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

I've remembered two other annoyances:
1. So many civ jersey colours look alike. I once saw a post where someone had something like 12+ different civs with jerseys of primarily red and secondarily yellow. I really thought they'd be more creative with the colour schemes when they first introduced the jersey system. The system seems rather poorly implemented when so many of the jerseys are identical between civs, even though it was designed to make things less confusing. How many blue+white and red+white jerseys are there? Why do so many civs show up in-game with primary orange + secondary black? Why are 3/4 of Pedro's and Poundmaker's jersey colour schemes exactly identical? It's true that in-game, you'll only have one civ with colours primarily orange + secondarily black, so I guess the jersey system is successful in that regard, but seeing that colour combination on the map no longer tells you which civilization the city or unit belongs to. For example, if you see a catapult with colours primarily white + secondarily dark blue outside of your territory, that catapult could belong to Curtin, Jadwiga, Kristina, Tamar, or Roosevelt. If the blue is a tad lighter, it could belong to Catherine de Medici, Hojo Tokimune, Peter, or Robert the Bruce. You'll have to hover over the unit icon to know for sure. And I think that if all of a civilization's regular jersey colours are considered too similar to those of other civs in the given game, then the civ will get yet another different colour scheme - I know I've seen an orange + black Victoria before even though it's not on her jersey list.
Spoiler List of all leaders' jersey colour schemes, courtesy of u/SeelingCat on Reddit: https://www.reddit.com/r/civ/comments/aqo3kj/a_complete_list_of_leader_jerseys_for_your_perusal/ :
7uebm4cudlg21.png


2. Natural wonders seem to frequently be within city-state borders or within two tiles of a city-state's centre. This doesn't happen nearly as much as it used to, thankfully, but I still wish they'd always be outside of city-state borders so that someone wouldn't have to conquer the city-state for the wonder to be made available to major civs to benefit from. This one is certainly a much more minor annoyance than the one above.

Yes that's a mildly irritating bug but is unrelated to the post I responded to or my point.
It's kind of related, but either way, I think they just wanted to add an additional point to the city-state open borders system - I don't think they're invalidating what you said. No need to respond that it's unrelated or besides your point.

Also, I believe the person who wanted open borders with city-states was referring mostly to early- to mid-game, when exploration near coasts in particular is easily impeded by city-state placement when there is not yet access to deep sea sailing. Given that Gunboat Diplomacy comes considerably later, I don't think it's a suitable replacement for the ability to negotiate an open-borders deal with city-states, though by the time Gunboat Diplomacy comes around you'd spend money only if you didn't want to run the policy card.
 
I would like the ability to get open borders from a city state without being their suzerine.

City states end up block so much early game exploration either by having the only mountain pass or the only shallow water tiles.

I'd like to have the option of paying gold to get through their territory.

I'm honestly not sure why having Open Borders with the suzerain doesn't give you Open Borders with their city state(s).
 
just the traffic jams in general that happen when you have large armies. but specifically, there is one feature that they took away in civ 6.

if you have a unit with 2 moves, and another unit with 2 moves 2 hexes away, in Civ 5 you used to be able to "swap" them (ie you click on one, drag it to move to the hex of the other one, and they switch positions). that made sense because both units were capable of moving to that same square on the same turn with the movement points at their disposal. for some reason you can't do that in civ 6, which means if you want to do that, you first have to move one of the units out of the destination hex to a "third" unrelated hex. Sometimes it doesn't matter (IE if there is an empty hex b/w them, you just move one there and you can do it). But when you have the enormous traffic jams it can result in lots of wasted moves.
 
  • There should be an option to cancel and reposition a district if a turn has not yet passed since you started building it.
  • Strategic and luxury resources should be removable.
  • The city attack button should be at the side of the banner, not beneath it.

  • Allies should not be able to declare war on city-states you are suzerain of.
  • City-states you are suzerain of should not be affected by the loyalty pressure you exert.
  • The World Congress should not meet until the Renaissance Era. No such an equivalent existed during the Medieval Era in real history, and during gameplay, it’s likely many civilisations will still be unknown to you at this point in time.

