King Phaedron
Warlord
- Joined
- Oct 9, 2017
- Messages
- 180
Late Game, End Game, After Game, what an Atrocious mess!
1) For starters, whose bright idea was it to replace the Civ5 Gold Focus / Faith Focus with "City Projects" That complete in literally 2 turns flat?! That person needs to be fired from the development team! I wish that cities would just leave me alone, I wish that half of them were puppets!
I find this ironic and utterly backwards because Civ6 revolves around having a lot of cities, whereas Civ5 encouraged a playstyle with much fewer cities, even had a one city challenge mode. Civ6 is the game that actually needs that Focus, where you can set a produce extra gold, faith, or science, and it will just keep doing that unless you tell it to stop. I've got them all producing Modern Tank Armies and Missle Cruisers Armada's just so that they leave me alone!
2) No 2nd, 3rd place victories etc: What's the point of one more turn? I finished one victory, why can't I go for several more? Why can't I win the Science, and see if another civ can get second place winning Culture? Or why can't I win Science and then takeover the world?
3) My Historic Timeline has about 1000 entries of "Your Bomber or Death Robot overcame great odds" because literally every unit ever made in the endgame is a either a Modern Tank Army, a Nuclear Submarine Armada, or a Modern AT Army. I bet this bright idea came from the same develop who needs to be fired! Here's a thought, how about disabling Era score in the future era?!
4) Inconsistent Rules: How many times do I wind up with a unit with moves remaining, that I am actively doing something with, and the option to "Skip Turn" mysteriously disappears? A LOT! I have to put the unit to sleep and then sometimes wind up forgeting about him.
5) Inconsistent Rules: When units at war move into one hex of a city center or encampment, they cannot escape, but they CAN Attack or take action. Not so with Rock Bands. If they move into the Zone of Control, the turn ends, making it impossible to flip cities if you are at war with the target.
6) Pitiful Navigation: How many times have I had a builder out in the coast, and then command him to go back on land, the path is saying he will go into the city and make it back on land in one turn, but what he actually does is NOT follow the designated path and instead tries to go through a tiny one tile island and what takes 1 turn if I manually guide him, winds up taking 3! Therefore the Auto Movement tool cannot be trusted, I have to move every unit one space at a time, sometimes even one tile at a hex!
7) Inaccurate Path Projections: I never move anything if it takes more then 1 turn. Quite often, the game tells me I can move somewhere in one turn, but when I get there it's actually saying he'll move there on turn 2. If that's the case, don't freakin show me the path as if he can do it in one turn! This is why I can't play Civ6 Multiplayer, the confusing movement system constantly cheats and lies to me!
8) Is the turn ending or not: Again, I never move anything using the unreliable guided movement system. Another reason for this is because I typically quick save at the end of a turn, only to find out that a dozen units are still needing orders! While there is no practical solution for this, it would be nice to have a counter available telling me the number of units that are still going to need orders each turn.
9) The AI practically worships the player: When you capture a capital and it rebels and becomes a free city, it never returns to the empire around it. That would make things too hard for the casual warmonger. "Wah, I captured that capital and they got it back, now I have to do it again. This game sucks! Wah" The AI NEVER attempts to recover his free cities either. I wouldn't want him to do it right away, but as with attacking a nearby city state, you know they are just going to take back in 30 turns. This has to do with the way the game is coded, because while being hostile, AI cannot actually declare war on Free Cities, and thus even with a tank next to a free city with 0 hp and walls, it will not take it.
Me and Japan were both in a war with Georgia, and I weakened her cities to nothing, but the Japanese tanks standing next to her cities didn't bother to capture anything. It was an emergency because Japan conquered Hong Kong, and the cities Japan Should've taken were right next to Hong Kong!
No matter how long you wait until the future, the AI will NEVER, EVER, Nuke your cities or attack you with bombers. NEVER! I'm seen Australia attack my Death Robots with Biplanes in the Information Era, but that's it. The only attacks they will make are defensive suicides.
I took the Capital of Rome and he had a bunch of Modern AT Armies. Did they try to take the capital back, NO! They all commited suicide attacking a nearby Encampment! How is there are any challenge at all when the AI is this stupid?
