires, I don't need to be told that both ends of the deal were cancelled. A single notice is enough.
* A pop up when entering a new era to remind us that new social policies are available.


Imbalances:
* Exploring troops who pop goody huts should not get the 'improved weapons' bonus if it takes them more than one tech level ahead.
* Range three longbows are hax.


Gameplay
* Auto-explore scouts should not trespass city states. Let me decide if I need to see what's on the other side enough to take on the hostilities.



(Also, I agree with Scramble that the list needs revision and culling.)
 
In multiplayer, when you have human and AI players human players seems to start next to one another EVERY SINGLE TIME, forcing early confrontation, which is not always desired. Placement should be random, like it was in previous Civ games.
 
PATHFINDING ISSUES:

- Auto-exploring with any unit typically leads to them infringing on city states borders even when they don't have to.

- Units will not take quickest path to a destination. Example: If I tell an archer to go to a location and taking the road will get them there in 2 turns, the unit forces its way across the hill (even if there are no units in the way).

ONE UNIT PER TILE ISSUES/CONCERNS:

- Moving multiple naval units at different speeds is such a chore it is almost game breaking.

- Allowing only one naval unit to garrison in a city should be altered. It is not realistic, and it negatively affects game play instead of adding to it.

- The fact that roads do not allow certain units to pass each other adds a layer of micro-managing which takes away from game play.

NOTE: My big concern about 1UPT has been realized. I was worried that Civ 5 could become "Civ Parking Lot Attendant." I think the new rules add some VERY positive aspects when your nation is at war, but otherwise I spend a lot of time moving units around (especially later in the game and with naval unitls.)
 
I think there's plenty about Civ 5 that could be tweaked but I'd prioritize things that are broken or missing and worry less about any given player's personal preferences. This is not Civ 4.5 - some things will never be the same.

This.

It's a commendable effort putting this thread together, but unfortunately you're getting a ton of purely subjective, pointless complaints ("The UI is clunky and ugly") and a lot of just plain incorrect information ("The strategic map can't be customized to show specific features") from people who have played the game for 2 days, aren't really trying to learn how to use it, and just running to the internet to complain.

IMO, you may want to decide what the purpose of the thread is first, and then whittle the information in it down to fit that purpose. Is this thread intended to just list random things that Forum_User_20516 decided s/he didn't like? Providing a place for players who are dissatisfied to vent their anger? Trying to get Firaxis' attention to address specifics in the game and offer suggestions?

If you're truly going for the latter - and you want this to be a resource for Firaxis to get feedback and suggestions from players - I'd start ignoring the "UI is clunky and ugly" kind of posts. The UI isn't going to be replaced, so that comment is useless to Firaxis. However, comments like "Allow me to select a military unit from the F3 Overview" is something they may be able to implement, and would have more value from a developer standpoint.
 
One more for path-finding:

When plotting a multimove turn starting on land and crossing water, the "number of turns" calculation does not take into account that the unit will move faster across the water. It still counts one move per tile on the water in the displayed number of turns to reach the destination.

I agree with the posters who pointed out that this list needs to be culled to be very objective. More of a bugs and missing features list rather than a gripe list. It's off to a good start, though!
 
Gameplay:

* Agree with TK: Any units that are not at war should be able to pass through each other.
* There should be a stacking option for combat and non combat units so you can move them together.
 
UI:
Have the city states listed separately on a one-state-per-line list, with the list click-sortable by name, by category, by attitude, by who they're allied to, and by what their influence point status is.

I use this list a lot. Having it not sortable, and having each state take a lot of screen area so I can only see a few of the 16 states I may have in a game at a time, seems a poor design decision from a point of view of usability.

City states are very powerful and I use them intensively to supply my empire. I keep as many as possible allied, so I need to check regularly on their influence points. That way I can plan ahead with my next gifts to them. And I need to see who I'm competing against for favor.

Additional nice-to-have 1: I'd also like a new sortable column on this list = distance to my capital. This is important if it's a military city state that gives me units, or someone who'd like a road building to them.

Additional nice-to-have 2: I'd like their current requests viewable on the list too, and whether it's a global or personal request. ("Can someone get rid of these barbs please" vs. "Build us a wonder and we'll be impressed.")
 
I've got some but I really think we should stick here with gameplay, UI, general info, civilopedia and such, and not with the game engine and mechanics as such.

