And there seems to be no way to permanently remove [for example] a road. When trying to streamline my road costs I found that while you can pillage your own roads (which I forget if it gets the underlying improvement first or road/rail) - it's still always there for the 'repair' (not sure if tile or transport gets first repair). Perhaps we could set it so when you 'pillage' your OWN roads/improvements it actually takes.
No ability to see an enemy city before you decide if you want to keep it or raze it.
Cannot skip opening movie.
Trades with AI have been rendered more cumbersome.
Hard to see and manage trade routes. Only way I have been able to see them so far is by mousing over the palace in the capital, but even then, I am not sure exactly sure what I am seeing.
Just look at the guy I quoted. He obviously didn't even bother trying to find a reasonable way to get rid of roads--he gave up early on.
This thread is dedicated to the nuances of the new Civ V interface that may annoy us.
To start:
I find myself unable to find out where in the interface is listed all the strategic resources owned or traded by your empire; having to open up a trade with a civilization to see what you have is the only option i know of right now, but that is a bit ridiculous.
On the subject of trade, i find the 'Deals" screen a bit confusing: i made a trade with japan consisting of my pearl for 9 gold per turn and 100-something gold. The trade is set to "last" 30 turns. Now, 30 turns have long elapsed yet the deal has not moved to the "completed deals" log, leading me to believe that it is still active?
It should be over, but that surplus pearl does not seem to be available to me again, as it is not displayed when I try to make an offer to another civilization. Whether this is a bug or something I missed, it is very confusing either way.
Unit's pathing doesn't seem to care to avoid going through/stopping inside borders of city states you are not Friendly with yet when instructed to move to a point past them, thus invoking their ire. Now this would not be so bad if you could set multiple waypoints along the way (by using the shift key, for example) but I'm not sure if that is possible.
Pressing enter with units still needing orders does not center you on them, forcing you to click the button instead! Unforgivable.
And lastly, for now, the opening cinematic is pretty stubborn about skipping itself; it was very glorious and awe-inspiring the first time, but an option to disable it would bring peace of mind.
I only had a chance to play for an hour this morning, but I think the most annoying thing so far is the fact that my automated explorers don't really care about city-state borders so far ;p I'd imagine that would be fixed though?
I was playing the tutorial anyway for just a small amount of turns though. The tutorial seems a little underwhelming compared to the Civ4 one. The tutorial is basically just "Play on a settler/duel continent." Oh well.
Edit- Also, how can I toggle resources without going into strategic view? I'm sure there's a toggle that I haven't had the time to check yet, of course.
I'm quite certain this is displayed at the top of your screen, next to all the bits concerning happyness, goldenage, gold, etc.
Personally i miss the city radius option, would be usefull when deciding where to settle.
This is just a minor issue, but I found it cumbersome and time consuming to queue multiple items to city production.
Other than that, the demo left me wanting the actual game even more. Since I'm in Europe I'll have to wait :/
I really don't miss Religion or Espionage AT ALL. Good riddance.
Yeah I find it hard to know how many resources I have. Can't there just be a "you have these resources" and where they come from, kind of screen?
I don't know what the relationships are between the civs either. Like, I don't have the slightest idea if Siam is crazy in love with China, or if they're about to kill each others.
City screen takes way too many clicks to find out the useful information
everything is in it's own inefficient submenu. all those extra clicks will add up to several days of time I will never get back!
everything needs to be on 1 screen and we need the queueing shortcuts back.
No option (as far as I can tell) to remove combat and movement animations in single player.
Also no option to bring up the tech tree or production screen immediately after finishing research or building a city. I have a very bad short term memory, and I strongly prefer to have these things come automatically when they are needed. I know Firaxis tried to streamline it by not bothering you immediately, but it would help me a lot.
Overall the interface doesn't guide the eye enough. My subconscious has a hard time zeroing in on important pieces of information. It's not instantly (quickly, but not instantly) clear how far along production or research is.
The inability to directly change production with the queue active kind of annoys me.
The biggest one for me? Having to open a city to see which tiles it is working. Civ 4 had two different mechanisms to help you identify what it's working at a glance, the little house on the plot, and the size of the yield icons.
Civ 5 you have to open the city, and tell it to show you your citizens. What.The.Heck?
Another biggie when I'm just learning, is not knowing what 'bonus resources' are going to give when I build something on them. Before I put that city near all that wheat, I'd like to know if they'll give +2 food or +1. What about the cows, +1 food or +1 production? Bananas?
Also, you can remove terrain so early in this game that the negative things like marsh and jungle just don't seem to define the map as well as before. Has anyone even seen a sizable jungle in this game yet?
No option for "automated workers leave old improvements." Basically, you cannot automate workers, ever, if you care about how your empire is managed on the ground. This is frustrating in mid to late game when I would normally automate them.
No ability to see an enemy city before you decide if you want to keep it or raze it.
Cannot skip opening movie.
Trades with AI have been rendered more cumbersome.
Cannot see travel paths of units be selecting them.
Civilopedia is almost totally useless. It doesn't even tell the bonuses of all resources!
Hate the hidden diplomatic status of AI, ruins diplo games.
Hard to see and manage trade routes. Only way I have been able to see them so far is by mousing over the palace in the capital, but even then, I am not sure exactly sure what I am seeing.
Automated scouts intrude on city states without warning.
The game desperately needs a CTRL-I.
If you're trying to be helpful, and not just snarky (feel free to re-read my post about what changes I do like) - any suggestions on improving the other (and honestly more annoying) issues? Or do you feel the game is perfect as is, and there is no room for improvement?
Also, you can remove terrain so early in this game that the negative things like marsh and jungle just don't seem to define the map as well as before. Has anyone even seen a sizable jungle in this game yet?
I find with Civ5's city screen, it takes me way to long to manage worked tiles, just because I have to stare at it so much to figure out what's going on. It's instructive to compare it to Civ4's city screen.
Civ5:
- A citizen icon, ambiguously placed near the top of each hex, turns green when the tile is worked and black otherwise. Takes some effort to look for all the green icons and double check to make sure they're associated with the tile you expect.
- At a glance, the yield icons look like: small green circle, small yellow circle, small orange circle. I think shapes are easier to distinguish quickly than colors.
- Perspective view of the landscape, so some tiles are farther away than others.
- Specialist slots are divided between the buildings that provide them, so I have to look through my buildings going "where are my specialists, are they in the library, are they in the univeristy... ?"
Civ4:
- Big, round circles around worked tiles, leaving no possible ambiguity as to which tiles are worked.
- Tile yield icons are easy to distinguish at a glance by shape and color. Brown and square = food, yellow and rounded = commerce, grey and hammer shaped = production.
- Completely 2D top-down view, so all tiles are equally close.
- Very easy to glance at what specialists you're running.
The result of all this is that managing and optimizing my cities is such a chore in Civ5 that I usually just get lazy tell it to "focus gold" or whatever, which I've seen choose some pretty suboptimal things. In contrast, in Civ4, I'd go into the city screen, look at it for a couple seconds, make a couple quick clicks, and leave.
- Tiles being worked should be more obvious in the 3D view, without having to go poking around in the city screen.