A few small annoying things

Pengu

Prince
Joined
Apr 9, 2011
Messages
460
There are a small few annoying things(very small really) that annoys the **** out of me. I know there are flaws with all games but I am not talking about those but just a couple of extremely disturbing things. Rubs me the wrong way :)

1. Why does it not selct worker 1st after each turn???
It's driving me nuts that if I have a stupid warrior and a worker it is always the warrior who will move 1st.
You might ask what difference it makes, but for me once I have(or believe I have moved all my units) out of reflex I end my turn. And if I have given my worker a go to order in the previous turn it will take the stupid game 2 seconds to make my worker active after I have finished the warriors turn. That is way too long time and every now and then I have to load autosave just cause I didn't get to use my worker that turn.
Just so annoying. :)
2. Why can't the game have an alert that once you are one turn away from building a wonder it will ask you if you wish to complete it. It happens every other game I build Angkor Wat or Citizen itza just when I am desperate for the failgold and care not for the wonder one bit. Arghh.
Still love the game but man are those 2 things annoying to me. :)
 
I find it more annoying that the game keeps teleporting you away from where you are doing stuff, although there are more units that have movements point left in the same damn tile. Utterly bonkers.
 
Lol Kossin, I was like where hell did this link take me. Civ 4??? Ohhh wait it's general discussion, and it is a totally new experience for me as I never go there. But yes there is no strategy or tip here besides my one tip for you of learn to micro.
 
These are complaints that have never ever crossed my mind

by the way, you can set reminders
 
I find it more annoying that the game keeps teleporting you away from where you are doing stuff, although there are more units that have movements point left in the same damn tile. Utterly bonkers.

Totally agree, that's one of the most annoying things. Than the RNG.

And, I am not sure if this is my fault, the assignment of tiles/specialist after city growth. Like, when later in a game I e.g. have captured a seafood capital running a few specialists, but still growing quickly, probably after initially whipping a few buildings. Because of food surplus and lack of production tiles the computer will often assign another specialst after growth, but for some reason always artists befor merchants.
 
I find it more annoying that the game keeps teleporting you away from where you are doing stuff, although there are more units that have movements point left in the same damn tile. Utterly bonkers.
I agree with that as well! And this is maybe not so annoying, how it would maybe be good addition, to have more unit options, like:
Patrol - sea patrol, for units to set 2 points for them to auto move from one to another,
Scramble - for air units to auto fly above city and auto attack enemy units in sight,
Auto scout - I dunno how to call it, mostly for airships, when you scout once, they continue to do that on their own until you cancel it....and some others, I can't think of them right now. First two are from Rise of Nations (I hope it's OK to mention that here). While I'm at it, if anyone want to improve his war aspect of Civ (I saw few ppl saying that), I suggest you give that game a shot. It's similar game (not so complex tho), a lot more focused on fight. You'll love it!
 
Let us vent Kos! :lol:

That teleporting thingy IS annoying indeed. How hard was to make it without forcing player to jump around the map 1000000 times while dealing with units on 1 tile?

I wonder if anyone noted this in CIV rants thread.

If Karadok will fix this in his mod many players will never play vanilla BTS again.

Have never tried reminders, may be I should.
 
I was just reminded of another thing I find far more annoying than anything else: The frequency of continents with 59-63.9 % of the total landmass, so one has to stage an intercontinental invasion for 2-3% to get 64% for the domination victory.
In a current game my continent + a crappy 2-tile ice island comprises 63.8 %, so I have to build a fleet and go to war for .2% this annoys me like hell!
 
I was just reminded of another thing I find far more annoying than anything else: The frequency of continents with 59-63.9 % of the total landmass, so one has to stage an intercontinental invasion for 2-3% to get 64% for the domination victory.
In a current game my continent + a crappy 2-tile ice island comprises 63.8 %, so I have to build a fleet and go to war for .2% this annoys me like hell!

I'm pretty sure this is on purpose, otherwise those games would often be incredibly easy. For the purposes of a military victory they would be like a pangea with half the opponents. Even on Deity you could conceivably win without teching anything past construction.
 
