As best I can tell, this is caused by the interface essentially being too slow for the player, that the proposed movement is not found to be valid until after you've done the mouseclick (or released the mouseclick).
I'm sure TMIT will agree with you on this one.
That does indeed seem to be the case. It doesn't seem to like to queue input actions and will just discard the next while executing one, which fits with the general civ V hate of queuing anything

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This is nothing new in game technology though.
Unfortunately. But for a new title with a large budget you'd think it would work a little better than 90's games.
Civ might run a little slow, it might take it's time processing and it might sometimes suffer a little graphical slow down. But Civ 4 was no different, late game turns could quite easily take upward of 30 seconds if you were on a large enough map and had enough units spread between player and AI.
High difficulty level huge map civ IV could make a machined spec'd above recommended levels for civ V STILL take turns of 45 seconds+ at war. Unfortunately, civ V takes it to a new level, giving similar slowdown on much smaller maps, despite fewer total units. In the AI case, fewer total units SHOULD equal faster turn times (AI didn't really stack move in civ IV, even with quick moves turned on, so V is fielded 100's less units!)
Could it be better, yes. Is it sufficently bad to make the game unplayable, not by a long shot.
I'd argue otherwise. When there are a decent chunk of players who spend fully half or more of their time unable to play the game, that's pretty unplayable. It's like TREMENDOUSLY BAD lag in a shooter or something. You can still play it technically, but it's an awful experience so not really enjoyable.
By the way, another thread cropped up just now saying that AI turns played in strategic view drastically cut down their turn time. If anything is evidence of sloppy code.........
It's got enough bugs to iron out (and combat AI to address) without kicking off about the fact that it's taking 10 seconds longer than you'd like to process it's turns. The level of sophistication in the program already warrants some fairly chunky processing and there is no way of avoiding the fact that it's going to take time to do it, the better it gets the more time it's going to need in fact.
Are you a professional programmer? Do you know what scripts are going on between turns? If the answer to BOTH of these is not "yes", I ask that we not see things like "the program warrants chunky processing". I could just as easily assert that it should be child's play for the AI to play 1 second turns, and unless you've some actual knowledge of the game code, it would be no less credible.
Consider some aspects quirks, rather than problems and you'll end up with fewer ulcers. This is nothing to phone Chicken Licken over.
Sigh. "U MAD BRO?" Really? Do you HAVE to slip in messages like this instead of formulating some kind of actual argument? Aside from the fact that we've already established that turns should be WAY more than 10 seconds faster, we're getting another "no big deal" argument.....maybe to some people being unable to play the game in front of them for hours on end each game IS a big deal? Maybe it makes the difference of playing it, at all?!
Put into context, I have no problems with asking for a patch that cleans up the coding on Civ 5. Where I have problems is where this is framed as being unusual to Civ 5 (see: Deus Ex HR, PC), or when as TMIT characterizes it, the turns waste more of your time that you put into the game.
I don't know what TMITis doing, but I'm certainly not spending hours of time looking at a loading icon.
Oh, but you are. Whether you want to admit it or not, every single game of civ V you play means you stared at a loading screen for one and probably several hours. Maybe that doesn't sit well with you, maybe you don't want to admit it, but that's what is happening. When you hit end turn 200-300 times and, on average, the game is taking more than 30 seconds to process them, you are staring at a load screen for 2+ hours across each game. Maybe you split those 2 hours up over a week. Maybe you lose them in a single day, but no matter what you do they are there. You can't assert otherwise in the face of fairly massive evidence...
And I've never played Deus Ex. Maybe that sucks at this too? Certainly, while there might be other examples of games that waste such substantial portions of time out there, it isn't USUAL. The only other title I own that is even sort of close is civ IV (which isn't nearly as bad, early turns there are <1 second and late ones only push 30 on large maps. Not good, but not terrible compared to civ V), and I have dozens of games.
Following your line of argumentation we wouldn't see any improvement at all until bugs are healed and combat AI gets improved - whenever this actually will happen.
But picking that part of argumentation, we would deny any DLC too, wouldn't we?
What a concept! Not releasing DLC until the game is done! This would all bother me less if this game was advertised as a beta, and judging by the kind of changes in the june and august patches, it certainly has been in beta mode...
Good points on the maps of IV and V by the way...
Fixing bugs and AI issues are actual problems, optimising code to run faster is a perceived problem and therefore falls way down the list.
You mean like the PERCEIVED problems such as:
- ability to pillage own tiles
- horsemen being ridiculously strong
- social policy storing
and so on? Hmmmmmm, but somehow, I seem to remember changes in these areas, even with raging bugs in multiplayer/single player. Which is it, what is the priority? I don't think you can make this assertion very easily based on evidence.
Functionality trumps time until the time issue makes the program less efficent than it's alternatives.
Civ V is less efficient than civ IV. Both games are less efficient than...pretty much every TBS I've heard of.
As for DLC, quite frankly I would much rather that Friaxis focused on repairing what is there than supplying the unnecessary additions. That said, I doubt that the guys building the DLC Civs are the same who programmed the AI anyway, I'd be stunned if they were actually.
+1, except that I'm tired of the (different people are working on DLC) excuse. That's what it is, an EXCUSE. The company chose where it allocated its programming resources and who it hired. It specifically chose DLC over finished product. No excuses.
I don't know anyone who plays Civ in a darkened room with nothing else going on at all. Everyone I know appreciates that it's a long game with notable pauses, so you play with a movie, or the TV on or whilst doing anything else that can fill up the gaps. I think to many people that does not make it a bad game. Heck, yesterday a friend of mine asked if I wanted to come over and play Civ and watch Firefly, it's almost universally accepted that you have something to do while you play!!!
Assertions based on no evidence that try to make the opposition look bad for playing the way it prefers! Ignored!
What one person is calling wasted time (although how anyone playing a video game can preach about wasting time is beyond me, I thought that was the entire point!) another simply accepts as life and deals with it.
More of the same argument! Okay, I'll do it back:
My preferences are better than yours, so you are wrong. Back to the argument now?
Secondly, I will never understand people who play games they consider to be crap. I tend to stop activities that aren't fun and not use products I consider to be bad.
I kind of fell off the civ V scene until recent patches, for a reason. Now that the rules are semi decent and MP actually exists, the one remaining hurtle for me is that I still can't play the game, because it won't let me for 50% of the time it's open. A CORE FEATURE is NOT working properly here, and it's affecting more people than me. It's affecting everyone, only difference being the extent that they notice or care. I have unkind things to say regarding people who blithely accept the state of things as such, so I won't say them.
Civ4 is far from perfect too, I agree. However I rarely run into cases of being too fast for the UI in that game.
It's actually possible, but probably only RTS style movements can make that happen. Careful attention to some of my let's plays shows it off now and then

.
In civ V I can outmove the interface practically any time I want, but that's more like 10 minutes (guessing since it's harder to estimate/time such short periods) lost per game or less instead of hours. Picking battles here :/.
The thing is, efficiency improvements are often done last. They're likely still adding a lot of features to the AI at the moment so they're not prioritising improving its speed yet.
What I don't like about this statement is the implications it carries for a retail product :/.
Anyway, I'm going to see if strategic view actually makes the game run faster. If it does, I may have even more fuel here...why should off-screen actions make such a difference depending on view? If that's true, then suddenly we're talking about game-graphics somehow limiting AI play, and the whole thing about AI optimization is somewhat out the window...