- No way to find out about the AI's units' promotions.

- It's too difficult to know where your resources are coming from. Which are mine? Which imported?

- Which resources does Ghandi need? I have to go through each one of them offering my excess spices...

- I'd like a right-click menu instead of making my units move that way. I've had to load too many times because of this already.

- Enemy attack info is displayed too little time to read it all. I have to go to the log too many times. White color wasn't a clever choice either.

- No notification when my culture acquires a new tile.

- No representation of tiles being worked in map view. I have to enter the city screen and every time I load a game the citizen assignation is closed.

- Canceling move-mode or ranged-attack-mode with right-click? Esc key maybe? Nope... it can only be done by re-typing the shortcut key.

- Force automated moves before I end my turn missing.

- How about sending a unit to follow another automated unit? That would make sea trips easier.

- I can't cancel a pact of cooperation or secretism.
 
Lots of this shouldn't be here. This is a post for the devs, so it needs to be as objective as possible. No insults, no whining, no emotion, no crying that the game is not civ IV.
I understand this is a copy paste job, but I reccomend you as the OP, edit all of this to be in your own words and as objective as possible. This post is a very good thing.
Anything not quoted, is good and does not need to be changed. Keep it here.


The title for this should be issues ONLY. Annoyances imply subjectivity and individual complaints.

* Too few possibilities for renaming stuff.
In Civ IV you where asked what the name of your new found city should be, now it's settled predefined.
Also unit naming was possible at anytime and with any unit.
Unit naming is certainly available after a unit gets 15xp. I think it works fine this way, but again that is subjective. There is probably no technical reason that this shouldn't be available right off the bat.
There should be a City Name Box OPTION... but since most people use the defaults, it needs to be defaulted to off.
* Trying to figure out what the exact numerical health is of enemies without estimating it from the health bar - am I missing something?
The numerical value can be seen on the Unit UI in the bottom left and by hovering over the unit.
* Right clicking off spammy message bubbles on the right side of the interface and accidentally queuing up movement for a unit across the screen – doh!
Right click the button above the minimap. Danger gone.

* few Map Buttons
Expand on this. What map buttons do you want?

* Saving the game and not having a default file name available. I have to click an existing file, click on the file name field, press End, press Delete, and then type the next number (Like Japan 06, Japan 07, etc.). It should come with a default name that is already highlighted in case you want to name it something more descriptive like, “Just researched Gunpowder”.
Make this example more clear and succinct. I needed to read it a couple times to get what it is saying.

* Incomplete Civilopedia; brief descriptions and no links. Sometimes only text with no graphics or symbols. Seems whenever I do a search for legitimate terms (raze, razing, cooperation, secrecy, etc.) it doesn’t know what I’m talking about.
Many many civlopedia entries are packed with info. It is wonderful. Still others give a tiny brief useless paragraph that gives no real info.
I would like someone to make a thread or a reply in this post where we go over the exact pages that need some expansion and real numbers... Hmmm maybe I will take such a task upon myself.

* Inability to change default XML files and save the game and reload it. You'll get a message saying: "Currently enabled mods are not compatible with this saved game"
Is this a problem? You should (IMO) be required to use the same XML for an entire game. But again, probably subjective.

* Civ4 had a ton of custom game options. I see hardly any such options here.
Which ones do you miss?

* The UI isn't streamlined. It's clunky and ugly.
Entirely subjective. Remove this. I like the UI, but I wish you could adjust the size of it...

* Why is there no load bar? While the load bar in Civ IV wasn't always exactly on point, it gave you an idea of what was going on. Instead, they allow you to read the bio about your civ again and again and even provide the ability to use the tooltip and find out about your special units. Probably useful when you start the game. Not when you are loading your game again and again. I personally miss the tips, which had character.
Load bar I agree with. Tips... not so much. Tips were no good, and I actually prefer the bio here. Remove subjective part.

* Where are the hard facts in the Civilopedia? How fast do railroads make my units? How much do Pacts of Secrecy/Cooperation help my standing with another leader?
Put all Civlopedia problems in one spot

* Where is the handy dandy Score List? I noticed that you can keep the diplomacy snapshot open permanently, but it is rather obtrusive compared to the old, transparent score list, that also included your current agreements and allowed for quick diplomacy. I suppose the addition of city-states would make the list too long, but maybe just a list for relations with major powers?

