stealth_nsk
Deity
I decided to put a list of problems I see with the game after 400+ hours. Not the solutions - those may require playtesting. Also, I try to not touch immersion problems as they are subjective.
UI Problems, some examples which bother me more than others
Unhinged yield growth
Currently the yields grow-reset cycle is built in a way where yields overall growth is faster than in previous civ games, totally negating attempts to limit snowballing.
Different impact for civilization of different ages
Currently your civilization choice affects further ages significantly, while, of course, it doesn't work backwards, so antiquity age civilizations affect the game the most, while modern age civilizations have very little effect. Later civilization need more gameplay effect to compensate this.
Short modern age
The thing that you need only one legacy path and small project on top to finish the game, shortens the modern age a lot and creates focused gameplay. To preserve the logic of each age being playable as final or intermediate, this victory project should take much longer and be less focused.
Exploration too dependent on map
The success of exploration age on many map scripts is too dependent on map generation and resource distribution and you won't know it until you actually enter exploration.
Settlement connection mess
That's partially a UI thing, but the game has at least 2 definitions of connections - one for resource sharing and one for specialized towns to share their food and neither is communicated well. The roads are different from those two as well. In addition, bridges being in pretty late techs aren't helping.
Not possible to overbuild ageless buildings
That's partly yields problem, but antiquity age warehouse buildings become quite useless in later eras (2 exploration ones at least could be built on navigable rivers, not taking space from many useful buildings).
UI Problems, some examples which bother me more than others
- Hard to find particular unit, especially the one you gave order to
- No way to go through all the units, i.e. for upgrading specific ones
- Aerodromes require manual selection
- Hard to find particular building, the common case is to position your explorers on research spot before taking Hegemony
- Hard to plan buildings, especially unique quarters
- Wonders don't show their effect once built, so until you remember all of them by heart, you usually forgot what you just built
Unhinged yield growth
Currently the yields grow-reset cycle is built in a way where yields overall growth is faster than in previous civ games, totally negating attempts to limit snowballing.
Different impact for civilization of different ages
Currently your civilization choice affects further ages significantly, while, of course, it doesn't work backwards, so antiquity age civilizations affect the game the most, while modern age civilizations have very little effect. Later civilization need more gameplay effect to compensate this.
Short modern age
The thing that you need only one legacy path and small project on top to finish the game, shortens the modern age a lot and creates focused gameplay. To preserve the logic of each age being playable as final or intermediate, this victory project should take much longer and be less focused.
Exploration too dependent on map
The success of exploration age on many map scripts is too dependent on map generation and resource distribution and you won't know it until you actually enter exploration.
Settlement connection mess
That's partially a UI thing, but the game has at least 2 definitions of connections - one for resource sharing and one for specialized towns to share their food and neither is communicated well. The roads are different from those two as well. In addition, bridges being in pretty late techs aren't helping.
Not possible to overbuild ageless buildings
That's partly yields problem, but antiquity age warehouse buildings become quite useless in later eras (2 exploration ones at least could be built on navigable rivers, not taking space from many useful buildings).