So what do you feel is still broken?

Victoria

Regina
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Apr 11, 2011
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I wept when I saw this today and thought wouldn't it be nice if we gave them a nice list of what mechanics clearly still have issues.
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AI not building anti aircraft units.
 
Trade Routes paths, aka: 'Don't worry: I know a shortcut!'

The shortcut:
cofk.png


I am frustrated that the tooltip is on the middle of the screen but it was hidding nothing (well, you have to believe me, but no Mountain nor Lake: just regular tiles). I had a Trading Post in Groningue, so I didn't know why they need to do this ridiculous path instead.
 
The pathing bugs appear unchanged, and the UI telltale will still incorrectly judge how far a unit can go in one turn. A lot of annoying minor bugs that have been there for 4 years are still not fixed (example: the promotion notifications still show the wrong unit name after the first if there was more than one unit with promotions).

The AI keeps spamming me with idiotic "demands" when they are in no position of leverage.
Yeah, the demand system is both overly mechanical (99% of the time a demand will be made the turn after being denounced, regardless of whether that civ is any threat at all) and seems completely pointless (unmet demands seem to have no effect). What's perplexing is that it's a relatively new addition. Somebody thought this was a good idea.
 
Trade Routes paths, aka: 'Don't worry: I know a shortcut!'

The shortcut:
cofk.png


I am frustrated that the tooltip is on the middle of the screen but it was hidding nothing (well, you have to believe me, but no Mountain nor Lake: just regular tiles). I had a Trading Post in Groningue, so I didn't know why they need to do this ridiculous path instead.

It might be optimized for income instead of distance, though.
 
A few changes I'd like to see

1: Anti-snowballing or rubberbanding. In a lot of my games (especially science and cultural games) it's become abundantly clear that I've won by, like, the renaissance.. but in terms of real life time, the game is only 30% over. There's no chance of me losing or even getting a serious invasion, I just have to keep next turning until it's over.

2: Make t3 buildings better, becuase as is, there is very little reason to build them, except power plants and broadcast towers if you need a music slot.

3: Nerf wide. No, boosting tall or having the occaisonal tall specialist civ (like the maya) isn't enough. They need to nerf wide, becuase as is, it's always the optimal meta to conquer and city spam as much as possible and never have to bother actually building anything. And I hate that the pressure to do so is always there. This is the major reason I still go back to civ 5 sometimes.

4: City states should spawn with like, an archer and a wall. I'm tired of half of them dropping like flies before the medieval era.

5: Get rid of recruit partisans. Just scrap it altogether.

6: Diplomatic victory is still too slow, mostly becuase of the "this person loses DV" resolution. Yes, they lowered the loss recently, but it's still not enough. Almost every time I try to go for diplomatic victory, I end up acidentally winning by tourism or being forced to pivot to science instead because the rate of DV point accumulation is too slow.

7: Get rid of some of the more boring world congress proposals, especially "X person gets more grievances".

8: Trade deal spam. Especially demands from people who don't like you.

9: As far as I am aware, there isn't a way to sort all available trade routes from ALL cities so you can find the most lucrative one in your empire. You could do this in civ 5, but in civ 6 it seems like it only shows the trade routes from the cities you already have a trader at.
 
1: Anti-snowballing or rubberbanding. In a lot of my games (especially science and cultural games) it's become abundantly clear that I've won by, like, the renaissance.. but in terms of real life time, the game is only 30% over. There's no chance of me losing or even getting a serious invasion, I just have to keep next turning until it's over.
Rather than having the AI cheat even harder (which I doubt would be enjoyable), I'd rather see some kind of "mercy rule" system that allows you to win earlier instead of having to slog through another 10 hours of pointless gameplay.
 
Good thread. Hopefully, FX will take these to heart and work on these issues.
 
AI not improving their lands properly. I'm at turn 140, in the renaissance era, and Korea has a ton of farms around, but still has unimproved horses and wine in their lands. Sure, they don't need to improve every tile, but pretty sure the AI should have cheap enough builders to improve the resources in their lands.
 
AI wonderbuilding. Less one mountain civs building macchu Pichu please and instead pursuing wonders that have serious boosts to an empire. Oracle and Pyramids should be much harder to obtain on higher levels yet are rarely picked by the AI.

AI unit formations. Just making the AI tie a military unit to a settler would make all the difference.

Demands. Right now they can be ignored. I think demands should have some kind of consequence tied to them (i.e. rejecting a demand allows the civ to plunder your trade routes for x turns at the cost of grievances.

Recruit Partisans. I like the idea in concept but it's stopped me from building neighbourhoods as they are not worth the trouble. At least nerf the units so civilians aren't stealing your tanks and running riot.

Barbs in the late game. Again barbs could do with a little nerf at the end. It seems silly that barbs have units above civs tech level once you reach the later eras.

Trade Deals - please let me add/remove 1 10 or 100 gold from a deal to make things quicker.
 
Walls, when they come to game --- you can just end it ... thats about it when it comes to border chances (except some small due loyalty)

Now I even use mod which completly disable walls in-game
 
-As has been mentioned, the misleading UI when it comes to moving units. I can't believe it's still there after all these years.

-AI jumping on you for trade deals as soon as you hook up a resource. Yes, I have 2 Iron since I just set up an Iron mine, at least wait until I've got some accumulated before asking.

-All the leader screens popping up where you have no option to do anything meaningful, just say "goodbye". I would looooooove an option to disable these.

-I'm a fan of the challenging Barbarians in Civ VI but it's really annoying when a camp spawns like a tile outside your territory, the scout "discovers" you right away, and the camp starts pumping out barbarians.

-An oldie obviously but... more challenge, better AI.
 
There still no way to defend a suzerainty city-state that is being attacked by an ally or friend. I should be able to choose who I want to align with. It would make sense if I could do the same when one of my allies declare war on another, though that isn't something as necessary as having the option to align with a CS to defend it from an ally/friend. We should, at least, be able to participate in a city-state emergency against an ally.
 
Barbs in the late game. Again barbs could do with a little nerf at the end. It seems silly that barbs have units above civs tech level once you reach the later eras.
I figure late game barbs aren’t so much undiscovered Amazon tribes with tanks and more like Al Quieda or Islamic State.
 
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