[CIV 5 Issues] - The complete list

The ruins bonus that gives advanced weapons should be disabled for Scout...often annoyed my socut gets upgraded to archer.

BTW is there a way to switch off Research Agreements?
 
The ruins bonus that gives advanced weapons should be disabled for Scout...often annoyed my socut gets upgraded to archer.

BTW is there a way to switch off Research Agreements?

Having a scout upgrade to an archer is one of the best promotions in the game. You get a combat unit with the same movement bonuses as a scout. Now you can sit at a distance distance from a barbarian encampment (as long as you have rough intervening terrain) and pickle off arrows at the emcampments all over the map, raking in the gold each time. Where's the down side?
 
The ruins bonus that gives advanced weapons should be disabled for Scout...often annoyed my socut gets upgraded to archer.

That, at least, is semi-fixed in the most recent patch: units now can only get 1 upgrade from a hut. So no more Scout-Riflemen in 3000BC. Scout-Archer is still pretty sweet.
 
I guess I'll be keeping the scout archer from now, I just didnt like the fact that he would disable the options for getting survivalism promotions like +1 movement, +1 visiblity.
 
-I miss being able to trade food resources. Since health is gone, perhaps having certain resources could provide bonus food in conjunction with certain buildings(like grains providing bonus food with a granary)? Then we could have stuff like rice, corn, and pigs again. Historically, food was a very important consideration: Rome conquered Egypt partly because it produced a huge amount of wheat. Ottoman-occupied Serbia thrived by raising and selling pigs(the proceeds, in part, funded their aspirations for independence). The discovery of corn and potatoes in the New World changed everything for Europeans. Food resources should be way more important and varied to reflect their increased importance. If rice spawned in marshes, then you'd actually do something with a marsh other than drain it...

-Diplomacy needs more feedback, more information, and many, many more options. You should be able to cancel deals(and this should probably annoy the AI and make it suspicious of you: after all, you broke your word!). You should be able to request more specific things of the AI. A weaker AI should probably listen to you if you warn it against settling near you. And, given how strong the effect of denunciations is, they should probably be used more sparingly and AIs should look askance at any player(human or otherwise) who denounces people a lot. And they shouldn't care if their friend gets denounced by a common enemy.

-The AI's military tactics are worse than bad. Atrocious doesn't quite cover it. It clearly has severe issues with understanding even the basics of the new combat system. Which I enjoy, by the way. But it'd be vastly more enjoyable if the AI was capable of simple things like effectively besieging cities larger than a small, unwalled hamlet and protecting its vulnerable ranged-units.

-The Ottomans need a better power. Either that, or triremes and naval units in general need to be much more useful. Historically, blockades could be absolutely crippling. In CiV, they're a minor nuisance. Historically piracy was a big deal, and often state-sponsored(most famously the English and the Barbary Corsairs, who, as this power is trying to depict, were bank-rolled and encouraged in large part by the Ottomans). Piracy should be a pretty good way to raise cash, but should obviously anger your targets immensely(the Spanish were totally not cool with the English stealing all that sweet, sweet gold). Then again, I'm not sure how well the AI would handle it. Or rather, how badly.

Overall, I enjoy the game, but it clearly needs work. That's alright: it's familiar territory. I did expect better from Firaxis, but, as long they can iron out the issues and spice things up(and they certainly have a strong track-record in their favor), this'll be a pretty great game.

Some additions:
-The ability to fully heal a unit in lieu of a promotion mostly seems frustrating. It is either an entirely useless option or a complete no-brainer. I feel it takes away immensely from combat, as it essentially renders everything done to bring the unit in question down as wasted actions.

-Adding to this, the blatant inaccuracy of the combat panel is an awful design decision. Oftentimes, the result is different than what it says it will be, often vastly so. It needs to give far more information(percentage chance of outcomes X, Y, Z happening, for example) or be far more accurate(i.e. limiting combat results to match what the game tells you will happen). This decision is extremely puzzling given how important individual military units are. It becomes an even bigger issue in conjunction with the above: I have often had the combat panel tell me that I would completely destroy a unit, only for it to survive the attack, fully heal the next turn, and wipe-out my unit.
 
