Gripes you don't want to see return

mrwho

Prince
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Apr 13, 2013
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There are a lot of minor (or in some cases quite major) complaints I have about Civ V. Most of them have been there since day one and have never been fixed, much to my frustration. Given that Ed says we'd be surprised how much people at Firaxis read the forums, I thought it might be a good idea to create a sort of 'checklist' of annoyances that can be addressed if needed. Here are some of mine:

- Units knowing if a tile is occupied halfway across the map, and having to have their commands constantly reassigned. Please just make this only happen for the next movement.
- Units moving off of roads/railroads because they have movement points left and a unit is stopping them from moving forward. It severely slows them down getting to the final destination.
- Civilian units not being able to move through neutral military units. Why is this included? It just make 1UPT unecessarily annoying.
- Poor UI in textboxes (like save games and civilopedia searches). You can't use arrow keys, you can't select text, you can use commands like ctrl+a, all making it extremely tedius to rename a save file, correct a typo, or add a new search.
- Misleading text. Civ V is full of text which is simply false. The tooltip for the inquisitor says it removes religion from 'a city', but it only removes it from one of your own cities. In order to upgrade, the tooltip says you need to be in 'friendly' territory. This heavily implies you can upgrade in allied/friendly CS territory or civs you've made a DoF with, but this is not the case. The tradition finisher bonus only applies to cities you yourself found, but this is never mentioned. There are multiple cases like this. In Civ VI the devs should go through the text with a fine toothcomb to avoid these issues.
- The civilopedia in Civ V is terribly designed. It is very hard to navigate and very light on specific gameplay information.
- Autosave turn count is wrong. The autosave happens at the end of the turn, so when you open up a 'turn 5' file you'll start on turn 6.
- Being forced into decisions without being able to check information. A civ wants to become your friend? You have to answer now without any diplomatic information, otherwise the option will be removed for the next few turns. A civ attacked a CS you've pledged to protect? Have to respond right there and then, without checking the CS first. The infoaddict mod does a good job of addressing this.

These are all the ones I can think of. There are other issues I have with Civ V, but they come more down to personal opinion or balance concerns. This thread is more about design issues, things that were overlooked, and unnecessary inconveniences. Do people have any other gripes of this nature? I really hope the devs put in more QA this time around to make sure these issues don't plague VI.
 
These are EXCELLENT suggestions and I sign off whole heartedly. I will add one more thing:

- Units with qued movement always move last, after you click end turn. Please add an option to force these to move, and then let you continue with the rest of your units.

Let me give an example. You have 4 warriors standing next to eachother in a row, on flatland. You want them to move straight west, across flatland. The first 3 have qued orders, to move. The last one does not. Now in order not to waste his movement I have to manually tell all 4 of them to move, one by one. Because the tile he would move to is already occupied by a warrior with an order, but he will not move until the end of the turn. Do you understand my problem? This is one of the biggest UI flaws in civ5.

I just want units that already have orders to move out of the way so I can see more clearly my options for the remaining units. Similarily with archeologists and workers, they will complete their assignement at the end of the turn, but you might want them to dig up that artifact or build that road at the beginning of the turn instead...
 
I hate it how i can wave settlers, workers, missionaries and great people right under a civs nose (especially an agressor like Shaka) and they wont rise to the bait.
 
There are a lot of minor (or in some cases quite major) complaints I have about Civ V. Most of them have been there since day one and have never been fixed, much to my frustration. Given that Ed says we'd be surprised how much people at Firaxis read the forums, I thought it might be a good idea to create a sort of 'checklist' of annoyances that can be addressed if needed. Here are some of mine:

- Units knowing if a tile is occupied halfway across the map, and having to have their commands constantly reassigned. Please just make this only happen for the next movement.
- Units moving off of roads/railroads because they have movement points left and a unit is stopping them from moving forward. It severely slows them down getting to the final destination.
- Civilian units not being able to move through neutral military units. Why is this included? It just make 1UPT unecessarily annoying.
- Poor UI in textboxes (like save games and civilopedia searches). You can't use arrow keys, you can't select text, you can use commands like ctrl+a, all making it extremely tedius to rename a save file, correct a typo, or add a new search.
- Misleading text. Civ V is full of text which is simply false. The tooltip for the inquisitor says it removes religion from 'a city', but it only removes it from one of your own cities. In order to upgrade, the tooltip says you need to be in 'friendly' territory. This heavily implies you can upgrade in allied/friendly CS territory or civs you've made a DoF with, but this is not the case. The tradition finisher bonus only applies to cities you yourself found, but this is never mentioned. There are multiple cases like this. In Civ VI the devs should go through the text with a fine toothcomb to avoid these issues.
- The civilopedia in Civ V is terribly designed. It is very hard to navigate and very light on specific gameplay information.
- Autosave turn count is wrong. The autosave happens at the end of the turn, so when you open up a 'turn 5' file you'll start on turn 6.
- Being forced into decisions without being able to check information. A civ wants to become your friend? You have to answer now without any diplomatic information, otherwise the option will be removed for the next few turns. A civ attacked a CS you've pledged to protect? Have to respond right there and then, without checking the CS first. The infoaddict mod does a good job of addressing this.

