Nitpicky Things You'd Like Fixed

If anything it should be made mandatory for the new capital to be automatically annexed if only puppets are available (but that could cause some problems with Venice I guess).

Although losing your capital almost oust you from the game, how could The Venetian Civ ever recover from this, even if it reclaim its former capital somehow?
 
How about Great Admirals that can keep up with the fleet?

What the heck is that supposed to represent? The admiral should be on the Flag Ship. That should be the largest or most modern ship you have in the fleet. Apparently the admiral in CiV follows your fleet around in a freakin' row boat!

And how about adding the words CiV and cIV and Freakin' to the freakin' Civ Fanatics Spelling Dictionary! Sheesh!
 
Nukes:
-Ability to intercept atomic bombs (which are, after all, on bombers)
-Star Wars like missile shield (in Future Tech)
-Automatic denunciations from all other civs against the first civ to resort to nukes
-Bomb shelters should appear much earlier in the tech tree

-And last, but not least, a big blaring alert when you've been nuked. As crazy as it sounds, I've often gone several turns without realizing one of my cities had been nuked. If I'm in the thick of battle and have my cities queued up to produce units, I might just stay focused on the front lines, only to go back to one of my cities to discover it's been nuked.

On a similar note, the combat notifications that appear at the start of the turn should be logged so you can refer to them later. They're fleeting and I often don't catch half of them before they're gone. If I turn my back to the computer or leave the room, I miss them altogether, leaving me puzzled as to why so many of my units are now showing damage. Is there artillery I can't see? Bombers? Cruise missiles? This shouldn't be a mystery.
 
Also, and this might be a bit controversial, but how about barbarians actually evolving with the times? In the Industrial Era they could become the Anarchists. In the Information Era, Terrorists, etc.
 
in multiplayer, you can join whenever and whichever game that already started, much like civ 4.
nowadays, i feel multiplayer game is never completed :(
 
This expansion still needs a war weariness. There are too many advantages and too little disadvantages to go to war. I don't want a war game, and I want to at least entice players that there are better options.
 
I'm guessing some of these have been covered, but this is what gets my teeth gnashing.

1. Improve the tile selection algorithm so that (in the case of puppeted cities at least) gold focus is not completely at the expense of growth. A 1 pop puppeted city working a desert incense tile does my head in when there's a food with slightly less gold tile available.

2. Improve the autoscout algorithm so that it avoids city state territory and barbarians. I never automate scouts now and and it really annoys me that I have to manually explore maps.

3. Allow the user to set an auto response to AI civ messages. If I've got every city state under my protection, I don't want to have to tell numerous civs turn after turn "you will pay" for extorting that city state. This is one of my biggest irritations by far. On immortal difficulty I feel like I'm doing this every other turn.

4. Add the ability to tie workers to a particular city for autoworking purposes. Add the ability to queue tasks.

5. Make border growth manually selectable by the user, as the Governor is an idiot, especially in early game when getting the correct resources can make or break. Queuing for this would also be good.

6. Work boats and sea tiles..... NGGGHGG! Considering that work boats are one-use only, coupled with the fact that they aren't considerably cheaper than workers, the end result of improving sea resources is utterly underwhelming. I wouldn't mind using work boats if the outlay was worth the return, but it isn't. This system for improving sea tiles is rubbish. I generally re-roll starts with heavy sea luxuries, as it kills me having to buy/build the work boats. I know work boats have been this way for a while, but it really needs a rethink. The other irritation is not being able to improve sea resources if the city isnt on the coast and doesn't have a coastal city nearby that can send a work boat over. It's bonkers.


6. Stop using the size of the AI army to determine whether staying at war is worthwhile. 0 kills to 20 deaths over the space of 10 turns should be enough for the AI to realise that this war is a waste of time, regardless of how many other units they have ready to join the meat grinder.

7. Stop the AI building wonders it has no need for. Ghandi beating me to Petra when he only has one flood plain title adjacent to his capital is a real kick in the nuts.

8. Healing units through experience is too strong at the moment. If a unit heals instead of taking a promotion, it should not be able to attack the following turn. The current system is cheap. I hate it. And I hate doing it.

9. How about when you open the trade window up to sell a luxury, it just defaults to the standard price for what you are selling (240gp per lux, or 45gp per strat). How about the AI stops throwing in requests to add all your iron or horses to the deal, especially when it's happy to do the deal without them. This is just annoying.

10. Didn't there use to be an option to "keep this map" when you started a new game? Maybe I'm dreaming, but the option to re-roll the map without returninig to the main menu would be nice.

