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

I want to be able to hide the bonuses for envoys at city states when I'm allocating new envoys. That way I can see all 10, 12, 18 (whatever number) of the city states at a glance, plus who I am suzerain of and how many envoys I have allocated already. When you're allocating envoys, you can only see a portion of the list because the city-state bonus panel covers the bottom half of the list.

I want to be able to collapse city yields and get a quick empire view of each city's production, gold per turn, culture and science in the one panel. The lists should be sortable too, by city name, founding order and numerically high-low or low-high for any of the stats shown.
 
I have one, not sure if it's been mentioned yet.

Unit selection bias.

When you click on a escort formation it pulls up the weaker unit. Why? you're going to want to control the escort from the stronger unit.
Also, when a unit is asleep it will be selected first. Example: When you select over a city that just finished producing a builder but has a garrisoned archer that is set to sleep the selection currently goes ->archer -> builder ->city. I would prefer if it went active unit ->city ->asleep/fortified unit.
This is so annoying to me that I actively avoid garrisoning units inside cities (and forgoing potential benefits) as much as possible.

Basically the unit selection bias should always go in this general order - Active military unit -> active civilian unit -> city -> asleep/fortified unit.
 
Late night thoughts for the thread:
- no way to get maps beyond exploring and launching a satellite. Just frustrating.
-that there is no “care to renegotiate?” Like in earlier civs when deals end. Nothing is more frustrating when fighting a war with an ally and getting all of your units ejected before being given the opportunity to renegotiate an alliance. I HATE this and it would be so much better if they brought back this option to give the player a chance to renegotiate rather than be forced to have their entire plans messed up because of a poorly timed invasion/alliance expire.
 
I can't seem to delete a unit without fully healing it first.
A real pain when it comes to caravels I don't need anymore, cutting into my maintenance costs.
Ah yeah, not sure if that rule is really needed at this point. It was part of a big nerf to deleting units back in the day, when Scythia with Maneuver can just mass produce light cavalry and sell them for a lot of gold.

Not really sure what disabling deletion at not-full HP was meant to do, but it was part of that nerf, and I agree that it is annoying.
 
Ah yeah, not sure if that rule is really needed at this point. It was part of a big nerf to deleting units back in the day, when Scythia with Maneuver can just mass produce light cavalry and sell them for a lot of gold.

Not really sure what disabling deletion at not-full HP was meant to do, but it was part of that nerf, and I agree that it is annoying.
In addition, wounded units were removed in battles and the enemy did not receive experience. Therefore, this is not a bug.
 
- Sometimes progress mistakenly says that the enemy won scientifically. After a couple of turns I won culturally
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- What kind of deals are these ?????
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- Bundles of units sometimes crash when attacking
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- I was the suzerain of Nalanda. Built Mahavihara and got technology. Then I lost suzerainty. Got it back and got tech again.
- Submarine attack sound is very loud and long. In headphones, my eardrums are attacked like an atomic bomb. Especially if there are several submarines.
 
Some SFX should be on the sound effects slider, and NOT on the music slider.

This is my most prevalent annoyance for 2300 hours of game time, and has been in the game since launch. I LOVE the Civ VI music, and oftentimes I think it's too soft, so I like to switch down the sound effects and dialogue, and leave the ambient a bit higher, and the music full open. Then I get attacked, a Barb encampment appears, or some other minor sound effect happens that is on the music slider, and my ear drums start bleeding.

In my opinion this was an oversight that should have been rectified ages ago, but not enough people notice it, so it will probably never be fixed : (
 
One minor thing that annoys me constantly is the way that Civ 6 treats great works of music - Your great musician is (let's say) Beethoven, and the work he gives you is "Symphony no 3 - 1st movement". WHAT?? That is PART of Beethoven 's 3rd symphony and the WHOLE thing is a great work. It's like having Shakespeare giving you "Romeo and Juliet - first act". Or the left half of Monet's "Waterlilies".
 
A couple issues I have with the Trade UI:

- The luxuries that you're already getting via a trade are not shown in the bargaining UI. For example, if I already have some tobacco coming in via trade, then I don't really want to trade for more but I have to exit the Trade UI to check to see if I have it already.

- The net positive or negative rating you have based on the many factors should be displayed. The numbers are right there, why not total them up at the bottom of the list?
 
Is it just me, anyone else:
Graphics/immersion - traders, the graphic jump from cart to white van halfway through game sucks. Can we have trader by era graphics, plus embellished to show off each civs current prowess or otherwise through the game. i.e. Make trader graphics meaningful as a civs shop window. (if only I could mod!).
Gameplay - I'd rather GDR's were not in the game. A simple game setup GDR on/off toggle would be appreciated.
 
  • 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.

Either this, or a one-time science boost or free Eureka. And if it’s in my territory, I should get science and production from working it.

1. When I accumulate enough points to earn a great person, I’d like to be able to choose between the top three great people. I know I can just pass on them, but I still don’t know who else I’m going to get. I’d love more tactical choices between like great scientists (do I want free eurekas or university bonuses?) and it would help my theming if I could pick the landscape artist for example.