ISSUE: When starting in a "random start" map you walsays start in THE SAME starting point. Also be capable to assing names to start points to determine which one to select could be great too!
 
The ai seems to mix up UU. I just ran into a chinese"bowmen" and I've yet to see babylon in this game...does anyone know if the ai is smart enough to name their units after another civ's UUs?

Also the ai I'm teamed up with periodically gives me death threats, wouldn't accept a trade of my 5 iron and horses for one gems(this ai is marrooned on a continent, at war with the 2 most powerful civs in the game and only has spearmen...)
 
In patch level 1.0.1.167 my roads (and railroads as well) don't work when trying to connect to a city state. I can see the road or railroad there connected all the way to the city state, but I don't get a notification of the road built. Also the city state is still asking for the road. Anyone else ever see this?
 
In patch level 1.0.1.167 my roads (and railroads as well) don't work when trying to connect to a city state. I can see the road or railroad there connected all the way to the city state, but I don't get a notification of the road built. Also the city state is still asking for the road. Anyone else ever see this?
Yes, I've definitely noticed this too.
 
In patch level 1.0.1.167 my roads (and railroads as well) don't work when trying to connect to a city state. I can see the road or railroad there connected all the way to the city state, but I don't get a notification of the road built. Also the city state is still asking for the road. Anyone else ever see this?

That's a known bug. It should get corrected in the next patch, whenever that may be.
 
In patch level 1.0.1.167 my roads (and railroads as well) don't work when trying to connect to a city state. I can see the road or railroad there connected all the way to the city state, but I don't get a notification of the road built. Also the city state is still asking for the road. Anyone else ever see this?

The road can't go through any other territory than your own, or neutral/unowned territory. I don't know if it's a bug or intentional. I believe the game is using the trade route algorithm to check, and that won't allow a trade route through territory either city does not have Open Borders with. So while you may have Open Borders (with AIs) or Friendly status (with other CSs) along the route, the CS you're connecting can never attain such status - so there cannot be a trade route.
 
I like Lance's post about the food and pirates. In fact, this reminds me of something I heard/read regarding Civ IV where [I believe it was Sid] who said that Civlization was all about giving the player "many interesting choices every turn". This is precisely what I loved about Civilization at its zenith (which, in my opinion, was Civ IV with the last expansion pack) - there were lots of things to do on every turn in the game. Most games, I didn't even do everything (corporations, espionage, religion, piracy, etc.) as there were just too many things to attempt in any one game (which was good).
I also love Civ V and have almost 400 hours clocked so far. But I dearly miss the plethora of choices. Some games I even end up hitting "Next Turn" consecutively for many turns... even in the late game! I think that this lack of choices (including the food and resource options, the way they interact with buildings, and all the other "features" of the last Civiliazation iteration), combined with the very non-historical and contrived tech tree, conspire to limit this current version.
That being said, I do still love the game, including the graphics, the sound (music and ambient noises), the 1UPT (with all its constraints), the combat model, the AI leaders, etc. I *really* look forward to the expansion packs (or continued patches/DLCs); but I wish they'd hurry!
 
Created the great library and didn't get to choose a free tech. WTH? Oh yeah, also this game crashes after about 250 turns so its USELESS to even play.
 
Since city happyness can't 'overflow' to other cities any more, an overview of all unhappy cities would be nice. That is: an overview of all cities that add unhappyness to the empire.
 
I think China just moved to the top of the stupidest ai chart; when they decided moving a GG next to my infantry with no escort was a good idea.:lol:
 
Spider1: Yes I encountered this bug a few days ago. I conquered the city state and THEN the road registered as being connected. And the road lay entirely in my borders and the CS's borders. Very frustrating.
 
Spider1: Yes I encountered this bug a few days ago. I conquered the city state and THEN the road registered as being connected. And the road lay entirely in my borders and the CS's borders. Very frustrating.

I wish the game would just check for ANY trade route between the CS and your capital, I've had a railroad connection with a CS for the last 10 turns and they still don't register. I don't really care enough about a little 10 diplomacy boost to destroy the connection and redo it...if that would even work.:dunno:
 
I think China just moved to the top of the stupidest ai chart; when they decided moving a GG next to my infantry with no escort was a good idea.:lol:

Was it destroyed, or did you capture it?
 
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