[NFP] Minor pet peeves and annoyances you wish the developers would fix

Something I forgot...AI joining your wars for 1 Gold. I don't get this and I also can't see a pattern, when this is happening (as in other cases AI ask for a heavy compensation, which feels just right). Sometimes even AIs hating you agree to it. I wonder, if they is any advantage for them? Do they save grievances by joining my war? I understand the concept of dogpiling, but I wary to belive that it is always wise for them to follow my invitation to do so. The example I posted here

https://forums.civfanatics.com/thre...me-joins-a-war-vs-a-friend-for-1-gold.659082/

is already a bit older, but I can confirm that this still happens in the current version.
 
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  • Repair the entire district
  • Be able to add a building if its prerequisite is on the queue (eg. add a university if the library is on the queue)
OH GOD YES PLEASE! I mean, there's been a mod that allows adding buildings to the queue after the district for years, why can't the developers add this?

And yes, a "repair all" option would be God send!

Another pet peeve brought up by someone else recently: When liberating a city state, please apply suzerainship BEFORE enforcing closed borders. It's so annoying to have your units scattered all over in enemy land and left vulnerable when you liberate a city state.
 
I hate it when a city state is on the other side of a huge map asks for a trade route. I have to murder my way to them or attack their suzerain to reset the quest. Give me an option to reset the quest for diplomatic favor or let the quest time out.
 
I hate it when a city state is on the other side of a huge map asks for a trade route. I have to murder my way to them or attack their suzerain to reset the quest. Give me an option to reset the quest for diplomatic favor or let the quest time out.
Yes, let us cancel a quest, but no new quest appearing before next era, similar to if we fulfilled the quest. Same when they want us to recruit stuff like a Great Admiral or a Great Musician, and we know it will be at least 5 eras before we get a chance to recruit one of them.
 
I hate it when a city state is on the other side of a huge map asks for a trade route. I have to murder my way to them or attack their suzerain to reset the quest. Give me an option to reset the quest for diplomatic favor or let the quest time out.

Setting up trade posts by completing routes to 3rd party cities located in the direction or founding a colony closer to them are sometimes alternative approaches which can work. I see where you are coming from - sometimes such a quest is a lost one, but the question is whether this is a different case to other requests like building unit/district X or getting heureka Y, which are IMO sometimes equally hard or undesireable to fulfil.
 
My main issue since the game was released:
I want to have a clear overview about the situation of tradeable resources when negotiating a trade deal with the AI (which/how much do I have/ which and how much does the AI have?) and an easy way to adjust the amount of gold being added to a trade deal.
(All this would be fixed if Firaxis just completely integrated the "deal panel" part of the Concise UI mod, I would be so happy if that ever happened.)
 
Sometimes when a unit on alert wakes up from an enemy nearby there is no option to let it skip turn. You have to put it on fortify ( so it won't react to enemies near) or move. Please hardcode units to always have the skip turn option.
 
Being first to discover a CS on shared vision does not bring envoy. This one gets rid of one of the most incentive to explore when I play in team with my wife. I hate it so much I tried to take on modding to fix it but my time is too short and I do enough coding in my hours.
 
  • Automate builders to repair
  • Repair the entire district
  • Be able to add a building if its prerequisite is on the queue (eg. add a university if the library is on the queue)

There is nothing more obnoxious than a volcano wiping out a tile improvement so you have to use a build charge to restore it. Civ V's workers > Civ Vi's builders.

In addition to this, having auto-repeatable projects or units. In the late game this would save on so many clicks.
 
I think the quantity of these minor annoyances is one of my biggest grievances with Civ 6. It feels so... unrefined sometimes. Here are just some pet peeves / annoyances that I can think of on the spot:

- For some reason, there isn't always a notification that another civ built a wonder. The wonder notifications remain on the sidebar for the entire game until you close them, and when you look through these notifications you'll find that many wonders don't have a notification and never did when they were built, so you have to use the map search to find the wonder and figure out where it was built and by who.

- You can break a promise not to convert cities even if it's religious combat that converts the city, and note that you don't even need to be the instigator of this religious combat for it to count as a broken promise. An AI's apostle can die in an attack they initiate on your own religious units and they'll still consider it a broken promise if that death causes their city to convert, even though you had no control over it.

- Even when embarking and travelling across water is much faster than travelling on land to a destination, units will still disembark and travel on land.

- When open borders end, your units are kicked out of enemy territory.

- There is no prompt to refresh alliances or friendships when they end.

- No way to stop or penalize allies that attack and conquer your suzerained city states. This is a big one that I know many have mentioned already in this thread.

