Please don't take offense, but you are noted for playing quickly. Could your click problems be related to quickly choosing options on the menus?
Yes, they definitely are. Because if you're fast, the initial display of the promotions and button options below is not where they put them a moment later. However, I'm not superhuman; by RTS standards I'm not even that impressive...so why is it that I can outplay the interface of a game 5+ years ago on a machine that is well over its recommended specs? I managed to actually click a button on the UI...and it did something other than that button says it does! That sid meier interview where he mentioned that they can "now use user interface conventions" made me want to spit soda across the atlantic ocean in a random act of comic-rage on a poor fisherman. Maybe firaxis should actually use these alleged UI conventions, rather than whatever disaster has been present in the 2 most recent main civ titles
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I'm not willing to accept an excuse from firaxis such as "well, just play more slowly so our game with controls that don't work appears to have them"
. I just picked up a retro TBS from 1995, warlords 2, and they knew back then how to avoid this issue (it is not possible to click on a button and have it do something else, like it is in civ. It's also not possible to have a popup cause you to do something unintended because you were attempting something else at the same time). My point is that these problems are not unsolved in other TBS...even ones made 15 years ago and spanning until now. It's truly perplexing that it could be screwed up so badly.
And TMIT trolls all people who don't play MP. Any of you mods caught that?
The intention is not to troll anybody. I should have made my point more clear; what I said is actually a tail-end reference to a long argument from the early days of civ V I had with quite a few people on that subforum.
I have literally seen people say that they want to play in a sandbox where opposing AI do not try to win; IE a game where the opponents are not using the same rules or playing the same game as the player. I could dig those arguments up if necessary, but the point I was making is that some people simply prefer this "sandbox". The fundamental issue with it, however, is that it is essentially worldbuilder...which is already available. I do not seek to belittle people who want to play in such a way that they make up their own rules or just do whatever; the option to do that is the draw of civ to some and other games like minecraft have only proven that to be a working model.
However, it does not mesh with defined victory conditions that civ gives. A lot of the fundamental design disconnect in civ stems from this very issue; a lot of players want the "sandbox" that you'd get from creative use of the worldbuilder, but in the base game. However, designing an AI around that philosophy COMPLETELY breaks the game for people who want to attempt to win by the pre-defined, built-in rules...because the only way to make such an AI that randomly tries only rarely challenging is to heap massive bonuses onto it. But when you do that, you cut down on the possible viable strategies as the AIs start to follow scripts.
Civ IV is pretty bad about those scripts. Perhaps I have a unique perspective because I've played very many games quickly instead of micro and doing well in few over long periods of time, but at this point in civ IV I can tell you which "flavor" most of the AI are running (even if they have multiple possible flavors) fairly early in opening turns by simply observing their behaviors. That is not a dynamic or challenging environment.
And that is why I suggested the break. For whatever reason, there is a substantial portion of the player base who wants to essentially play worldbuilder while pretending not to do so, and there is also a substantial portion more interested in competitive style play. These playstyles directly oppose one another. It is impossible to make a sandbox AI that also plays competitively. Hell, look at the reality in civ IV. The AI has ONE scripted victory condition it loosely attempts, and only in BTS. That is culture. Unless you are playing BBAI or some other mod, the AI literally has 0 scripts or direct strategies to win space, dom, conquest, or diplo. Now we're supposed to extrapolate such an AI into competitive play? Ridiculous. In competitive formats, it makes sense that all players in a game are actually playing the game; IE trying to win.
In most communities of MP games, the AI behavior in civ IV would constitute bad enough griefing to be banned. You can certainly report people for such conduct on xbox, and sc2 will ban accounts for players who don't try to win in team games or even for losing on purpose in 1v1 to tank rating deliberately. I suspect the civ MP communities frown on players who don't try in games too. With that being the case, is it really unreasonable to expect that the civ AI plays its own game?
And if the people who want worldbuilder don't want to use worldbuilder, the only feasible solution is a split...else we'll always wind up with awkward situations like seen in civ IV...or worse civ V.