Nitpicky Things You'd Like Fixed

I'd love to see the deep-ocean movement system revamped.

It drives me nuts whenever there's like, one dark blue ocean tile separating ships from entirely new continents... as though a tiny stretch of rough ocean would stop exploration for 4,000 years!

I think a much better way to do it would be to have all ships be able to travel in ocean starting in the classical age, but have them take damage for each turn ended on a deep ocean tile. That damage penalty would decrease in the medieval era (thereby allowing ships to explore a little further out but still not very far), and then finally would be eliminated entirely once astronomy is researched

Polynesia should still be able to travel in deep ocean without penalties at the start anyways. Not only that, Polynesia should have an additional buff as well.
 
Really wish the game would stay focused on the theater of war. If my troops are in a battle, I want to focus on that. Not jump back and forth to idle workers.

Also wish I could just send troops in a direction and not have them stop because something occupies the hex they are heading to in 9 turns.
 
I wish units with queued actions/movements would do them at the start of each turn rather than the end, so you don't end up with the 'next turn'... (wait a few seconds)... 'no, you can't end your turn yet, units need orders!' thing.
 
I wished they fixed the great wall madness. This perhaps is not a 'Nitpicky Thing' :)
 
I'd love to see the deep-ocean movement system revamped.

It drives me nuts whenever there's like, one dark blue ocean tile separating ships from entirely new continents... as though a tiny stretch of rough ocean would stop exploration for 4,000 years!

I think a much better way to do it would be to have all ships be able to travel in ocean starting in the classical age, but have them take damage for each turn ended on a deep ocean tile. That damage penalty would decrease in the medieval era (thereby allowing ships to explore a little further out but still not very far), and then finally would be eliminated entirely once astronomy is researched

I really like this idea rather than the binary situation we have at the moment.

Polynesia should still be able to travel in deep ocean without penalties at the start anyways. Not only that, Polynesia should have an additional buff as well.

If we had the system described above the Polynesian UA could be significantly reduced damage from pre-Astronomy ocean travel rather than the completely open access to oceans they have at the moment.
 
If we had the system described above the Polynesian UA could be significantly reduced damage from pre-Astronomy ocean travel rather than the completely open access to oceans they have at the moment.

... I thought people found Polynesia to be a weak civilization, and having everyone with the ability to go ocean traveling before Astronomy would make them an even weaker civilization. Why would we bury them further by not even giving them full ocean travel at zero cost? :crazyeye:

On Topic:
One thing I really like about Civilization V is that nothing interrupts your train of thought, and you can deal with everything at their own time: There's no annoying tech/production popups, that would force you to make a decision at the start of the turn, no matter what you were trying to concentrate on.

... Everything with one exception: Diplomacy. :confused:
In HotSeat, we already have something like this working somewhat fine: if I try to make a trade with another player controlled civilization, on their end they receive a warning "Deal Proposed", much like the Production and Tech ones.
I really wish they would extend this for AI controlled civilizations as well: make an icon appear "X of Y Empire desires to contact you" and only once I click that do we go to the leaderscreen. If we dismiss it, it'd be the same as saying "No" to their proposal. Maybe give a relationship hit if we dismiss too many messages ("You have been ignoring our people" or something)?
 
I wish they would allow me to rename the AI and leaders in the start-up menu. Sometimes I don't want to play against ISABELLA of SPAIN, but against a leader whose name and country name I make up.

I also hope they would make a start up option where you can culturally-linked starting locations, in regard to CIVS of similar cultural backgrounds being on specific continents. For instance, one continent would have European CIVS, another would have Asian civs, etc.
 
In HotSeat, we already have something like this working somewhat fine: if I try to make a trade with another player controlled civilization, on their end they receive a warning "Deal Proposed", much like the Production and Tech ones.
I really wish they would extend this for AI controlled civilizations as well: make an icon appear "X of Y Empire desires to contact you" and only once I click that do we go to the leaderscreen. If we dismiss it, it'd be the same as saying "No" to their proposal. Maybe give a relationship hit if we dismiss too many messages ("You have been ignoring our people" or something)?

Great idea. Though you talk directly to the leader, I always thought that negotiations were technically done through the medium of an emissary. With that view in mind, it always feels like foreign diplomats are just slamming the doors of my throne room open and forcing an audience with me. It would be nice for them to seek an audience, like you suggest, rather than force one. If I decide I have nothing to say or want from a particular civilization, I should be able to choose to shun them whenever they come calling.
 
Great idea. Though you talk directly to the leader, I always thought that negotiations were technically done through the medium of an emissary. With that view in mind, it always feels like foreign diplomats are just slamming the doors of my throne room open and forcing an audience with me. It would be nice for them to seek an audience, like you suggest, rather than force one. If I decide I have nothing to say or want from a particular civilization, I should be able to choose to shun them whenever they come calling.

If I'm not mistaken, in older games up until Civilization III, a pop-up would appear "The Ynians would like to contact with you. Will you receive them?".
In Civilization IV, however, they removed this and made it necessary to receive them.

