[CIV 5 Issues] - The complete list

One month on i've rounded down the issues that make Civ 5 unenjoyable for me, i write here only the parts of the game that have disappointed me enough to stop me playing for now, and what i personally would like to see implemented in this or any future Civ title.


1. When playing a Civilization game, i'd like to play with opponents that act like nations and not like boardgame players, I'd like AI leaders to show appreciation for kind gestures and not just anger for any slight thing that does'nt go their way, interaction with Ai leaders is currently all stick and no carrot.

2. I'd like diplomacy that makes sense, i don't want to see a nation which my own advisor says is militarily stronger than me, be "afraid" of me for example, i don't want to see a leader call me a warmonger after helping him in a war, neither do i want to cultivate 400 turns of goodwill with a friendly ally just to have them declare war on me because they randomly decide to go for a domination win, it may be correct "winning" AI, but it's not fun AI.

3. I'd like the medium difficulty level to be me versus the Ai with no benefits or bonuses to either party, this means no help for the AI at all, not 10%, not 1%, nothing, just an AI that plays against me using the same rules of the game as i do.

4. I dislike the arbitrary domination victory condition of having to hold each capital city, it leads to some cities being razable and others not, to ask a player to believe that some cities are made of magical indestructable bricks is a step too far, it's illogical, contradictory and has the repeated effect of breaking what i consider to be a reasonable standard of player immersion.

5 .having one AI almost always dominate an entire continent and wipe out everything else is frustratingly depressing, what are you left with at that point? the prospect of warring away for years and years with the same opponent till the game ends, no spies, no political intrigue, at that point my interest in the world is effectively dead because there is almost no one else left on the map to talk to, just that one boring enemy.


Well thats it, i realise of course that all these points are subjective but i wanted to give my opinion on the game, thank you for reading.

I agree with you on alot of those issues: the military advisor can be very unhelpful to a civ v noob(like I was not too long ago) I had beaten someone who apparently could "wipe me off the face of the planet" in about 20 turns. The warmongering bs is just rediculous sometimes, especially when the enemy is the one who's pretty much conquered the continent. The ai is basically a barbarian with cities right now.:goodjob:
 
I don't see this one mentioned anywhere (though I've not read all 29 pages of this thread):

* When loading a game, you have to scroll to your last saved game. The last game isn't auto-populated. A 'Continue Last Game' main menu option would also be great.
 
There is an option to disable unit animation, it's under advanced map settings and then somewhere down below where you find the 'one city challenge' and 'raging barbs' settings etc. I think.
*edit*; sorry, I was mistaken, I only found a quick combat selection, not a no animation selection.
Also, you can edit the name and customize your own civilization and cities and change the names, however, the edit button is small and obscure and you can't pick your own traits, if that is what you meant with customizing your own civ.
 
Please add:
Graphics
Roads/railroads do odd loop-the-loops at intersections. This needs to be cleaned up.
Gameplay
Is the road connection gold bonus in addition to the railroad connection production bonus? If so, I want both, and so sometimes I want parallel roads and railroads. It's not possible now, because they merge together into a squiggly mess.
 
I frequently run into unemployed citizen workers, even though there are free tiles to work on.
These tiles appear to have 0 yields! If I turn on yield view, then they will work. odd.

Each tile is 'claimed' by only one city at a time. In the city view, with yield display off, you can see four types of tiles:
  • Those worked by the city
  • Those worked by neighboring cities
  • Claimed by your city
  • Claimed by other cities

The first two are obvious: Green worker is worked by you, switchy arrows are worked by your neighbor.

The next two are more subtle. Tiles claimed by the current city, but unworked, show their yield. Tiles claimed by a neighboring city, but unworked, do not show the yield. Clicking the assignment button on one of those (just once!) will seemingly do nothing. However, if you then click the city icon to reassign workers, you'll see the yield display work (toggling yield may also do this, I can't recall off hand).

Now...you'll still end up finding unemployed people from time to time, as they create a single hammer, which may be what your governor thinks you need.
 
Comments on the list:

1.5 City Screen
* city overview screen: when clicking on columns to sort, it should be possible to sort out in ascending/descending order
*Sometimes, when clicking on a city, you only get a limited build queue and have to go back to the city to look at it and add items to the queue
* When choosing production in a city, exiting city screen should close the production-choice window as well.
*Not beeing able to destroy buildings
  • Clicking the column header again changes the sort order between asc and dsc
  • This happens when you click on the build icon instead of the name, it brings up the limited 'choose production' sidebar
  • The 'choose production' sidebar should be eliminated entirely. It's completely redundant with the regular city screen
  • Can do now

1.6 Other overview screens
*On the Military Overview (F3), click or doubleclicking a unit neither shows you where the unit is nor selects it.
Also, the economy overview (F2) doesn't let you click to center on/enter cities.

1.8 Keyboard Settings & Shortcuts
* The quick save hotkey (F11) is right next to the quick load hotkey (F12). You can load by accident and lose some turns.
I believe that Quickload was disabled with the patch. F12 doesn't do anything on my game any more.

7. left to discuss
* Satellites do not reveal the map
* Deluxe edition saved games are not working since the latests update.
  • This was added
  • Isn't this what the hotfix was for?
 
Hi folks!

first I have to say that you are doing a really good job here. Hope firaxis or someone will take notice of our list!

