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

i must have a tiny brain because no matter how much i look at it, the culture victory condition menu is just impossible to decipher. it does not help when they do the estimate of how many turns to victory because it changes so frequently. this turn i'm 15 turns away from winning. the next turn i'm 85 turns away from winning. the next turn it doesn't even show the estimate anymore.
 
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.

I'm with Kasper here. it never went away, and I experienced it twice just today... SOOOOOOo annoying
 
I'm with Kasper here. it never went away, and I experienced it twice just today... SOOOOOOo annoying
Yeah, can confirm from my game last night, I had a builder that should go around a 1 hex peninsula, and instead of going around it (which would take one turn), it chose to disembark on the peninsula and then lose all its movement. As always, the movement indicator did show (erroneously) that the builder should be able to disembark and embark and continue its movement on the same turn.
 
I'm with Kasper here. it never went away, and I experienced it twice just today... SOOOOOOo annoying

Yeah, can confirm from my game last night, I had a builder that should go around a 1 hex peninsula, and instead of going around it (which would take one turn), it chose to disembark on the peninsula and then lose all its movement. As always, the movement indicator did show (erroneously) that the builder should be able to disembark and embark and continue its movement on the same turn.

Yeah, I might've been too hopeful on this :)

I had an embarked Rock Band disembark/reembark onto/from 1 tile island myself, which was right in its way running in a straight line, the unit did not recognize the obstacle.

However, I still want to believe that there was some improvement in this respect. When I move embarked units along the coast, I don't observe any longer that they disembark just for hell of it, they tend to stay in the water.
But there might be some residual tendencies when 1 tile wide obstacle is involved. I had a convenient 1 tile wide long promontory and an embarked musketman for experiments. If I selected the destination target on the other side somewhere further away and not directly opposite and close to the coast, the unit cleared the land staying embarked. However, if I selected the destination right across, it decided to disembark.

What's interesting, a turn or two later those tiles became flooded (not yet submerged), and now the unit, coming from the other side decided to clear the obstacle staying embarked with the destination right across the promontory, probably due to increased movement cost on the flooded tiles.

So yeah, for now, the item should stay in the list, alas. Is it so difficult to code instructions for embarked units to only use waterways, unless the destination is clearly on the land?
 
Not sure whether this counts as a pet peeve or a niggling thing, heh, though probably neither since it just occurred to me, but shouldn't aerodomes get a bonus to production from militaristic city states?

Initially trade city states just benefited commerce districts and they extended that to harbors. Currently militaristic city states only benefit encampments. It'd make sense to extend it to aerodomes too.
 
Here are some of my peeves:

-[UI] When you lock a citizen on a yield it uses a little lock icon... but it is really difficult to see. I think it would be better to use colors. I think there's a mod that do that.
-[Gameplay] Option to recall citizens. Useful if you don't want growing, and I think they give you 0.5 gold. You can do it by selecting forbid on all priorities, but I would like to do it without much hassle.
-[Gameplay] Citizens can yield tiles occupied by enemy units. In previous Civilization games that was not possible.
-[UI] I would like some kind of option for changing the yield priorities for cities from the reports screen.
-[Gameplay] I think this is very requested. The abilty to upgrade recon units outside your borders.
-[Gameplay] This is a difficult one. My pollution must affect my civ first and the world after that. Maybe it should give negative housing.
-[Gameplay] More uses for tourism, like in Civ 5. And I think it should be cool that if you capture a city with high tourism you get half of the international tourists it gained.
 
Can we get rid of the "(Mongolia)/(China)" subtitle for Kublai Khan? Which civilisation he is tied to should be obvious enough without this needless addition.
 
Obvious one is monopolies tourism bonus. 5% per complete monopoly, or less for majority but incomplete - Period. None of this 4500% bonus. Game mode is so fun even when turning off my favorite victory condition and not getting the bonus related to it, but CAN'T play with tourism victory enabled without winning accidentally just when things are starting to get rolling.

On a related note, buff local tourism to make tourism victories harder. The game has evolved, and when it started GWAMs were the meat-and-potatoes to all tourism victories, supplemented by a couple of wonders, with seaside resorts getting the final base score needed and late game percentage bonuses sealing the deal - the reliquaries option was one of the only niche approaches. But now, there are so many different angles and ways of approaching tourism generation that you should need to apply not one but several of the methods available to make it work.

Surprised I haven't heard more complaints about this one as it really bothers me - under the continents lens, differentiate the continent's colors on every map. Every now and then you get a nice map with a green, a red, and a white continent, but on most maps it's one transparent-colored continent and then two continents that are both white but 1% tint differential.