I think it was a really lost opportunity they didn't go back to the old ways and update it with the new waiting queue system. :sad:

Also, it has been mentioned here, but let us see where each unit is going, like in Civilization IV... There a mod that does that, if you don't care about achievements, but I think it should be in the main game.
 
I wish units with queued actions/movements would do them at the start of each turn rather than the end, so you don't end up with the 'next turn'... (wait a few seconds)... 'no, you can't end your turn yet, units need orders!' thing.

I think the reason they do the units with queued actions/movements at the end of the turn is so that you still have a chance to change your mind. I know I've had several occasions where I decided to stop a unit that was sent to a far-off destination because of a new development (like a barbarian popping up on my borders). It can be irritating, but also helpful when you need it.
 
Give me an Infoaddict in BNW and I will be happy. I hate staring at the screen wondering if I am about to make a DOF with someone hated by everyone.

And this:
The ability to view a city that's being offered as a peace offering.
 
I'd like to be able to auto-load with my favorite mods rather than have to go through the menu for them. I think I used to be able to do this?
 
I'd like to be able to auto-load with my favorite mods rather than have to go through the menu for them. I think I used to be able to do this?

This.

Also, I'd really appreciate it new symbols for the Arabs and Byzantines that are different than those for Islam and Orthodoxy. Both of the Civ 4 iterations would work: Arabic writing, the Chi Rho.

And please, can the hard version of each civ symbol used in diplomacy be replaced by the flexible symbols used on the city name bars. It sucks when I mod in different colours, but the hard logo stays the same. :mad:
 
Really wish the game would stay focused on the theater of war. If my troops are in a battle, I want to focus on that. Not jump back and forth to idle workers.

Use automatic workers
 
... I thought people found Polynesia to be a weak civilization, and having everyone with the ability to go ocean traveling before Astronomy would make them an even weaker civilization. Why would we bury them further by not even giving them full ocean travel at zero cost? :crazyeye:

Polynesia is definitely OP on water maps, in my current game they contacted every civ, sprung all the ruins on uncontested continents and circumnavigated the world in 1500BC. They got a huge early tech lead thereby.

Handful of small things I haven't seen above:
- This http://forums.civfanatics.com/showthread.php?t=493996
- Swap 'Freedom' and 'Liberty' policy tree names
- It's nice that most city state notifications have been collapsed so you don't get 20 separate tabs every time a major war ends and your allies make peace. However, it would be great if they extended this concept a bit further - for example, if you have 30 cities all wanting the same resource you still get 30 separate tabs when they enter and leave We Love The King. That sucks.
- When you liberate a civ, it usually lags in tech. Am I right in saying it starts off with the tech it had when it was eliminated? In any case this leaves the new nation pathetically weak and unlikely ever to reach parity with established civs. I'd say it should receive the liberator's techs.
- I would like a notification when a Defensive Pact is cancelled due to its being HONOURED. This is so I can reestablish it immediately to prevent opportunistic AI DoWs which I am powerless to respond to.
 
There’s one thing that has always annoyed me, but I hadn’t seen it for awhile until it happened to me a couple times last night. I hate when the unit icon randomly disappears. I lost a Great General last night because I moved my Warrior from the tile where I had set the GG to “sleep.” His star-in-triangle icon had disappeared and his little guy-on-a-horse icon blended into the forest hill terrain (I play with a fully zoomed-out camera). I forgot he was in that tile and, well, I was watching TV while playing so I was a little distracted. But I certainly would have noticed his icon if it hadn’t disappeared.
 
I'd love to see the deep-ocean movement system revamped.

It drives me nuts whenever there's like, one dark blue ocean tile separating ships from entirely new continents... as though a tiny stretch of rough ocean would stop exploration for 4,000 years!

I think a much better way to do it would be to have all ships be able to travel in ocean starting in the classical age, but have them take damage for each turn ended on a deep ocean tile. That damage penalty would decrease in the medieval era (thereby allowing ships to explore a little further out but still not very far), and then finally would be eliminated entirely once astronomy is researched

I'd love to see this as a mod.

*cough*please*cough* :)
 
2. Look through all the hexes untill your cursor turns red, that hex is occupied by something you can't see, ergo a submarine.
3. Profit.

Fact. Subs are going to be so much cooler when it comes to torpedoing cargo ships in BNW. Please fix this exploit!

- When you liberate a civ, it usually lags in tech. Am I right in saying it starts off with the tech it had when it was eliminated? In any case this leaves the new nation pathetically weak and unlikely ever to reach parity with established civs. I'd say it should receive the liberator's techs.

Agree, though all techs of the liberating civ sounds odd. Maybe a free tech from the liberating civ and perhaps they get a tech boost based on what their conquering civ was receiving per turn while they were out of the game? I also think that certain buildings (science for example) should only be considered broken while a city is occupied. Regaining a lost city you already lose so many turns just by virtue of the pop loss, losing all of your science buildings (most likely by the city being captured twice) leaves you with a complete wash.
 
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