- When you're at war with a neighbour and have to fight in neutral or enemy territory near the borders of other civs, those other civs will tell you to move your units away, and if you continue to fight in the territory of the civ next to them, they'll consider it a broken promise. This might make sense in terms of immersion but it's just annoying in terms of gameplay IMO.

- Almost every time religious units move in enemy territory, the blue hex outlines that appear that show where the unit can move are not visible, so it looks like the unit has run out of moves or can't move to certain tiles in that turn unless you try to make it move there. This will then happen repeatedly if you move one tile at a time so as to not run out of moves too early.

- It's difficult to tell for sure how much movement it will cost for any land unit to move to a given tile, so when you have units that can perform an action (build tile improvement, spread religion, etc.) it's often very tough to figure out if the unit can move to a location and still have at least some movement remaining so that it can perform an action. A solution for this could be to have a little number appear when you're selecting a tile to move to showing how many movement points will be expended if you move the unit to that tile, and/or how many movement points will remain.

- Sometimes, when dragging the map, the camera locks onto your cursor so when you move your cursor anywhere the map darts all over the place. I can't tell if this is meant to be a way to move the map or if it's a bug, but I also don't know what exactly causes it to happen.

- AI is often predictable in the ways they vote on certain resolutions. For example, they often seem to vote to ban a luxury the player owns, frequently vote to prevent Great Prophets or Great Admirals (why?) from being earned, and always commit just 1 vote to themselves to try to win the culture bomb resolution (I don't mind that, because it means I can always get the culture bombs, but it shouldn't be like that).

- No way to sort trade routes by highest yield.

- No way to sort cities in the city report screen by highest yield.
 
I'm using the civ 5 terrain mod but with both the original and that mod it's hard to see where hills are when there is a (rain)forest on it. There are now quite a few civs that want/need hills, having to use the search function to get basic terrain info is a drag.
 
I'm using the civ 5 terrain mod but with both the original and that mod it's hard to see where hills are when there is a (rain)forest on it. There are now quite a few civs that want/need hills, having to use the search function to get basic terrain info is a drag.
Yesss I totally forgot about that! I tried the Civ 5 terrain and even found another mod that alters the vegetation detail to help alleviate that issue - a purely cosmetic mod that makes forests appear denser, and has slightly different appearances for forest types on different terrain. Even then, it's still tough to see which tiles are hills or not. It's nearly impossible without mods. I'm surprised I haven't seen many people other than you talking about this on the forums. Surely we aren't the only ones who find this to be such a big issue?
 
The hills issue have been discussed quite a lot some time ago, and also there was someone who tried to make a mod to make the altitude contrast larger, but I don't think it worked that well. There's also a mod that changes the vegetation to import the models from Civ5, which I think is aesthetically more pleasing, but personally I have difficulty differentiation forests from rainforests when using that mod.
 
I hate it when a city state is on the other side of a huge map asks for a trade route. I have to murder my way to them or attack their suzerain to reset the quest. Give me an option to reset the quest for diplomatic favor or let the quest time out.

Wouldn't you be able to setup trade routes / trading post in other cities to reach them?
 
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Instant construction of city defenses after capturing a city. I'm not sure of the exact conditions under which this comes up, but it doesn't make any flavor or gameplay sense. City defenses of captured cities should always be reduced to zero and need to be rebuilt/repaired.

Great person "ahead of time" costs should be reworked so they don't result in the 2nd and 3rd great people of an era being immediately recruited without any opportunity to compete for them individually.
 
*digs through bag of perennial complaints*

Aircraft carrier fleets and armadas should get additional aircraft capacity. I’m willing to die on this hill.
 
Sometimes when a unit on alert wakes up from an enemy nearby there is no option to let it skip turn. You have to put it on fortify ( so it won't react to enemies near) or move. Please hardcode units to always have the skip turn option.

This drives me nuts, especially because the AI just loves sending great generals in to your lands and it causes this to happen. So annoying and even if you attack the general they will be right back in a turn or two...
 
The fact that the AI will seemingly drop everything to run off and pillage your trade routes when at war is pretty darn annoying too. I've seen troops move halfway across my lands to a position where they will assuredly get killed as soon as it's my turn just to pillage some gold that they don't even need.
 
I agree with almost all the comments!
The diving of nuclear submarines under the glacier is very interesting!

Оn my own I will add:
- Varu, Mamluk and Winged Hussar from vanilla do not upgrade to Cuirassier, but already to a tank!
- The pantheon "Lady of the Reeds and Marshes" does not give production to the Pantonal, although it is a marshes! It would be interesting
 
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