I knew this game wouldn't be polished but I'm surprised it was released in this state.
Wake me up when the second expansion pack gets here.
Nah, things would be better if we let you sleep I think.
Anyway, back to enjoying BE...
I knew this game wouldn't be polished but I'm surprised it was released in this state.
Wake me up when the second expansion pack gets here.
- need a way to find new stations when they appear, either a clickable notification or "locate" button on the message window that shifts focus to the station. Would be nice also to have a list somewhere afterwards to find them again easily.
- add "limit growth" option
Also please add a button to make trade route's invisible (or not).... plzThey should make trade route management clearer arranged. I'm still shocked that we seriously cannot sort trade routes by Energy or Science output.
I mean, aren't we already past this? We were able to do it in BNW as well.
*sigh*
Also please add a button to make trade route's invisible (or not).... plz
I know a lot of people have been clamoring for the demographics screen (and I was very dependent on it in CiV), but I'm actually in the camp that it's immersion breaking and I shouldn't readily know agricultural/economic/production/military strength of others. It adds increased value to spy reconnaissance. In MP, everyone clearly knows who's ahead based on demographics, when in my opinion, it should be more obfuscated.
What about not being friendly to the aliens?
Its not like it gives any tangible benefits, even for Harmony player.
I'm starting to think Harmony should allow players to ignore native life ZoCs, it would give Harmony a stronger incentive to be friendly which would be thematic.If friendly aliens at least don't exercise zone-of-control and don't blockade my cities, then yes they don't have to do anything else. I'm perfectly fine with a guaranteed all-units-immune-to-alien-attack benefit.
So I made a list of UI bugs and requested changes as I was thinking about this the last few days. Seems like this would be an appropriate place to post, hopefully the Firaxis team will find feedback helpful.
main screen
- make miasma more easily visible (or provide toggle view to highlight miasma, as with resource icons and tile yields)
diplo/victory
- on defeat or victory screens, show player that won and type of victory (at the very least)
- on the diplomacy panel, show each leader's strategic resources available for trade
- when an AI requests a non-editable trade, show how much of the desired strat resource you have available (sometimes can't adjust trades offered by AI, so can't cancel and then re-offer to see your total amount of that strat, as you would in Civ 5)
-Make Exodus Gate generate settlers automatically each turn
-add a demographics screen or some equivalent rankings system
trade route screens
- need a way to find new stations when they appear, either a clickable notification or "locate" button on the message window that shifts focus to the station. Would be nice also to have a list somewhere afterwards to find them again easily.
- make it possible to order available trade routes by highest bpt/ept/fpt/ppt yield in assign trade route panel
- place previous trade route at top of assign trade unit panel
- make total empire trade routes (used : available) visible somewhere on main screen, rather than just separately in city screens
- allow us to move idle trade units to any city regardless of available routes in move trade unit panel (useful if trade unit finishes before depot/autoplant in city where you want to use it; hard to keep track of idle trade units otherwise)
notifications
- "construction completed" notifications should include the name of the constructed unit/building (fix announced)
- add notification card (not just text notification) for your trade routes killed by aliens / other civs
- add notification card for when a worker building an improvement / explorer doing an excavation is about to die from miasma
- make affinity unit upgrades appear before move orders in card queue (so you don't attack first and then later discover you have an upgrade)
-include spies in headquarters in "spies that need orders" number on spies panel icon, so we know when new recruits need to be placed
quest screens
- on the quests panel, make a button to open current quest decision if there is one available this turn (in particular for building quests)
- show affinity quest stage completion yields when I am making the decision (not just which affinity the decision will lead to)
city screens
- add "limit growth" option
- show whether specialists have been locked by player or set by governor
- show whether manual specialist control is on
- allow governor to place food tiles when on food focus and unhealthy (currently governor will avoid growth when unhealthy, even on food focus)
bugs
- Solid State Citizen quest jams on final decision for Supremacy/Purity path. Should create a station and tell you to destroy it or trade with it; station never appears and final decision checkbox gets cut in half on quest screen
- quests occasionally require you to build structures that are not available in a city because the required resource is not in workable distance
- in MP, occasionally production notifications do not show an icon in the focus window; clicking on the empty window does not send you anywhere, so you have to find the city and select a building manually
- veterancy notification cards appear as the "next turn" icon in the focus window
-in large cities, some tiles cannot be locked. Last 1-3 pop will move to the clicked tile, but won't lock, and governor will change them upon exiting city screen
Your map is supposed to pan over to the new station/faction that had just popped up. The problem is (and this is obviously a bug) that they do this when the player turn is about to start. If you have an unit that needs orders in the new turn, the map will pan back to that unit while the screen pops up the new station/faction.
I know a lot of people have been clamoring for the demographics screen (and I was very dependent on it in CiV), but I'm actually in the camp that it's immersion breaking and I shouldn't readily know agricultural/economic/production/military strength of others. It adds increased value to spy reconnaissance. In MP, everyone clearly knows who's ahead based on demographics, when in my opinion, it should be more obfuscated.
I'm starting to think Harmony should allow players to ignore native life ZoCs, it would give Harmony a stronger incentive to be friendly which would be thematic.
i already stated this needs to be changed. it should be when you get to a certain harmony level aliens will never attack you again and get out of your way when colonizing.