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
Lightyears per turn should not be tucked away in the Science victory tab. It's very important information and really shouldn't be hiding from you considering it determines how long you have until you win the game.
 
Poll has now started. You can choose up to 5.

There is apparently a limit of 30 questions that a Poll can have, so I was forced to sacrifice some good suggestions here. I tried to merge some suggestions that are similar and excluded most of non-Gameplay/UI suggestions (like animations and incorrect texts(which will get fixed by the Devs anyway)). Sorry for that.

To Moderators: If it's possible, could you please extend the questions limit of the Poll? there might be more Bugs, AI and UI Fixes/Suggestions that People will remark.
 
I vote for all using this comment.

Additionally, if things are too complicated (gameplay should expand not shrink - this also imply map sizes) - Distand Worlds comes to mind in choosing what You want to be simplified.
 
I tried to vote for items other than the basic "better combat". The only piece on the list I didn't see that I really do want to see them fixed is having the AI improve their lands more. Not even just the monopolies bug where they don't improve luxuries, still see plenty of cases where they don't do stuff with their tiles. It's better than before, but in my current game, I just conquered Alex, and in his 2nd or 3rd city, a city of size 9 when I captured it, the only improvements in it were a couple farms. A couple bananas could have used something, a stone tile probably should have been either quarried or chopped. And while some of the city wasn't terribly set up (actually had a preserve in it with plenty of unimproved tiles around it, and I think they even had forestry management Reyna setup there), there were still plenty of tiles outside of that that would have been much better served with something on them.
 
I vote for all using this comment.
We all wish to do that :D, to have all things fixed and balanced, but it's unlikely to have all our wishes fulfilled. That's what this Poll is intended for, to narrow down the things we want the most in hope that The Devs will consider/prioritize them over other things, so that we could at least have the Bugs that bother us the most fixed, the important AI Actions/behavior improved and QoL UI elements implemented/refined.
Additionally, if things are too complicated (gameplay should expand not shrink - this also imply map sizes) - Distand Worlds comes to mind in choosing what You want to be simplified.
How could I forget that?!! I guess it's to late too include the larger Maps Issue with Civ VI to the Poll now.

I tried to vote for items other than the basic "better combat". The only piece on the list I didn't see that I really do want to see them fixed is having the AI improve their lands more. Not even just the monopolies bug where they don't improve luxuries, still see plenty of cases where they don't do stuff with their tiles. It's better than before, but in my current game, I just conquered Alex, and in his 2nd or 3rd city, a city of size 9 when I captured it, the only improvements in it were a couple farms. A couple bananas could have used something, a stone tile probably should have been either quarried or chopped. And while some of the city wasn't terribly set up (actually had a preserve in it with plenty of unimproved tiles around it, and I think they even had forestry management Reyna setup there), there were still plenty of tiles outside of that that would have been much better served with something on them.

I only set up the things that were posted on these Thread (even excluded some), but I guess it belongs to "Better AI Unit handling (Pathfinding, Actions...etc - especially impriving resources & during war)", since it's actually the lack of good Unit management (and not City Management, maybe except the training of Units), in this case, that of Builders.
And I didn't include the Monopoly Tourism Bug because it will most likely get fixed with the next NFP Pack (IIRC The Devs told us that they're working on it).
Good to see the AI being able to at least use the Preserve District effeciantly. Nice!
 
We all wish to do that :D, to have all things fixed and balanced, but it's unlikely to have all our wishes fulfilled. That's what this Poll is intended for, to narrow down the things we want the most in hope that The Devs will consider/prioritize them over other things, so that we could at least have the Bugs that bother us the most fixed, the important AI Actions/behavior improved and QoL UI elements implemented/refined.

How could I forget that?!! I guess it's to late too include the larger Maps Issue with Civ VI to the Poll now.



I only set up the things that were posted on these Thread (even excluded some), but I guess it belongs to "Better AI Unit handling (Pathfinding, Actions...etc - especially impriving resources & during war)", since it's actually the lack of good Unit management (and not City Management, maybe except the training of Units), in this case, that of Builders.
And I didn't include the Monopoly Tourism Bug because it will most likely get fixed with the next NFP Pack (IIRC The Devs told us that they're working on it).
Good to see the AI being able to at least use the Preserve District effeciantly. Nice!