.... That's it for now. I've got about a dozen more complaints, but right now this is all I can remember.
1) For starters, whose bright idea was it to replace the Civ5 Gold Focus / Faith Focus with "City Projects" That complete in literally 2 turns flat?! That person needs to be fired from the development team! I wish that cities would just leave me alone, I wish that half of them were puppets!
I find this ironic and utterly backwards because Civ6 revolves around having a lot of cities, whereas Civ5 encouraged a playstyle with much fewer cities, even had a one city challenge mode. Civ6 is the game that actually needs that Focus, where you can set a produce extra gold, faith, or science, and it will just keep doing that unless you tell it to stop. I've got them all producing Modern Tank Armies and Missle Cruisers Armada's just so that they leave me alone!
2) No 2nd, 3rd place victories etc: What's the point of one more turn? I finished one victory, why can't I go for several more? Why can't I win the Science, and see if another civ can get second place winning Culture? Or why can't I win Science and then takeover the world?
3) My Historic Timeline has about 1000 entries of "Your Bomber or Death Robot overcame great odds" because literally every unit ever made in the endgame is a either a Modern Tank Army, a Nuclear Submarine Armada, or a Modern AT Army. I bet this bright idea came from the same develop who needs to be fired! Here's a thought, how about disabling Era score in the future era?!
4) Inconsistent Rules: How many times do I wind up with a unit with moves remaining, that I am actively doing something with, and the option to "Skip Turn" mysteriously disappears? A LOT! I have to put the unit to sleep and then sometimes wind up forgeting about him.
5) Inconsistent Rules: When units at war move into one hex of a city center or encampment, they cannot escape, but they CAN Attack or take action. Not so with Rock Bands. If they move into the Zone of Control, the turn ends, making it impossible to flip cities if you are at war with the target.
6) Pitiful Navigation: How many times have I had a builder out in the coast, and then command him to go back on land, the path is saying he will go into the city and make it back on land in one turn, but what he actually does is NOT follow the designated path and instead tries to go through a tiny one tile island and what takes 1 turn if I manually guide him, winds up taking 3! Therefore the Auto Movement tool cannot be trusted, I have to move every unit one space at a time, sometimes even one tile at a hex!
7) Inaccurate Path Projections: I never move anything if it takes more then 1 turn. Quite often, the game tells me I can move somewhere in one turn, but when I get there it's actually saying he'll move there on turn 2. If that's the case, don't freakin show me the path as if he can do it in one turn! This is why I can't play Civ6 Multiplayer, the confusing movement system constantly cheats and lies to me!
8) Is the turn ending or not: Again, I never move anything using the unreliable guided movement system. Another reason for this is because I typically quick save at the end of a turn, only to find out that a dozen units are still needing orders! While there is no practical solution for this, it would be nice to have a counter available telling me the number of units that are still going to need orders each turn.
9) The AI practically worships the player: When you capture a capital and it rebels and becomes a free city, it never returns to the empire around it. That would make things too hard for the casual warmonger. "Wah, I captured that capital and they got it back, now I have to do it again. This game sucks! Wah" The AI NEVER attempts to recover his free cities either. I wouldn't want him to do it right away, but as with attacking a nearby city state, you know they are just going to take back in 30 turns. This has to do with the way the game is coded, because while being hostile, AI cannot actually declare war on Free Cities, and thus even with a tank next to a free city with 0 hp and walls, it will not take it.
Me and Japan were both in a war with Georgia, and I weakened her cities to nothing, but the Japanese tanks standing next to her cities didn't bother to capture anything. It was an emergency because Japan conquered Hong Kong, and the cities Japan Should've taken were right next to Hong Kong!
No matter how long you wait until the future, the AI will NEVER, EVER, Nuke your cities or attack you with bombers. NEVER! I'm seen Australia attack my Death Robots with Biplanes in the Information Era, but that's it. The only attacks they will make are defensive suicides.
I took the Capital of Rome and he had a bunch of Modern AT Armies. Did they try to take the capital back, NO! They all commited suicide attacking a nearby Encampment! How is there are any challenge at all when the AI is this stupid?
.... That's it for now. I've got about a dozen more complaints, but right now this is all I can remember.