Timothy001
Prince
- Leaders eliminated, take a turn to be removed from ribbon. At the start of the next era, you get notifications involving eliminated leaders.
- Also, at the start of a new era, you also get notified for Natural Wonders you found in the previous eras.
- IP can be eliminated, but still show on map. You can click on them, but nothing works in the interface. If you go into your leaders screen, and go to IPs, they are listed as City States, but with no owner.
- If you had no vision on the IP when they get eliminated, it instead leaves the border behind.
- Natural Disasters occur too frequently, even when set to light. Every 10 turns, another one pops in my territory.
- Espionage is very strong. It always succeeds, and has very little consequences.
- Enable CounterSpy to have more than one instance.
- Make Civs unable to spy on Civs they are Helpful or better with. Its strange, that my ally Ben Franklin is spying on me and stealing my techs.
- Make there be a chance to fail espionage.
- If caught, you cannot spy on that civ for several turns.
- No hot keys for units or cities.
- The ability to rename cities, religions, or Commanders.
- Other UI issues
- Missing info on main screen, you have to dig into game to find info ie Ideology Following.
- At the start of Modern era, all Neutral roads become Railroads. When railroads are built, they don't always line up graphically.
- A Search function would be helpful. Find those Goody huts a little easier.
- A unit list accessible from main screen. Currently buried in the yields list.
- Map pins, so you can remember what you are planning.
- In you leader screen in game, the second tab lists the names of IP. They should also list Status (Hostile/Peaceful) and Type (Scientific, Cultural, Economic, or Military). Clicking on one, should move the map to them.
- Religion is kind of me. It helps you get Religious Artifacts in the Exploration Era, gives a few bonus if you have the right policies slotted, then becomes forgotten once modern comes around.
- As several threads have stated, information that should be available readily, but is not. ie. The end of age cleanup. You keep land units, 1 for each settlement, plus 1 for any available slots on Army Commanders, the rest are lost. You lose all Civilian units except commanders (including Scouts and Settlers). Naval units are all lost at the end of Antiquity, but you are given 1 Naval unit to start Exploration. Going into modern, you only keep naval units, 1 for each naval commander slot.
- Crisis are usually a minor nuisance, only occasionally becoming a big problem.