* The city screen is completely appalling. The expandable tabs for citizen focus, buildings, etc... are simply awful. And the worst part about it is that they clearly did this in order to save space and make it "less cluttered" yet everything else on the screen screams "clutter"! I mean, did we really need to have every single building represented by a stylized circular portrait in the building list?
Take out the subjective language. Appalling, awful, etc etc. Just say the city screen is cluttered, and building icons take up too much space. We like the look of it, but it should be smaller and more compact.
* Specialist control is similarly cluttered with the giant stylized icons. It also handily divides up your specialist slots into the buildings that grant them... while the buildings are placed in alphabetical order! they didn't intuitively group them by specialist type, so if you're assigning a lot of specs of one type for any purpose, you'll have to scroll the list.
Take out sarcasm and make this objective. Summarize the problem rather than complain about it.
* Someone at the Firaxis art department is very proud of their "citizen coin" graphic that they made. I recall them talking about it on the podcast as well. This is perhaps the most horrible piece of clutter that has been added to the city screen. It's used both for specs and for assigning citizens to work tiles. The problem is that unless you zoom in a lot, these "citizen coins" are gigantic and obscure most of the view, so you can't even see much in your city screen. Equally obnoxious is the "buy tile" coin. Making things worse, these icons are offset from the tile itself, so it can be difficult to take in in a quick glance. Is it that difficult to... I dunno, highlight or circle the yields in the tile to show that it is being worked? There was nothing wrong with how it was displayed in Civ4. It was much... cleaner...
Again, summarize the problem rather than complain about it. This can be clearer, shorter and stronger. This is a problem, but the language you use comes across as whining.
* Moving away from the city screen, the rest of the easily accessible interface is generally way too large and obtrusive, the kicker being that it doesn't actually display any useful information. Most of it is, again, stylized icons.
A huge amount of information is shown along the top of the UI. This is the same problem that has been said earlier... the Interface is too large and nonadjustable. Don't need several repeated points like this.
* Take, for example, the unit panel. There is a big picture of the unit on the left side, and then there is GIANT text talking about movement and strength. They crammed in all the promotions onto a tiny strip at the top, most of which do not have unique art despite all this work the art department seems to have done. Unit experience is displayed nowhere, and you have to mouseover for a tooltip for it. The blue bar is very useless. Current HP is nowhere to be seen as well and you'll have to look with a mouseover on the main map. Finally, ranged units range is not listed. I guess this is not a huge deal, as we'll get to know the ranges, but for mods and changes, this seems like important information. (Also, I may have missed it, but how do you rename a unit if you don't have a waiting promotion?)
This is a good point, but again is TERRIBLY worded. Whoever you copy pasted this from is a whiner. Put all this info in a quick summary: Unit Info Panel: HP bar is easy to miss, Promotions are small, aren't unique and require tooltips to see. No XP bar, Range not listed, too large and nonadjustable size.
* Probably the worst feature of the UI (in my opinion) is the minimap, which is neither mini, nor is it a particularly good map. It shows you basically massed NOTHING, what with all land tiles looking the same, and just having mountains plastered on. It's totally featureless and unhelpful, unless you need help figuring out the general direction of the enemy.
I completely disagree with this. Again, it's size could be a factor with an adjustable size UI, but other than that, I actually like it. The map looks cool, and Strategic Mode makes up for any issues you may lose from the map, and more. The map doesn't need to be as detailed, but perhaps a few buttons to show specific info would be helpful. Take this out, as it is subjective and whiny
* Above the map is the mouseover information that we are all very used to. In Civ4, this used to display all information about a tile and units in it. In Civ5, they seem to have forgotten to put in the unit information, as all it does right now is tell you the tile and improvements. The popup tooltip is slightly more useful (I've since set it to be on at all times, because the field above the map is useless), but there is little to no information given about the enemy units. I'm not sure if this was intentional or not, so I'll give Firaxis the benefit of the doubt here.
Tooltip needs more info, I agree, but take this whiny subjective, language out.
* Extremely irritating "notifications". Let's say England declares war on me. I've spent a lot of money and effort to "ally" myself with city states for those bonuses. War is declared, and I get a giant scrolling list of "notifications" that all my city state allies are declaring war on England, and their city state allies. There is a separate notification for each individual entity, and the list can be huge. The point is that I do not care about these city state declarations. Can they not just say "England and allies declare war on you and your allies"?
NO! This is subjective and just plain wrong IMO. Many times I have actually been surprised at what city states were allied with who, and this list has told me if a city state slipped by my radar. If you make it a single icon, you NEED a tooltip that shows you all the individual entities involved in this declaration.
Maybe these notification icons are too big, but again this is a simple UI size issue.
* Then you get big scrolling lists of "Such and such puppet city has grown to size 2 and is assigning their pop". That's nice, but they are a puppet city, so this notification is totally pointless as I cannot reassign that citizen without annexing the city. So don't tell me about it! The game seems to think that a citizen being born in a large city of yours is no big deal, I would argue otherwise; if I am actively managing a city (so not a puppet) then I have some interest in assigning the cities. It's much more important to notify about this stuff rather than random puppet cities.
Why wouldn't you want to know about a puppet city? I care about my cities, and my puppet cities, even if I can't place their citizens.
If this is ACTUALLY a complaint, summarize it, and get rid of the crying.
* Strategic mode. I can see myself using this during heavy fighting, because sometimes the terrain is ambiguous on the regular map. However, cities are very poorly represented in this mode for lack of one thing; the city combat strength. This seems like critical information, and it's not available unless you switch back into the regular map mode. It would also be nice if we could see the exact hit point total of a city. This information is mysteriously absent from all map modes, and even the city screen.
This is two points and long rambling that is mixed into one point.
1. Strategic mode shows the size of the city when it should show it's strength.
2. You can only guess City HP based on HP bar and there is no way to see the exact numerical value anywhere.
Two separate points. Cleanly written, objective and simple. Replace this.