2. Change my civ jersey mid game. I chose an alternative color but now I’m realizing I don’t like it but I don’t want to restart.

3. Change my religion color mid game. I’ve been in contentious religious battles against a religion with the same color and the religion lens is confusing.
 
One minor thing that annoys me constantly is the way that Civ 6 treats great works of music - Your great musician is (let's say) Beethoven, and the work he gives you is "Symphony no 3 - 1st movement". WHAT?? That is PART of Beethoven 's 3rd symphony and the WHOLE thing is a great work. It's like having Shakespeare giving you "Romeo and Juliet - first act". Or the left half of Monet's "Waterlilies".

Looking over the text files of the great works of music, it's pretty bad and wildly inconsistent.

Sometimes they spell out "No." while other times it's just a # sign. Sometimes they write the number in parentheses even. One of Bach's works is titled "Bach 'Little' Fugue in G minor" with his name as part of the title instead of just, y'know, "'Little' Fugue in G minor." Tchaikovsky and Liszt's first great works are just plain incorrectly named (the audio plays for the Romeo and Juliet Fantasy Overture and Transcendental Etude No. 9 instead of the 1812 Overture and Hungarian Rhapsody No. 1). One of Liu Tianhua's works is written with pinyin accents, the other is not. Sometimes commas are used to separate the movement, sometimes dashes.
 
Looking over the text files of the great works of music, it's pretty bad and wildly inconsistent.

Sometimes they spell out "No." while other times it's just a # sign. Sometimes they write the number in parentheses even. One of Bach's works is titled "Bach 'Little' Fugue in G minor" with his name as part of the title instead of just, y'know, "'Little' Fugue in G minor." Tchaikovsky and Liszt's first great works are just plain incorrectly named (the audio plays for the Romeo and Juliet Fantasy Overture and Transcendental Etude No. 9 instead of the 1812 Overture and Hungarian Rhapsody No. 1). One of Liu Tianhua's works is written with pinyin accents, the other is not. Sometimes commas are used to separate the movement, sometimes dashes.
This is the kind of quality complaints I look for in this thread. :goodjob:
 
List of pet peeves reported as pr. november 4th 2020:
  • [Gameplay/bug] Embarked units will disembark and move over land, often losing movement and taking longer to reach target, instead of staying embarked. Source
Well, it looks like we can strike this one from this long list. Somewhere over the last two patches or so FXS must have applied some stealth fix, because I could not find any mention of that in the patch notes as of November notes last year, it probably went under 'Various text updates'.
I no longer have to babysit my embarked units navigating some meandering straights - they duly stay embarked. The toddler has finally grown up enough not to climb onto the furniture but to go around it. It's been what, four years and a couple of odd months? Phew!
It looks like a small thing, but it is a huge QoL improvement, thanks for that, FXS!
 
Just played a game as Gran Colombia, so while this is fresh in my mind, for some reason unbeknownst to me, an Hacienda adjacent to any plantations will have its fence extend around the adjacent plantation(s)... UNLESS the plantation is on Olives specifically. I've checked extensively both with and without the cheat map editor mod, and the fences apply correctly for every other plantation resource. Every single one. EXCEPT Olives. I have absolutely no clue why.

And on the topic of tile improvement graphics, many of them are really janky with regards to upgrading to their later-era versions. For instance, when you first enter the industrial era (as in like when you unlock industrial roads) precisely *some* of your pastures will upgrade to wooden fences, and precisely *some* of them will keep their old stone walls, with seemingly no rhyme or reason as to which happens to which improvement. Same for plantations, forts, camps, mines, quarries, fishing boats, fisheries, and probably some others. But in any case, saving and reloading the game will upgrade the graphics for all of them, and any new ones put down will be in the new style.
But none of them are as janky as farms. Farms have three distinct styles - Ancient (yellow straw-roofed buildings, stone walls), Industrial (wood fences, wood-roofed buildings), and Modern (metal-roofed red-walled buildings, tractors). Like the other Improvements, only *some* upgrade when a new style is unlocked, and all become the most upgraded style upon reload, but unlike other improvements, farms randomly revert to a previous version when off-screen. At least I don't think it happens when they're on-screen, if it does I've never noticed it.
 
Well, it looks like we can strike this one from this long list. Somewhere over the last two patches or so FXS must have applied some stealth fix, because I could not find any mention of that in the patch notes as of November notes last year, it probably went under 'Various text updates'.
I no longer have to babysit my embarked units navigating some meandering straights - they duly stay embarked. The toddler has finally grown up enough not to climb onto the furniture but to go around it. It's been what, four years and a couple of odd months? Phew!
It looks like a small thing, but it is a huge QoL improvement, thanks for that, FXS!
That does not seem to match my experience from my latest game. I had a builder deciding to disembark onto a 1 hex island in order to get to the other side instead of going around it, which would have left it with plenty of movement left to improve the tile on the same turn. Would like to have more input on this from other players.
 
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