And have tourism provide some bonus other than simply generating points towards one victory condition. There are countries in the world whose economies are nearly completely centered around tourism - there should be a gold generation angle to it as well
 
Just remembered another thing - cliffs will stop a land unit's movement on to and off of the Golden Gate Bridge, despite the graphic clearly showing that the bridge goes over the cliff. I always have to use the Cheat Map Editor mod to remove the cliffs manually when I build the Golden Gate Bridge next to cliffs. It doesn't happen often, sure, but it's annoying when it does.
Also, when there aren't cliffs, you can enter the Golden Gate Bridge tile from any direction, not just the direction the bridge faces, so you can walk over water onto the center of the bridge at a 60 degree angle to the bridge itself. Requiring you to travel in the direction of the bridge itself wouldn't be a major downside and would look much better. Same goes for canals regarding directionality.
 
Completely random and not in order but:

1. As stated, the biggest thing is to fix the monopoly tourism modifier. Or straight up make it harder to attain monopolies somehow. Also related...an unpopular opinion here but you should need 3 copies of a lux to build an industry...I find that EVERY one of the cities can get an industry with just 2 and unless you're playing Emp+, you'll be steamrolling the AI in GM points. This is such a fun concept but it's impossible to play with it on and still have a worthwhile cultural victory.

2. A simple change that ranks potential trade routes based on yield. Basically so that when you have a thousand options, you can quickly select the best options for what you need (I.e. most gold, most food, most science, etc.)

3. MAKE EARTH GODDESS +2 AGAIN! EG was such a fun pantheon and was nowhere near as OP as goddess of the harvest was. Considering that most civs have a hard time buffing the appeal of tiles anyway this was just uneccesary and has made the pantheon not balanced, but outright bad. There are rarely enough tiles that are breathtaking to make just +1 faith worth it...meanwhile Russia gets +1 faith from ALL tundra tiles...yet EG was the one that needed the nerf?

4. Major adjacency bonus on CH from canals. TS should get a standard adjacency from ski resorts. Give HS standard adjacency from geothermal vents.

5. Roads should NOT go in crazy zig-zags over each hex..it looks so bad. Railroads doing this is even more egregious. Just make it to the side of something. Roads in Civ V were 100% better and while this is more of complaint than a nitpick, I'm so tired of horsehockey-looking roads.

6. Allow us to build improvements on the Cliffs of Dover and change their bonus to +1 gold to all adjacent tiles. Give Eye of Sahara a +1 adjacency bonus to campus and theatre square.

7. Give Saka Horse Archer +2 range. Scythia needs a buff to make them relevant again.

8. Harder one but allow us to conserve marsh tiles somehow. Cause now, unless you get a marsh+rice/sugar, marsh is unimprovable...allow us to build SOMETHING on them so that we have more of an incentive to build. Especially now that we have marsh-petra coming.

9. Change Sydney Opera House to be constructed next to a TS instead of a harbor. Great Lighthouse should not require a lighthouse building to be built (Colossus doesn't...so why do we need a lighthouse to build a lighthouse!) and instead provide a free lighthouse upon completing (Like in Civ V). Hermitage should +2 great work slots that can be used for anything in addition to the +4 great art slots. Taj Mahal should get some extra GPP (Engineer?) as well as it's standard bonus.

10. Give Diplomatic Quarter +1 for all districts a'la Government Plaza. I'll make the Japan players lose their minds lol

11. Make Polders able to be more readily placed...people have beat this to death though so I think you all know what I'm gonna say lmao.

12. And finally-for the love of god turn down the sea walls. They should be the size of a road (Or just make them invisible)-not completely transform how all of your coastlines look. It makes it look even worse than the roads-the roads I eventually forget about...the sea walls are always there...being gross to look at and all. Ugh.
 
Good list, I particularly agree with pts. 1, 2 (there's a mod that does this - essential), 3, 4 (CH should get adjacency from luxury resources), 5 (see very first post of this thread!), 9, 10, 11 and 12.

As for Cliffs of Dover - aren't they ok after latest patch?
 
One annoying thing: if a city defense was left with 1 point, the bar indicating that there is a wall is so insignificant you will think that the city wont be able to shoot next turn. You have to hover your mouse to that seemingly empty bar to see that there is 1/200 defense wall left.
 
I don't know if this counts as "minor" and it's just my personal preference but my biggest issue with the game is the design of the victory conditions. The science victory requires you to reach the late game eras because you need those techs to unlock the space missions. You might be able to get there faster if you have high science yields but you still need to get there. It's not possible to win a science victory when you are still in the Medieval era no matter how good your science is. Compare that to all the other victories which do not require you to reach the end game. I personally hate when my games end so early. I feel like I only got to experience half the game and almost never get to play with the end game units, wonders, or buildings. Half the time I end up accidently winning a culture victory even when I am not trying to. I would prefer if all victories (except maybe domination) required late game techs or civics. You can still try to win faster or in the fewest turns but you shouldn't be able to win when you are only half way through the game.
 
One annoying thing: if a city defense was left with 1 point, the bar indicating that there is a wall is so insignificant you will think that the city wont be able to shoot next turn. You have to hover your mouse to that seemingly empty bar to see that there is 1/200 defense wall left.

If I'm not mistaken, there's an icon on the city/encampment bars that show whether or not they have ranged attack capability.
 
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