* Totally ambiguous Civilopedia. How much faster is "faster embarked movement" given by Steam Power? For that matter, if I was totally new at Civ, I would have no idea by how much roads and rails actually speed movement. Then you have information which appears to be just plain wrong, like the "Siege" promotion appearing as a melee promotion, when I most often find myself giving archers this promotion early game. Where exactly is this information supposed to be documented if not in the Civilopedia?
Again, same complaint in 3 separate points. The way this post is flayed out, you would think that this game has a billion problems, but in reality, there are tons and tons of repeated points. Get rid of this.

* keyboard shortcuts should unquestionably be user-definable.
Remove the word "unquestionably". Make this more professional.

*No option for female / male leader
This is subjective. This was not in Civ IV either. The game doesn't seem to want Male/Female options, although it would be nice if they would add them for flavor. Other than that it doesn't matter. Civilizations have traits now, not leaders, so adding more leaders would be HUGE files of diplomacy screens, for no real difference.
Remove this point, because this is not a hard fast issue, but rather a debate.

* The map is ugly and not animated. You can't zoom far enough to admire your growing cities, which doesn't matter anyway, because they're poorly devised, uninspring polygons.
Subjective. I find the world beautiful how it is. Remove this, and if you TRULY consider this an issue, stop whining.

* Map Replay: When the game is over, I always loved going into the map replay and seeing how my empire and others grew. Not any more That was a really helpful feature, as well as interesting because you could see what was going on in those 2000 years in that other continent.
Summarize. The devs and almost everyone who reads this knows what they do.
Map Replay: There is no map replay upon completing a game.
Done.

* Wonder Movies, Victory Movies: Please bring them back. Sure, the domination movie in Civ IV wasn't great, but it was still something interesting to watch. Wonder movies were also really cool in Civ II and Civ IV, bring them back!
Subjective. I agree that a victory movie or cinematic should play, but I actually prefer the art and quote to the cheesy wonder movies in Civ IV that were all the same boring thing. Remove this point or put it up for debate.