  • Meteor Shower sites should not yield cavalry units, this makes no sense! Instead, they should spawn new sources of minerals, such as iron, aluminium, and uranium.
 
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  • The city attack button should be at the side of the banner, not beneath it.

  • Meteor Shower sites should not yield cavalry units, this makes no sense! Instead, they should spawn new sources of minerals, such as iron, aluminium, and uranium.
I completely agree with both of these. For the first, a fix is to check the "city attack blocks ending turn" box in the options. I checked that to make sure I didn't forget, but it has the added bonus of making the bottom right button activate the city-ranged attack.

For what it's worth on the second point, I think there is some back-end stuff going on there. There was a glitch in the mod that let you remove strategics/luxuries (I can't remember the name). If you moused over a tile, the tooltip would show the strategic resource on the tile, even if it was not yet revealed. That, and the way luxuries only spawn on certain continents, indicate that all of the resources are part of map generation. So presumably the game isn't coded to even allow plopping in extra resources in the middle of a game (somebody smarter than me, please confirm?). If you've ever played minecraft, it works the same way (I think). When they add a new terrain feature or resource like emeralds, which came out significantly after the game was released, the resource doesn't spawn in to existing areas (chunks). You have to explore somewhere that you've never been to, which creates a new chunk. That chunk didn't generate until you got close to it, and plopping in emerald ore was part of the generation. With civ, the entire map is generated as soon as you click "start game." There is no more map generation after that, so no new resources can be added later on (even though it would be so cool and make so much more sense).

A band-aid solution would be to have the meteorites have resources in them that are a one-time gift. You get to the meteorite, +20 iron, uranium, or whatever. Sadly, that poses a whole new set of problems (It's 1950 AD, I don't need more iron! I'm using tanks, not knights!).

As weird as it is, this is probably the best choice in terms of gameplay, given that the other options may not even be possible in the current code.
 
indicate that all of the resources are part of map generation. So presumably the game isn't coded to even allow plopping in extra resources in the middle of a game.
ResourceBuilder.SetResourceType
Working on a mod, I want to delete/change resources on tiles on an already generated map.
[...]
Thankyou all. I can now remove & add resources onto an already generated map using:
Code:
ResourceBuilder.SetResourceType(pPlot, -1)                   -- remove the resource on pPlot from map
ResourceBuilder.SetResourceType(pPlot, iResourceType, 1)     -- add resource with index iResourceType onto the map at pPlot

 
Just when I am so proud of my 40 science per turn and then I meet Korea and they have 195 and then I rage quit so...
Please please please you lovely developers: Let me EXCLUDE some civs (or just one, and yes, I mean you, Korea) in the game setup options menu.
 
Some of these blow my mind.

Like right of passage. Isn't that a no-brainer?

And open borders... who thought it was a good idea to teleport units before renegotiating this?

Units should never teleport, even if it violates open borders. If you return a city, the civ (if you don't have open borders) should warn you to move your troops out in ten turns or something.

This isn't the civ I fell in love with. Its becoming less and less a strategy game. I only play it now if I feel like painting a pretty map.

- smaller maps
- lack of diplomacy options
- missing diplo options (like, why not include options that existed in previous versions??? why take a step backwards??? Diplomatically, this is civ 1.8 or 2.2, calling it vi seems grandiose - and ed said he was big on diplomacy... such bs).
- no gifting units
- warriors running around in future era! Four years later and this still happens! Oh mon dieu! Make them cost 1gp maintenance, and any unit 2 eras old should decay over ten turns or something.
- conquest still way too easy
- conquest pre- wall still way way way too easy


Like most video games, designers over the past decade have been reducing challenge, not fixing bugs, and ignoring ai, while investing in graphics and additional flashy content.

At some point, somebody who enjoys a real grand strategy game is going to make a true grand strategy game, and I am waiting for it.
 
The AI ALWAYS voting to ban amenities and great people. Both are idiotic resolutions but the ban on great people takes the cake.