These are all the ones I can think of. There are other issues I have with Civ V, but they come more down to personal opinion or balance concerns. This thread is more about design issues, things that were overlooked, and unnecessary inconveniences. Do people have any other gripes of this nature? I really hope the devs put in more QA this time around to make sure these issues don't plague VI.

I agree completely. The third point - this is incredibly annoying when trying spread your religion to neutral players and CS, and completely slow the spread which feels very unfair and 'rng' depending on how the AI randomly moves its units.
 
I agree completely. The third point - this is incredibly annoying when trying spread your religion to neutral players and CS, and completely slow the spread which feels very unfair and 'rng' depending on how the AI randomly moves its units.

yes, this is especially irritating if you're trying to move a worker, for example, on one of your roads in your own territory (or even worse, on one of your train tracks) and either have to stop after only a minor portion of the move, or else move off the road/track, using up the remainder of the move points, and hope you can get back on the road or track the next turn with no further delays (not guaranteed); even more irritating when, if you could have moved through the unit, you could have reached your destination on one turn. Also an issue (in V, don't know if this will be a quest in VI) when trying to complete a quest for a CS and you can't build the road requested because their own unit is blocking the path.
 
Terrible, terrible logic in choosing which tile your city will grow to. It's insane that land is so precious yet your still left at the whim of the illogical logic of the game when selecting tiles. No I don't want that grassland because it will get me closer to the wheat!!! I want time Gem in the second ring of the city!!!!

I've notice scouts sometimes move in odd L shape patterns rather than straight lines within one turn, if on automated. I think they should always move 2 tiles into one direction or another unless the scout sees a goal like a CS or goodie hut

Sometimes the unit cycling can be confusing. I could be managing the siege of a city with 5 units in an area and the game will take me over to a unit way in Siberia and ask me what I want to do with him. Idk if there's a way.... but I wish it would cycle in a regionally logical pattern
 
Terrible, terrible logic in choosing which tile your city will grow to. It's insane that land is so precious yet your still left at the whim of the illogical logic of the game when selecting tiles. No I don't want that grassland because it will get me closer to the wheat!!! I want time Gem in the second ring of the city!!!!

Agreed. Would be so easy to let people choose if they want to. It's especially frustrating trying to get certain sea tiles or when you're competing with the AI for a tile.

Sometimes the unit cycling can be confusing. I could be managing the siege of a city with 5 units in an area and the game will take me over to a unit way in Siberia and ask me what I want to do with him. Idk if there's a way.... but I wish it would cycle in a regionally logical pattern

I'd recommend turning off auto unit cycling in the options menu. Makes things far easier to manage for me.
 
To be fair I do get that the randomizing if fields is there (and not choosing yourself), but I agree that it should ALWAYS prioritize as Luxery Resource you don't have in your empire > Strategic resource > Luxery Resource you do have in your empire (connected or not) > best yield for the city (as in, the first tile it'd select on auto if it grew).

Really agreed about the unit cycling by the way. It's VERY illogical.
 
Oh, I just remembered one:

- Unit upgrade paths and promotions. The upgrade paths of units like the chariot archer make them essentially useless, because most of the promotions become irrelevant. Unit upgrade paths should either stay within the same unit 'type' (melee, ranged, etc), or should allow experience to be reassigned once old promotions become pointless.
 
-Caravans and trade ships requiring you to reset them occasionally and not being able to change them whenever you want.
-all the unit pathing stuff from previous posts with one add: Show me where my troops are going if I click on them like in IV. It's MORE important in 1UPT guys.

Everything else is beyond a gripe, heh.
 
How about just hoping that the stacking of civilian units is allowed this time? I can't think of a single good reason why it shouldn't be.

I may be against 1UPT in general, but I can at least recognize the argument when it comes to military units. It makes no sense for civilian units. There's no reason a builder and a settler and a great general shouldn't all be able to share a tile if they need to for whatever reason.
 
How about just hoping that the stacking of civilian units is allowed this time? I can't think of a single good reason why it shouldn't be.

I may be against 1UPT in general, but I can at least recognize the argument when it comes to military units. It makes no sense for civilian units. There's no reason a builder and a settler and a great general shouldn't all be able to share a tile if they need to for whatever reason.

I think Great Generals are going to be a support unit anyways (which is a different layer).
 
Very minor UI stuff:

  • When you have resources icons on, I really wish it would stick for natural wonders as well.
  • Keyboard shortcuts for Culture Overview, Trade Router Overview and WC was missing natively.
 
Annoyances I'd love to see fixed in the UI:
1) I do not want to see a reminder of who I am every single turn; I do not suffer from ADOS.
2) I'd love to see double-click work in saving and loading. They could do it in Civ4 but lost it in Civ5.
3) I'd love some way to prioritize what tiles get added next, as per earlier comments.
4) I'd kill for a way to tell units "never enter the water unless absolutely necessary (or specifically told to do so)".
5) As per Growth's sig, food/production/gold prioritization should never result in city starvation. That should only happen when forced by us.
6) It's way too late, but I wish they'd bring back Civ4's method of creating city-states; it was so much better.
 
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