* Add "No Unit Cycling" option
This option was in civ4, and for those who aren't familar with it it just means that when you give an order to a unit the focus doesn't immediately jump to another unit. It's especially critical in MP games (but I haven't played civ5 mp) but also for easier micromanaging of units in single player. Suppose I want to put 1 worker turn into building a road but next turn I want to start building a quarry (because I get the tech for it in one turn). What I would like to be able to do is give the order, then immediatley press the cancel button. As it is now, giving the order causes the screen to jump to who knows where, selecting another unit and I need to scroll back to that worker to tell him to stop.
I consider this game option to be absolutely critical to the interface and I never play civ4 without it. I don't think it would be difficult to implement either.
Remove the last two sentances at least, and the rambling language. Summarize Summarize Summarize! This is a huge list thread, you NEED everything to be quick, clear and concise. I am not going to quote any more sections that need to be summarized, but you should be able to identify them yourself. There are a LOT of them. Don't just copy paste anymore... this is YOUR thread.

* Allow/fix alt-tabbing
I feared this would happen with civ5 being a steamworks game, but I haven't found a way to alt-tab out of the (fullscreen) game. This is a major drag, but there may be technical reasons for this problem I'm not aware of.
I have no problems with this. In fact, this game alt-tabs and minimizes flawlessly for me, and I am on a rig that is significantly below recommended specs. Either this is a technical problem with the game and certain rigs, or it is your rig specifically. Again, this is a personal issue, not an issue with the game, so it should be removed from this list.

* When giving "Heal" order, show number of turns.
Pretty self-explanatory really. This should be a really simple change to make as well. The need for this would be slightly reduced if the hitpoints were shown as a number, but even with that fixed it'd still be nice to see how many turns anyway, so you don't even need to think about dividing (10 - hitpoints) by 2 if in friendly territory or 1 if in neutral territory.
This has already been mentioned. Remove this.

* When choosing production in a city, exiting city screen should close the production-choice window as well.
Some may disagree on this. In general it seems there is quite a lot of work that can be done on the production-choosing window anyway, including keyboard shortcuts for easier queueing and so on.
Remove the "some may disagree on this" part for sure. Be confident with your points or it isn't worth reading. Remove the part about keyboard shortcuts for queueing, because you mention that already.

* Remember last active strategic overlay on saving game.
Not a big issue, but it's nice if when you load a gamesave most of your interface settings are remembered. This includes the chosen overlay mode for strategic view, IMO. I think it already remembers your choices on hexgrid, tileyields, resource flags etc., but I may be mistaken.
Confidence. Remove the "But I may be mistaken".
 
* Rivers are ugly, especially when they run into the ocean.
Rivers of Civ IV or Colonization are more beautiful.
This may be subjective, but it is almost unanimously agreed. Can keep this, but don't compare it to previous games.
*Ice looks crappy and sometimes just looks out of place and overlaps the terrain.
Don't use the word Crappy. Be professional.

* Warriors look like Workers.
They miss their rude, tribal aspects and their arabic/greek style doesn't fit for many civs.
I actually haven't had this issue. This seems like a complaint comparing to Civ IV... Not all early warriors were rude, tribal, cave people like Civ IV seemed to indicate.

* Montezuma’s leader diplomacy graphics. Looks awesome, but a bit over the top and gobbles up memory.
Technical issue, but many leaderheads are unoptimized. Even on a top of the line rig, my brother gets some framerate in some leaders.
*No Tile Animation
Why is this taken out? Why must players have to go into the city menu to see what tiles are being worked on??
Don't ask; tell.
No Tile Working Animation: Show what tiles are being worked from the main map.

* No option for workers to auto improve the nearest city. If you have a big empire your workers may keep going back and forth across your territory or the ocean and get themselves killed by enemy ships in the process.
Split this into two.
No option to Automate Workers to improve nearest city.
and
Worker Automation AI has problems (expand upon that... building roads to long long distance cities and obscure places, embarking, moving into enemy territory, trading post spam etc).
We want more automation options (replace existing improvments, improve based on the governor of the city, etc etc)

* Quirky production queue system. It's a shame simple Shift-clicking and Ctrl-clicking aren't implemented.
You want the devs to see this and change stuff. It is not a "shame". It is a fact that Shift/Ctrl clicking aren't there.

* Puppet cities using up your resources for their buildings!! You also can't view these puppet cities so you're not exactly sure which ones built it. They should only focus on population increasing buildings and science ones, commerce buildings, and culture... and nothing that requires a resource.
Do they? I haven't seen that... I have seen them build stuff that requires a resource to be NEARBY, but haven't seen them build some that actually CONSUME resources. Confirmation?