Here are a few more issues that I think are still missing:

Why cant you build airports anymore? Its not that I was keen on stacking more planes in one city but rather about transporting units to distant overseas colonies. Especially on huge maps it takes ages to send reinforcements to cities on other continents. The general problems about naval movement have already found entry to the list and dont have to be mentioned here again...

Planes can only change position within a certain range. If i.e. you have a city on a remote island somewhere, you may need a carrier to get a plane there. And you cant land in foreign cities either (even with open borders).

I also miss the air recon mission to clear up (enemy) territory. This option would be very useful, especially as paratroopers can only land on clear tiles.

Apart from that I think you already mentioned most of my complaints.
Keep it up!
 
Hi folks!

first I have to say that you are doing a really good job here. Hope firaxis or someone will take notice of our list!

Here are a few more issues that I think are still missing:

Why cant you build airports anymore? Its not that I was keen on stacking more planes in one city but rather about transporting units to distant overseas colonies. Especially on huge maps it takes ages to send reinforcements to cities on other continents. The general problems about naval movement have already found entry to the list and dont have to be mentioned here again...

Planes can only change position within a certain range. If i.e. you have a city on a remote island somewhere, you may need a carrier to get a plane there. And you cant land in foreign cities either (even with open borders).

I also miss the air recon mission to clear up (enemy) territory. This option would be very useful, especially as paratroopers can only land on clear tiles.

Apart from that I think you already mentioned most of my complaints.
Keep it up!

I may be wrong but the plane range limit seems more like a balance thing to keep you from sending fighters instantly accross the globe like you could in civ IV. I do think it would be a good aesthetic change to let go out to double range in rebase, maybe? because they don't need to return to their starting point like they would on a bombing run or interception.

The airport thing is sortof the same, it seems a little OP, at least from my perspective. Does anyone else have anything to say about this:confused:
 
Some of these have been already mentioned, but I wanted to include them anyway:

1. I attempted a ranged attack with a catapult. The catapult had very littlle life left. Instead of making the attack, the catapult moved to the tile in front of it - directly next to the city. That tile happened to be occupied by a Longswordsman with nearly full life. The two occupied the same square and my Longswordsman acquired the health of the catapult. Hmmm...

2. The view likes to switch to activities that are occuring with one of my allied city states while critical things are happening in my terriotory. All I get is that a unit was killed alert or some such alert while the view never shifted to what was happening wiht my forces.

3. I met a civ that was on another continent, and it complained about my troops on its borders. The civ didn't have any cities on my continent, and I didn't have any cities or units on its continent. Very unusual.

4. AI units wiill often continue to heal within range of a cities defenses until they are killed.

Suggestion: don't allow AI units in auto explore to enter the borders of a city state that is not an ally. It seems like an easy fix that would give players a piece of mind when ordering a unit to auto explore.
 
I got a bug in my last game where City State Influence decayed at double the normal rate for Standard Speed.
None of my mods should have effected that however.
 
Had you attacked some city-states? As they grow more wary of you, your influence decays more quickly.
 
Anyone else notice some hilarious things happening when you load saves?

For a start every load gives you a completely different result, but that can be put down to a random seed at work combined with the stupid way it loads the turn before then plays it out again.

But on top of this some seriously weird stuff happens.

Such as losing worker turns, set up artillery un-setting up, and my absolute favorite: An enemy horseman teleporting 3 tiles past a river and taking my trebuchet. I THINK what is happening is that it's still loading stuff as it already starts playing stuff. So sometimes, the movement rules don't load fully before stuff actually starts moving.

Also the reload seems to recalculate fractions (which I've noticed the game is terrible with), So a tech taking 1 turn at one load, will all of a sudden need an added scientist to take 1 turn on the next.

So anyone else notice this kind of weirdness? Or am I the only one to bow to the weakness of reloading my game often?
 
Had you attacked some city-states? As they grow more wary of you, your influence decays more quickly.

Ah, I see. That would be it.
It would sure be nice if the game elucidated that somewhere.
(the way it's permanent is also kind of painful)
Seems if you attack a city state twice your chances at a Diplomatic Victory are really shot. Might be a fair design move though.
 
Heh, I learned of it through practice as well. "Hey, why is my standing decreasing 1.5/tn? Ah, the downside to stealing workers..."
 
When I click Choose production, the city screen I'm given does not present me with a build queue. Im forced to exit the city, click back on the city, buy something press back and then finally im at the queue..

queue should be always available.
 
I got a bug in my last game where City State Influence decayed at double the normal rate for Standard Speed.
None of my mods should have effected that however.

There's a social policy that causes city state influence of your rivals to decay faster. Most likely one or two (or more) civs adopted that policy. This is why it happens later in the game.
 
1.7 Messages & notifications

...

* the back-transparent screen-overlay when scavenging a ruin or getting any note.
this pulls you out of the game for a little.

Also, switching back and forth between a lighted screen and a dark one, can cause headache. Please for the love of all that is holy get rid of the screen overlay. Why copy the worst feature of vista???
 
There are way too many problems for Civ5. It makes the game seem unprofessional and makes it seem like it is still in beta section. They should have been able to see all of these problems when they were playing through the game before launch. Dear game designers, you have failed you're fan base.
 
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