It seems to me the whole Civ VI development team is focused on big flashy ideas (new modes etc). It is shame no member of the team is working to fix all the many annoying little things that are wrong with the game.
So what do we want here from the developers?
These are basics that should be in the default UI, not something that has to be modded in.
- A trade route screen that tracks the time remaining in turns on each trade route
- A resource management screen that tracks the duration of 30-turn sales of luxuries so we know when they can be traded again, and the ones we purchased won't be providing amenities any longer
- (this one's my own frustration) A diplomacy screen that tells me which leaders I have made promises to and on which turn. Did I promise to stop spying, stop converting, move troops, stop settling? I don't always remember that perfectly when coming back to a save the next weekend when I have time to play. Then I get huge diplo penalties for breaking these agreements.
Feel free to add to the list if you have your own requests.
Not trying to be negative, but one of the astounding things about Civ 6 is how many quality of life things they removed from previous games.
For leaders with temporary conditional bonuses (mostly those tied to a Declaration of War) like John Curtin, Robert the Bruce, Cyrus, Tamar, and probably more, there should really be an on-screen timer to indicate how much longer you have left, similar to (or heck, I dentical) to the countdown of global emergencies and competitions.
Additionally, can we have an option to turn notifications off? I'm not talking about gossip, I just mean those little circular ones above the "next turn" button that stack up turn after turn and clog up the side of your screen. It gets tedious to spam right-clicks every single turn, especially when the game keeps reminding me about "low amenities" for the 50th turn in a row
The timer would be useful for other civilizations too. There is the Warlord's Throne...
The other problem are the Vampires. There is no way to check the amount of kills without hovering a possible attack. I name them so I know the most powerful.
Yeah, the UI in Civ VI is hot garbage, which is really surprising since it was AMAZING in Civ IV (the Civ game I played the most prior to 6). How much longer do you have until open borders expires? Who knows. Which amenities are being used by which cities and why? Who knows. When do trade deals expire? Who knows. Want to know how many farms or factories you have left to build for a boost? Better start counting. Even the information that is displayed (unit experience and promotions) is not displayed in a user friendly way. I don't understand why they changed the promotion display from the easily identifiable unique icons that were used in Civ IV to the generic ones they use in Civ VI. More than once I've accidentally turned two units with the same promotions into a corps because I didn't hover over the promotions to verify they were different. This mistake would never have happened in Civ IV. And don't even get me started on trading....I only have twelve hours before I need to sleep and don't want to get so worked up that I have insomnia.
It seems to me the whole Civ VI development team is focused on big flashy ideas (new modes etc). It is shame no member of the team is working to fix all the many annoying little things that are wrong with the game.
I'm kind of used to everything already mentioned here, or my issue has been address over time--the one major thing I still have left is the policy card page. I don't know how they could fix it. Getting blasted with a wall of yellow and red text makes it kind of hard to find what you want though.
Simplifying it and making them all icons might make it harder though as that gives less information. So I don't know what a good answer would be.
This is so true. I played Civ 4 for a long time and information that was critical to your game decisions was much easier to find and process.
The 1UPT combat mechanics don't really bother, the change to districts and wonder placement don't really bother me. The stupidness of the AI doesn't bother me. But the little dumb things like trading, or checking unit promotions, or knowing when open borders expire all add up into a big frustrating pile. The Civ series had this stuff figured out and perfected for decades, what made them abandon it?
I'm playing Vanilla and if I have 2 units next to each other with enough moves left they will swap places. Most often I run into this situation after capturing a city when I move a defensive unit onto the city hex to replace the offensive unit which captured the city.I brought this up in another thread, by I think the most inexplicable change they made from 5 to 6 was getting rid of the "swap" feature. In 5, if you have two units who have the same amount of movement points (let's say 2) who are close enough to complete a valid move with respect to one another (let's say, they are 1 tile apart), but doing so would consume all movement points, you were able to swap the two. You can't do that in 6 anymore. You have to move the unit to an empty hex, and then move the second unit to the original place. This is often tedious (such as when you are moving large armies along roads) but it can be downright strategically disruptive (such as when you want to move an injured unit to the backlines and replace it with a fresh unit).
I feel I am the only one on the forums that asks for this, which baffles me, but the ability to list cities in order based on yield of a particular thing like production- with each city taking up one line.