* Canceling a movement path. Sometimes you'll go to click on something or scroll somewhere and somehow in some way you have a worker or some other unit selected with a queued path ready to go. You can't hit Esc to cancel it because it just brings up the menu. You have to either follow the dashed path back to the unit or look for the blinking dot on the mini map.
Clear this one up, because I still have no idea what you are saying.



* No information on what improvements can be built on a tile before you have a worker there.
*************************
THIS IS THE PERFECT EXAMPLE OF HOW TO LAY OUT YOUR POINTS
Quick ,clear, concise, objective and confident. Do all your points like this.

* In Civ4 when moving a worker, you could know by holding down the right-click mouse button what you could build in the tile. That feature is noticeably absent here.
The same point as the one listed above, but done way way worse. Don't repeat your points to pad the list.

*Strength adjusted according to damage in Civ4, now in Civ5 I have to guess what my actual Strength is and what my HP are.
No you don't. If you mouse over another unit it let's you know your attack strength after all modifiers, including health.

* In Civ V, you can mouse over another unit and see it's Strength, but you'll be unable to tell what it's HP is.
Not true.

* Civ4 had Combat 1. Now we have Shock and Drill. Now I have to pay attention to what little tile my opponent is under to figure out what promotion I want to get; not fun.
This isn't a problem. This is a whining to be like Civ IV. Different game, different promotions. I actually like the new system better. This is subjective. Remove it from the list. This is a debate... not an issue.
* In Civ4 I knew the combat Percentages with another unit before starting a war. Now, I have to declare a war and then I can find out if the combat odds were such that starting a war was justified.
I guess that is... annoying? But in all honesty that is no huge issue and probably an intentional stylized change to the game. I don't mind it, and I don't miss it.
I guess you can keep it in the list, but it seems kinda subjective. But maybe it is just me being subjective.
* Barbarians with no Identity.
In Civ IV they where named after diverse historic tribes.
Only in invasions they were. Now generic barbarians. I see no issue here. Don't whine that Civ V isn't Civ IV
* No cheering when you upgrade your unit.
Really?
Delete this.

* Why change the Keyboard Shortcuts? Obviously, the keyboard shortcuts for the F1,F2,F3 should change, as some screens were replaced from Civ IV. That said, I am pretty sure movement has always be G Go and MINES have always been M Mine. I know that someone can mod to change the keyboard shortcuts back, but why alienate long-time players who use the shortcuts more than they use their mouse? What did they gain from that change?
Don't ask a question, make a statement. Simplify, Summarize and maybe a brief BRIEF example.

* Multi-turn moves. This is perhaps my biggest pet peeve with Civ V. As far as I can remember in the Civ series, when a unit was order for multi-turn moves, it moved during your turn, generally after you had moved the currently active units and BEFORE you hit end turn. After all, they do move during your turn. Instead, Civ V asks you to end your turn before moving those units. Its nice to be able to tell where you might need to move units that still have MPs left AFTER the units you ordered last turn(s) have moved. Basically, what happened to Wait?
Take out subjective language and personal thoughts. Summarize and don't ask questions.

*No Hamlets
Hamlets was an important tile improvement in CIV IV as the primary commerce provider. But its greatest strength is that over time it evolves into a cottage, a village and ultimately a town, encouraging players to build them early to reap the benefits.
In CIV 5 hamlet is replaced by "trading post" which has a MUCH uglier model and does not evolve.
I read the thread that had this in. Whiny rant about how Civ V isn't Civ IV. Remove this. Even the facts are wrong, because Cottages became Hamlets... not the other way around. I like the look of Trading Posts, so that is subjective. This is NOT Civ IV and it isn't trying to be. Cottages and Towns are gone, and while that was cool in Civ IV, it is NOT an issue in Civ V.
*No Random Events
Random events provide small bonuses and surprises to your nation in the way of additional income, one additional food resource, increased culture, etc. Those bonuses are no way game-breaking, but they make you smile every now and then and make your empire feel like a real nation inhabited by living breathing people rather than some numbers and data on the screen.
Summarize. All you need here is: "No Random Events". Then you are done. Anything else is wasted filler.