11. Definitely make all the diplomacy screens accassible when you are talking to the AI. Blindly declaring friendship with someone you didn't realise was universally despised isn't fun.

There's probably more I can't think of.
 
Many good points, but Nr. 5 is intended. You're supposed to buy those tiles you absolutely want now with :c5gold: and not save it all for those precious rush buys. I do agree that the cultural expansion needs to be tweaked, by f.e. expanding faster into water and expanding faster in general, but those are easy fixes that have been made by the balance mod I play already, I'd rather they focus on the problems the modding community can't solve...

Agree on 6, but workboats do pay for themselves over time quite easily. It does feel like a design error from the early days of civ 5 alpha that they didn't design the worker as being able to move onto water and build improvements there. 1 (in my mind unnecessary and micro-management heavy) unit is enough for that task.

Number 6.2 (you've two sixes) is unfortunate AI coding that - correct me if I'm wrong - goes back to a degree on the powe scale which was copied from the civIV code to a large degree. BNW does seem to have a reworked points system, so who knows...

Number 7 is due to the flavour system for AI decisions which is unfortunate. Not sure what they can do for a quick fix here. I'd say that's not a nitpick...

Agree on 8 which is why that is removed from GEM :)

I heavily advise you to try the info addict mod for 11. It's a real quick fix and it's been around forever... Not knowing the diplomacy is very annoying (as are the leader screens in general imho).
 
Regarding #7, who's to say AIs don't build wonders simply to prevent their opponents (who may be able to gain a greater advantage from them) from building them? Gandhi might have built Petra with only desert tile so that you couldn't build it in that super-awesome desert you settled in!

(Of course I'm probably giving the AI too much credit, but that's how I look at it in my games so I don't get annoyed.:lol:)
 
It's probably just sour grapes on my part, but I feel AI get enough advantages on Immortal without resorting to denying you wonders just because they can.

Different scenario here, but I've had games where Pachacuti has built 6 or 7 wonders by turn 100, without having marble or that pantheon bonus. WTH is that all about? All those wonders and no detrimental affect to his army or city expansion. It's crazy. Never mind beating me to them (I'd only have gone for one of them), but he's also beat every other AI civ to them as well.

I guess it just makes capturing his capital all the more enjoyable, but I find it annoying/boring that an AI city not only has the ability to churn out wonder after wonder in that fashion, but doesn't have to worry about building anything else.
 
Another thing is AI civs not playing to their strengths. This point could be laboured all day, but I'll be specific about Nebuchadnezzar... a free GS when writing is researched and you can still find him without writing on some immortal games by turns 60 or 70.

That particular lack of focus boils my blood. It's so basic to hard code that as the first thing he does in every game - beeline writing - yet he doesn't.
 
6. Work boats and sea tiles..... NGGGHGG! Considering that work boats are one-use only, coupled with the fact that they aren't considerably cheaper than workers, the end result of improving sea resources is utterly underwhelming. I wouldn't mind using work boats if the outlay was worth the return, but it isn't. This system for improving sea tiles is rubbish. I generally re-roll starts with heavy sea luxuries, as it kills me having to buy/build the work boats. I know work boats have been this way for a while, but it really needs a rethink. The other irritation is not being able to improve sea resources if the city isnt on the coast and doesn't have a coastal city nearby that can send a work boat over. It's bonkers.

Amen. Perhaps the answer is for the city to build its work boats directly onto a specific hex, rather than have it build a spurious unit that's consumed upon its sole legitimate use (the other being as a cheap exploration unit, an exploit this system would also remove).
 
I think the best thing is that Workers could turn into Work Boats, and could simply be able to improve fish boats the same way (i.e Workers can, in other words, improve sea tiles)
 
I think the best thing is that Workers could turn into Work Boats, and could simply be able to improve fish boats the same way (i.e Workers can, in other words, improve sea tiles)

That would work too, but I'd love it if civilian units were unable to reveal (or move into) the fog.
 
I think the best thing is that Workers could turn into Work Boats, and could simply be able to improve fish boats the same way (i.e Workers can, in other words, improve sea tiles)

When I first started playing Civ5, back in January 2011, I thought this was the case. It took me quite some time to understand my workers couldn't do anything on the water, and I was pretty disappointed with that when I learned how to embark units. I did facepalm when I figured the Work Boats out. Anyway, I agree that this should be the case.
 
No one seems to have mentioned it, but according to Dennis in the Civil War playthrough video with Kate, Workers woon't randomly stop improving tiles when a barbarian over yonder is 3-4 tiles away! :D They're also apparently updating unit icons and graphics.
 
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