Not exactly half the opponents. 5 civs were on the bigger continent, two on the smaller. I guess it is on purpose, but then I' prefer a 55% landmass continent, not 63, so it is obvious that the home continent is not enough and one could plan things before settling/conquering that tiny island or all the crappy ice/tundra cities of some other civ.
 
I'm pretty sure this is on purpose, otherwise those games would often be incredibly easy. For the purposes of a military victory they would be like a pangea with half the opponents. Even on Deity you could conceivably win without teching anything past construction.

Sadly, this wasn't implemented in a deterministic pattern because I have seen ridiculous "continents" where all the AI's were on one continent and the "other continent" (to define "continent mapscript") was empty.

I think it's random.

OTOH, hemisphere is well implemented. I have never seen yet any maps with whole dom limit. :goodjob:
 
Auto-assigned Spy Specialists. And what's better is that if you miss one for a couple of turns you're guaranteed a Super Spy down the line. I would think after I've played so many times, the game should know I don't use espionage by now :confused:. Is it a trick of the developers give Spies top priority because they were afraid we wouldn't use espionage otherwise? Because espionage is implemented in such a micro-intensive and yet boring, unimaginative, half-assed way? :mad: I guess it's not as half-assed as the "No Espionage" option, so there's that...
 
One thing that seems to help a little is to divide up the groups in the tile. I've started doing this now, because I prefer to attack with one unit at the time, and the game doesn't teleport away as often then.

Speaking of that, it's very annoying when you try to select some units, and suddenly everybody get selected, or de-selected. It's very frustrating. :(
 
I find it more annoying that the game keeps teleporting you away from where you are doing stuff, although there are more units that have movements point left in the same damn tile. Utterly bonkers.

ONE - start a new game (or if you're in a game already - see TWO)
TWO - go to Options (CTRL + O)
THREE - tick the "No Unit Cycling" box
FOUR - press Exit

You will now have the ability to choose the next unit in the tile by clicking the appropriate button on your keyboard (on Norwegian keyboard layouts it is the "Comma" and "Period" keys that cycle units in the same tile). The game will not jump to the next unit (or teleporting, as you put it) unless you press the "Enter" key on your keyboard. The downside is obviously that you must press "Enter" to go to the next unit (teleport). One extra button to press for EVERY unit (or group of units) you have active...

Now, how do you know if there are more units to move?

You know the little green circle near the bottom of your screen that turns red. It doesn't do that until there are no more units to give orders to... And then pressing "Enter" will not go to the next unit, but end your turn instead!



Yours Sincerely

Kjotleik of Norway :)
 
I was just reminded of another thing I find far more annoying than anything else: The frequency of continents with 59-63.9 % of the total landmass, so one has to stage an intercontinental invasion for 2-3% to get 64% for the domination victory.
In a current game my continent + a crappy 2-tile ice island comprises 63.8 %, so I have to build a fleet and go to war for .2% this annoys me like hell!
That is actually good. I hate it when I play Standard Continents but the game is equivalent to Small Pangea...
 
tick the "No Unit Cycling" box

That is a pretty good idea, except every now and then I would unintentionally end my turn early after moving the last unit. So I just learned to cop with the unit cycling, it's not so bad. Most of the time.
 
Auto-assigned Spy Specialists.

Yep. Especially bad later in the game when you're using Rep + Caste + State Prop + Bio for the mega-Specs and hammers economy. Cities grow fast and you're eliminating useless spies most turns it seems. :mad:
 
That is actually good. I hate it when I play Standard Continents but the game is equivalent to Small Pangea...

My main point is not that I want easier winning conditions. And it is not even clear, whether it is really always much easier with 4 opponents on 64%, because there can be a runaway techer on the other side of the world etc.
But it should be possible to guess whether it will be enough or not. So rather 55% than 62% for one landmass. Anyway it seems designed that way, so borderline cases are probably always below the critical threshold.
 
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