* Production takes forever
Subjective. This is a different game, and you are not meant to play it the same way as Civ IV. Not every city can have every building. Units are more valuable. Cost of everything goes up. This is a feature of Civ V, not an issue. If you think it makes the game slower and boring, then that is fine, that is subjective and maybe you should play on a higher speed. However, I think you should keep this in the list, because it seems like a lot of people don't like it. However expand on it. Things like how it is hard to fix an emergency problem in your empire (gold deficits, happiness issues) quickly due to slow speed and the inability to hurry production.

* People are upset if you have population and build slowly. If you stop expanding, your people build slowly. If you starve your population to reduce it, your people build slowly. Kind of a built in lose/lose.
Terribly worded. Sounds like another complaint the same as the one above... If you overexpand you are punished. This is not an issue, remove from the list.

* Oh...if your people are unhappy, as they always seem to be if there is more than one of them, you can build a coliseum in a mere 100 turns.
Stop being sarcastic, and posting the same point over and over again. This falls under, "production is slow" at best. Delete it.
* At least in my case, "raze" and "annex" mean the same thing and both lead to "annex".
Not true. Remove this.

* The workers are just wow. Automate workers means "nothing but trading posts and possibly one tile of road in the middle of nowhere".
Post a single thing on Worker Automation being a problem.

* Not really a fan of the extra 12 steps required to add something to your queue or, heaven forbid, rearrange it. Apparently, ctrl and shift were too easy.
You mentioned this earlier. Don't post the same stuff multiple times, or it looks like you are padding the list.

* No permanent alliance. I REALLY liked being able to horde wonders, taunt my friends with my free religion, and finally let them share in the wealth end game.
Personal, subjective experience and a complaint about how Civ V is not Civ IV. Next?
* Basic movement. I have one worker unit which is hogging a tile, which is the only passable tile to get to another city (big mountain to the left followed by water to the left of that) so no other workers can get by this worker until he's moved out of the way - either that or by the time they can embark they get munched by babarian ships. Replace this scenario with military units which are healing etc, have to move them to heal somewhere else so units can get by - so bloody annoying having to spend so much time just moving things for the sake of allowing things to move past them, it's fundamentally broke the game for me. I don't mind the idea of not stacking units as much but they should let 2 units of the same type share the same tile if it's not a city (even cap it at 2 at most!) - and they cant attack when sharing the same tile.
This takes PRACTICE. Lack of worker stacking is annoying and is a problem with Automation in general, so mix that in your automation point, but the other part needs to be removed. It takes time to figure out the best way to arrange, replace and move your troops. Time that the game hasn't had yet. I am getting the hang of it and things are flowing smoothly. This is a complaint about 1 UPT, a feature of Civ V. Maybe say something like "Choke Points are hard to Navigate", but this long winded whine is too much to have here. Remove subjective language, summarize, and make a point. Movement is NOT difficult if you take a little time to get used to it.

* Production does take ages, I see a bit of land in the sea I want to build a city on, by the time I build the settler, the unit I want to protect it plus maybe a tireme to get rid of the barbarians (the tireme takes about 5 or 6 turns to finally kill 1 offending ship) you are talking maybe an hour's worth of gameplay. I have to dedicate a fricken hour to stick a settler on an island not far from my mainland.
You have said this three times already. Production takes a long time. Up the game speed.
Delete this, or merge it with an earlier point, remembering to keep concise.

*Framerate Problems
Even on Medium settings, and according to the requirements of the game my PC is more than enough to handle this game on High. It's painfully obvious that this game wasn't optimized.
Sounds like a rig issue. But if this is a consistent issue, then remove the "Painfully obvious stuff." Just sounds like whining. Just say that "Computers that meet recommended standards still have framerate issues. Especially with the leaderheads."

* Food resources are strange (except for Wheat). A farm can usually provide the same bonus as a camp or plantation, yet the farm will eventually be BETTER once Civil Service/Fertilization is researched.
Said the same thing twice. Merge them and summarize. Farms tend to provide better benifits to bonus resources than do pastures.

* Absurdly Lacking MP Support
No improvements at all from CIV IV: No dedicated servers, no matchmaking, constant lag issue, framerate problems, no online ladder and rankings, no unit animation, random crashes, no way of reconnecting a game, no way of joining a mid-game through invite.
Remove subjective language. Don't use the word "Absurdly". But good summarizing.