I only mentioned the good preserve (although most tiles next to it were only charming at best, but at least it was a try. I didn't mention their other city with a preserve, which bordered... 2 water tiles, a coal mine, a campus, an improved sheep tile, and a non-charming desert tile... So, I guess 50%? At least I've certainly noticed their district placement has gotten better compared to a year ago. They still seem a little aggressive at aqueducts and don't spend enough time putting IZ next to them, but I've at least noticed that they are putting campuses in much better spots. Alexander again had about 4 campuses in his cities, and I think 3 of them were next to reefs or 2+ mountain tiles, with only one of them I believe being in a "bad" location, although I don't think that city was near any mountains or the like, so that's probably excusable.
 
I only mentioned the good preserve (although most tiles next to it were only charming at best, but at least it was a try. I didn't mention their other city with a preserve, which bordered... 2 water tiles, a coal mine, a campus, an improved sheep tile, and a non-charming desert tile... So, I guess 50%?
Well, that's unfortunate. Because it implies that the Cities that have unimproved tiles around the Preserve, only because they just didn't got to that (and/or because of bad infrastructure management).

At least I've certainly noticed their district placement has gotten better compared to a year ago. They still seem a little aggressive at aqueducts and don't spend enough time putting IZ next to them, but I've at least noticed that they are putting campuses in much better spots. Alexander again had about 4 campuses in his cities, and I think 3 of them were next to reefs or 2+ mountain tiles, with only one of them I believe being in a "bad" location, although I don't think that city was near any mountains or the like, so that's probably excusable.
Yeah, I noticed that too with Campuses. I think the AI has Issues with District Placement because it wasn't well coded to consider adjacencies (or Traits that have to do with them - maybe just the terrain and feature types that the District could be placed on).
 
Now this is what i call intelligent. Clever use of Sinbad right here. About as much brains as a month old pork missile.

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Despite the fact that the February Patch Notes say "AI will not build units that require an ongoing resource they don’t have", the AI still typically builds far more units than it has the resources for.
 
@Zegangani

What does "r8" mean in one of the vote options (see below)?

"Allow building older units if you don't have the r8 resources for the newer unit you just unlocked"
 
What does "r8" mean in one of the vote options (see below)?

"Allow building older units if you don't have the r8 resources for the newer unit you just unlocked"
It means "right" (R-eight), The questions for Polls have a limited number of entrys to write (I think 99 or 100), so I was forced to be a little creative, by only writing the relevant Words.

How come the bug with not improving luxuries isn't mentioned?
It is: "Better AI Unit handling (Pathfinding, Actions...etc - especially impriving resources & during war).", I just mispelled improving, but I couldn't edit that after the Poll has been released.
 
All I want is the AI to farm/mine luxury resources again.

For me and my playstyle, it’s akin to the AI never building combat units. It’s glaring and game breaking.

what’s the point in playing if they don’t do these things?

How come the bug with not improving luxuries isn't mentioned?

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 am laughing so hard at that bug not being fixed yet. Is there a mod fix out for it yet? Or is this something you need DLL access to fix?

I guess I dodged a bullet by not having that DLC

My biggest wish aside from fixing the broken stuff is the UI, no question. There are a couple mods that would do it
 
Here is one important thing Firaxis should fix.

In my current game as Babylon, I ran into the dilemma of having modern artillery / infantry that I can't heal or disband. I can't heal them, because I don't have enough oil. I also can't disband any of them, but because they are not at full health. Now, I am forced into the awkward position of either paying the AI a bunch of gold for oil every turn, or letting the AI destroy some of my units.
 
Here is one important thing Firaxis should fix.

In my current game as Babylon, I ran into the dilemma of having modern artillery / infantry that I can't heal or disband. I can't heal them, because I don't have enough oil. I also can't disband any of them, but because they are not at full health. Now, I am forced into the awkward position of either paying the AI a bunch of gold for oil every turn, or letting the AI destroy some of my units.
That's not a Bug, it's how Resource requiring Units Work (At least with GS). If you don't have their respective Resources they won't heal and may also suffer a Combat Strength Penalty.
 
That's not a Bug, it's how Resource requiring Units Work (At least with GS). If you don't have their respective Resources they won't heal and may also suffer a Combat Strength Penalty.

I understand this part and have no beef with it, but that was not my complaint. My complaint, is that you can't disband damaged units.

Like I said above, I was short on oil for repairing my damaged infantry / artillery, so I wanted to disband some of them to reduce oil consumption. However, Civ VI won't let you disband a damaged unit, it has to be 100% health to disband it. Therefore, I was in a situation where I can't disband the unit because its damaged, but also can't repair it because I didn't have enough oil.
 
My complaint, is that you can't disband damaged units.
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.
 
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