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

Water Mills and the Palgum graphics clipping into city walls or city clutter.

Canal graphics (when you settle a city on the coast) clipping into cliff rocks.
 
Maybe allow to rename them?

For apostles (or any unit), if they had unique icons for the various promotions, that would help. At least then I could click on an apostle, see that he has a little book graphic in his list of promotions, and just remember that that means "debater". If it's a little map, then that's triple strength in opposing territory. And so on.

Could do the same for regular units too. So melee units maybe have a sword for the +7 against other melee, a shield for the +10 defense, the water icon for amphibious, etc...

Better would be if it was on the map, so I could see an AI apostle or unit's promotions too, but that would at least be a first step to improving the UI.
 
When you vote to fight a civ to liberate a city state... you should be able to see where that city state is before voting. And it shouldn't take more than 25 moves to get somewhere on the map... moving is so slow.
 
When you vote to fight a civ to liberate a city state... you should be able to see where that city state is before voting.

But you can. You can leave the voting screen any time, be it a regular or emergency session, go to the map and check the required information. You can't issue orders, but you can look for the stats or where things are. Then you come back to the voting screen exactly where you were and finish casting an informed vote. That, actually, is one of the rare nice and useful features of this otherwise horrid UI.
 
Some unit icons are disproportionately small compared to others, take the Khmer's ballista elephant for example. It also really bothers me that there's a clear difference in art style between the new honey and maize resource icons and the originals.

In addition, I wish the flags in the background of the World Congress screen actually reflected the jersey's of the civilisations in the game, rather than all being the same colour with each nation's emblem plastered on top.
 
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The map generation scripts are pretty poor. Archipelago maps that consist of one massive continent. Island plates maps that look like two halves of a pizza. The only ones to give consistent shapes (that you expect) seem to be Highlands and Inland sea.
I haven't had a Continents map with anything other than two massive pole-to-pole continents for ages.
 
Perhaps a good summary of the unit pathing trouble. I know I've posted on this thread many times already, but I just experienced what is probably the silliest thing I've encountered in Civ 6.
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Yes and no. If the path of a unit is blocked by units (even if they are in fog of war), the pathing system considers unexplored territory for alternative routes. Even when you can see that land doesn't continue anymore at path step 7. In your case I assume both the mountain pass to the right of Vilnius is blocked by (a) unit(s) and no passage is possible from the left side of Vilnius (either units blocking or you are not able to move thorugh CS land anymore). This early in the game I imagine that you are not able to embark from coast. So the pathing system does find a solution by connecting all explored land tiles with a possible route through unexplored tiles, which in this case is obviously not possible.

A possible solution could be that it should not be possible to make a path through unexplored land.
 
You asked for minor so here we go with probably the most minor visual annoyance. Goverment Plazas don't generate urban sprawl when placed next to a city centre like other districts. You will notice other districts have extra buildings surrounding the district to give it more of an impression its part of the city. The government plaza used to do this but now for some reason it does not. I've noticed Mali's unique district does not either but I'm not sure if this intentional.
 
You asked for minor so here we go with probably the most minor visual annoyance. Goverment Plazas don't generate urban sprawl when placed next to a city centre like other districts. You will notice other districts have extra buildings surrounding the district to give it more of an impression its part of the city. The government plaza used to do this but now for some reason it does not. I've noticed Mali's unique district does not either but I'm not sure if this intentional.
This is truly getting minor but if you look at district icons, they all have a gradient effect of being a little darker on top than on bottom. Except the government plaza (and I’m pretty sure diplo quarter too, and possibly the new red aerodome icon.)


This is a cancer that must be destroyed before the entire franchise becomes 8 bit pixel art.
 
Please allow player to collapse the city list UI and then see how much production, faith etc each city has in ONE LINE, and then allow the player to sort the cities in order of faith, production, etc. For the love of God, why is this so hard to do.

I know this will never happen but i'll keep complaining. Would you please create another animation text for situations in which the AI offers you a trade deal and you accept it or reject it? At least new text?

When you fulfill a CS quest and get an envoy, can you please tell the player what they did exactly to fulfill it?

Please have AI slightly increase priority on military when they see the player starting to build up military.
 
Ah, by any chance is there a place to see combat logs? I sometimes see that so-and-so took damage from a thing and then the entry just disappears nearly immediately from my screen, which can be frustrating since I won't know what the heck happened and how to account for it.

When you fulfill a CS quest and get an envoy, can you please tell the player what they did exactly to fulfill it?
Isn't there an update on the side bar that covers this? I remember that being a thing.
 
Island plates maps that look like two halves of a pizza.

Island Plates also has an issue with mountain placement:

[GS] - 1.0.0.317 Island Plates map on low sea level | CivFanatics Forums
Spoiler :

IslandPlates2OW.jpg

 
The map generation scripts are pretty poor. Archipelago maps that consist of one massive continent. Island plates maps that look like two halves of a pizza. The only ones to give consistent shapes (that you expect) seem to be Highlands and Inland sea.

Also Pangea being a massive Octopus with a lot of long Peninsulas stretching from North pole to South pole, instead of being a normal huge landmass.

I haven't had a Continents map with anything other than two massive pole-to-pole continents for ages.

Try set Rainfall to "Wet". Technically Rainfall settings shouldn't change the land generation, but my Continents Wet map often have very unusual generations, such as 4 different continents instead of 2, more lakes and twisted coasts, and a bunch of outlying islands in the middle of the ocean.

In addition, this is one of the Continent game in which I set Sea Level to High:
Spoiler :

20200731153150_1.jpg

 
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Try set Rainfall to "Wet". Technically Rainfall settings shouldn't change the land generation, but my Continents Wet map often have very unusual generations, such as 4 different continents instead of 2, more lakes and twisted coasts, and a bunch of outlying islands in the middle of the ocean.

In addition, this is one of the Continent game in which I set Sea Level to High:

Thanks for the hint with wet rainfall setting; I will have to try that :) For high sea level, my experience is that map looks better with it - especially huge size or above tend to be ugly blobby without.
 
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?

I'm glad someone else said this, because this has been one of my top pet peeves for the longest time. Since I do a lot of RV games, I frequently have to deal with this issue. Just being able to name them would go a long way. You'd be able to see them at a glance.

I've actually started doing a similar thing with rock bands, which have the exact same problem, except you can rename them. I'll just name them something related to their upgrade. A rock band that has +1 on wonders might be "Wonder Years" or one with +2 on theatre squares would be "Theatre Kids".
 
- You need your own icon for the diplo quarter !!!
- In the "shuffle tech" mode you can, for example, explore the "Manhattan Project", which will reveal Uranium for you
- Infantry should not use oil
- Joining city tiles beyond the third radius. Relevant for national parks. Sometimes I can't create a national park because some tiles belong to one city and the rest to another.
- Duplicated purchase for faith by Monumentality of Golden age (appeared with the penultimate patch)
 

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- You need your own icon for the diplo quarter !!!
- In the "shuffle tech" mode you can, for example, explore the "Manhattan Project", which will reveal Uranium for you
- Infantry should not use oil
- Joining city tiles beyond the third radius. Relevant for national parks. Sometimes I can't create a national park because some tiles belong to one city and the rest to another.
- Duplicated purchase for faith by Monumentality of Golden age (appeared with the penultimate patch)

I have to admit I actually like the oil requirement for infantry. First, it is flavorful - it reflects the fact that modernized logistics requires oil (IE to get them from point A to point B). Second, it makes oil oh-so essential, which adds a dab of color to an otherwise grey and dreary late game for 6.
 
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