* In multiplayer, I briefly get a notice that my unit needs orders, click the button, lag, and suddenly my turn is over. EVERY SINGLE TURN. My only option is to manually click every unit to move them, every turn as they go to sleep after moving one tile. (Not a system issue: i7 920, 12GB ram, and GTX465).
I never noticed this. Unless a lot of people have this issue (more than just this one guy), this should not be on this list. Delete it, and don't post individual rig stats... this is supposed to be a master list.

* No play by email
Confirmed for a future patch, along with hotseat and maybe more. Delete.


* No World Wonder Movies
Now all we get is a still picture and some quotes that most people don't give a **** about.
WOW...
1. This was already said, so it needs to be deleted.
2. Whoever you copy pasted this from is a whiny little baby who feels he speaks for the population when he doesn't. I love wonder art and quotes how they are. I prefer them to the Civ IV movies.
This has already been said, it is subjective, whiny, insulting, and brings your entire post crashing to the floor. GET RID OF IT.

* No End Game Cinematics
Players sit through 10 hours to beat the game and you can't even make a 10 second animation to reward and congratulate them?
Already mentioned again. Second, your reason for wanting a victory movie is your own business. I personally don't need to be "congratulated" for winning a game... The satisfaction of a 10 hour struggle to victory is more than enough for me. The Art is cool.
*One Leader Per Nation
Is it really that much to ask for to have at least two leaders, even for a Vanilla pack
Repeated point. Merge the one about male/female leaders. Don't ask a dumb question, because YES it could very well be too much to ask. Did you see the leaderheads?

* No era specific Music.
This is completely immersion breaking.
Disagree. This is subjective. I love the Music in Civ V exactly how it is.
 
I think the list is good, but I would priority the issues.

For example, issues like the AI trespasses on city states when using auto explore, or that the current turn speed seems very long are issues.

Saying you prefer cottages to trading posts isn't really an issue, more of a preference.
 
Nice work, Scramble! That kind of slash & burn is EXACTLY what this thread needs. Organize, consolidate, and absolutely get rid of the whiny tone of half of those remarks.

(Not knocking Pontcratias here, at all. Props for assembling this in the first place.)

If it's possible to remove "Annoyances" from the title here, that would help a hell of a lot. If you truly want this to be a resource for Firaxis, it's gotta go. Otherwise this just looks like yet another "post all the reasons you hate Civ V" thread... which will get ignored like all those do. :)
 
This list is just a mess... you can't mix bugs and balance issues with subjective things and major features requests.

Someone should start a (clean) thread to collect in a single useful list all the reported bugs/balance issues/minor features requests... no subjective stuff, no new content or major features, just things that could be quickly added/tweaked with patches.

I would do that myself if only I had the time... but I'm too busy playing :D
 
while i suspect Scramble to like a lot of thing in civ V just to explain the subjectivity of each post, I agree with almost everything he wrotes...

Don't have Civ V yet, but from what i saw on youtube, i would like to add the following point:

* add a way to move units "en masse": select all unit you want to move together (shift-clicking?) and wherever your mouse point, you see the (transparents) units keeping the formation and adjusting to each tile (must take account of mountain and everything impassable: don't authorize the order or divert unit posing problem). Particulary necessery for oversees movement.
 
Great post, man! Thanks for the compilation of criticisms and bugs.

Here's my thread on some things if you haven't seen it yet:
http://forums.civfanatics.com/showthread.php?t=382742

Also here are a few more gripes I jotted down in notepad while playing the game... ;)

1. Not being able to spend gold to finish the remainder of a production item.

2. The promotion bonus from ruins and getting riflemen/cavalry very early.

3. When playing as India (or against them), the green territory boundaries are difficult to make out among the green mini map terrain. One of them should be a slightly darker shade to contrast more.
 
I didn't read the entirety of the OP, but I read all of the UI section and didn't see this:
I would love a wonder overview screen (yes, ala civ4) So you can see what cities have what when you conquoring them. In one of my games I gifted a city to an ally only to realize it had a wonder in it! The itty bitty graphics are not enough.
 
Good job, to both Poncratias and Scramble for assembling and culling the list. I dont' think we need a new thread if the OP title is edited and the first post kept clean and up to date.
 
Gameplay:

Trade routes with other civs and city-states. Something that would add to the diplomacy: civs you have routes with would think better of you, and less likely to work against you (at least openly). This would also make blockades that much more worthwhile, and more urgent to remove, adding to combat.
 
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