ALL Bugs, AI actions and UI Elements in Civ VI we want to have fixed

What Bugs, AI actions and UI Elements in Civ VI you want to have fixed?

  • Leaders shouldn't do their "Positive trade deal" animation twice in a row.

    Votes: 0 0.0%

  • Total voters
    59
Iirc, that was something FXS changed early on in the game's life cycle. There was an exploit where you could disband damaged units on the verge of losing for gold equal to half the production cost. The gold could then be used towards most of the cost of purchasing a brand new, undamaged unit.

Yeah, plus just disbanding them to free up the terrain plot, or to avoid giving the AI a free combat win, or giving Monty a free builder. It's the sort of thing that probably doesn't need to be in the game anymore, but it's only a small issue.

As to the point before, I do think there needs to be better ways to handle power vs unit allocations. There's definitely times where I wish I could scream at the game "No, turn that oil plant off for the next 10 turns, I need my artillery to heal." without technically changing the plant to something else or doing some other trick.
 
Don't understand why we can't vote for the #1 bug: AI not improving luxuries. This is a bad regression bug introduced 2-3 iterations back.
Better AI Unit handling (Pathfinding, Actions...etc - especially impriving resources & during war).
Just misspelled "improving". Can't fix it after the Poll is released.
It's part of bad AI Unit Management, including combat strategy, using Civilian Units to search for Goofy Hutts...etc.
 
Iirc, that was something FXS changed early on in the game's life cycle. There was an exploit where you could disband damaged units on the verge of losing for gold equal to half the production cost. The gold could then be used towards most of the cost of purchasing a brand new, undamaged unit.

Firaxis should simply change things so that a damaged unit can be disbanded, but with the penalty of not getting any gold or reward for doing so.

If you are low on a resource, you can't repair units, thus the need to disband units to reduce resource consumption. The only other option, is to simply disband units when you run low on resources. If you don't have gold, the game automatically disbands units, so maybe do the same with resources. If you 12 infantry and only 9 oil, then maybe 3 infantry get auto disbanded if you don't acquire oil within the next 5 turns or so.

Otherwise, you get trapped in a cycle where you can't repair because you have no oil, but can't disband because the unit is not at 100% health.
 
Yea I’m shocked how most of the people on this forum seems not to care if AI civs improve luxuries or not. I don’t understand it.

I think most people do care about this, but it is already announced to be fixed soon, so many people (including me) probably voted for stuff they thought to still being in need of a solution.
 
For me, a big one is fixing the pathfinding so it doesn’t take into account foreign units who are more than a turn away? It’s so annoying having Settlers ask for new orders because some City State unit happens to be on their destination five turns away or having units backtrack and start taking the long way around because the pass they’re supposed to take in a couple turns is temporarily blocked.
 
For me, a big one is fixing the pathfinding so it doesn’t take into account foreign units who are more than a turn away? It’s so annoying having Settlers ask for new orders because some City State unit happens to be on their destination five turns away or having units backtrack and start taking the long way around because the pass they’re supposed to take in a couple turns is temporarily blocked.

Path finding never worked right and it's too complex for them to fix
 
Path finding never worked right and it's too complex for them to fix
Really? I’d think only considering units within a certain radius would be easy enough to program. I’m not asking for perfect pathfinding; I’m just asking for units to not give up because of a foreign unit several turns ahead. At a minimum, units shouldn’t “forget” their destination just because it’s occupied.

Of course, the ideal would be to let us set our own routes (e.g. using waypoints), but that will probably have to wait for Civ VII.
 
Make it possible to do something about your ally attacking a CS you are suzerain of.
Because this is the most requested Fix of the Players, I'm happy to announce that I (finally) made a Fix for it: Real Allies.
 
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