I know the Devs check these forums. I know they are aware that the World Congress is one of the most hated features in the game. I do not know why they resist trying to improve it. Banning amenities is not fun. Banning great people is not fun. Make the WC fun!
 
The AI ALWAYS voting to ban amenities and great people. Both are idiotic resolutions but the ban on great people takes the cake.

I know the Devs check these forums. I know they are aware that the World Congress is one of the most hated features in the game. I do not know why they resist trying to improve it. Banning amenities is not fun. Banning great people is not fun. Make the WC fun!

It's always banning great admiral point generation. Because the AI doesn't seem to appreciate how good harbors are, and since I always build them, they have nothing to lose.
 
Should be able to stack as many units as you want on a tile (just kidding).

Should not be able to attack a city state without also declaring war on their suzerain.
Should be able to rename any unit at any time, regardless of type or promotion level.
Military Engineers should have a "build railroad to" command.
Queued unit orders should be cancelled when the unit comes within range of a hostile unit.
If a unit has queued orders to move to a tile, they should not automatically have their orders cancelled if a friendly unit is on that tile; instead they should continue to follow their orders as far as possible.
Other civs which are obviously far behind you militarily should not demand tribute of you.
All notifications should be logged and it should be possible to go back and look at them.
 
1. Lack of an option to select a random map (from all available map types) and random map size.

2. Inability to use air and anti-air units. The former was partially fixed in an earlier update but at least from my most recent session AI behaviour has reverted, and it has never built anti-air (in fact it seems to build fewer support units of any kind). In most cases Civ VI now feels 'complete' to me and the AI is moderately capable in most respects, but this remains immersion-breaking for me.
 
The AI ALWAYS voting to ban amenities and great people. Both are idiotic resolutions but the ban on great people takes the cake.

It's always banning great admiral point generation. Because the AI doesn't seem to appreciate how good harbors are, and since I always build them, they have nothing to lose.

Although it is true, that AI seems very much into banning great people, it is not always great admirals. In my last game before Babylon update I was playing on small continents, the map was water rich, so AI banned Great Generals instead :)

And in the current game post Babylon patch, on Fractal, I was pleasantly surprised that AI did not ban anybody, but voted in favour of double points, and the spread of votes was a bit more varied:

Spoiler :
Fad5iQM.jpg
 
  • Not sure when it started, but a few patches ago, units will occasionally stop responding to orders unless I do whatever the game has alerted me to at the time, such as giving orders to cities, or picking another tech or civic to develop. This constraint is short-lived, as my units can start taking orders again once I do whatever the game wants me to, but it is still infuriating when it happens.
  • Would really really like to see the hotkey for an action. Like if I mouse over Range Attack or Air Attack, it'd be nice if the text would also indicate that the hotkey is R. Same thing for Build City (which I think is B?). There are probably a bunch of other hotkeys that I don't know about, but I don't really want to have to guess what they are.
  • Would like it if it were easier to tell where a air fighter unit has deployed from.
  • Would like it if it were easier to tell if military units benefit from a Great General or Great Admiral. My current workaround is to mouse over the unit's portrait to see if it has the relevant GG/GA bonus, but it'd be nice to see this on the map w/out having to mouse over each individual unit.
  • Telling apart Apostles with different promotions is annoying, but I don't have any good ideas on how to fix this. Maybe allow players to designate custom icons for units, similar to being able to pin various icons to the map?
  • Really wish Canal placement wasn't so strict. Being able to build Canals into hills would be nice at least. Being able to place Canals w/out having to immediately connect them to water or other cities would be great.
  • Would like to have an indicator on the Governor button that lets me know that I have an unassigned Governor, similar to how there's an indicator that lets me know I have governor titles available. Governors can be unassigned by cities getting toppled or by being neutralized, but I'm very unlikely to remember 8 turns later that I need to reassign a Governor.
  • Please let me air lift units to and from Airstrips as well. For some reason this is possible with Vampire Castles, so I can't imagine this being too different for Airstrips!
 
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