Suggestions for improvement (and non-bug related nuisances)

I have one nuisance that is huge for me while it may seems minor : the start menu where you select the AI opponents , I'm having a lot of fun selecting the persona from civfanatics but setting up a civ-fanatics only game is a real pain as the characters changes when you encounter one that is already in game. While this mini-puzzle game might be fun at first , I would like to be able to simply pick from a menu instead of a scroll button ! Also give me the 'random' option !

Beta patch seems to have fixed the 'no-civics' bug so at least there is that.

Also islands territories. I can't find a way to 'spread' my cities to the other land tiles in islands except hamlets. Even a harbor in a one tile channel does not do the trick.
 
Please tell me what Demand the AI accepted (or rejected) when they do so, in a pop-up, and also indicate somewhere in the diplomacy UI a history of what demands were accepted or rejected. Right now when an AI accepts a demand, it just happens, and I have no clue which demand was accepted or what just happened.

I think there is a History button now (top left in diplomacy screen) though I'm not sure if it gives all the details you're looking for.

I have one nuisance that is huge for me while it may seems minor : the start menu where you select the AI opponents , I'm having a lot of fun selecting the persona from civfanatics but setting up a civ-fanatics only game is a real pain as the characters changes when you encounter one that is already in game. While this mini-puzzle game might be fun at first , I would like to be able to simply pick from a menu instead of a scroll button ! Also give me the 'random' option !

Beta patch seems to have fixed the 'no-civics' bug so at least there is that.

Also islands territories. I can't find a way to 'spread' my cities to the other land tiles in islands except hamlets. Even a harbor in a one tile channel does not do the trick.

I think if you click the little settings button you can manually choose the personas? They still change but it's easier than mashing the left/right buttons.

You can build a hamlet to get to a second island and you can build garrisons and nature reserves anywhere but yeah other than that island construction is limited.
 
I think if you click the little settings button you can manually choose the personas? They still change but it's easier than mashing the left/right buttons.
Oh ! thank you , I'll check that asap !
 
I think they need to rework how science cultures should work in this game. Turning production into science is just too powerful. With enough production you don't have to build research quarters at all. You can have the dumbest civilians in all the world but they suddenly all turn into Einstein just because they are hard working blue collar folks. Billy Bob and friends set up a lumber yard, a forge, sawmill, etc and now he is talking quantum mechanics with his neighbors and planning a colony on Mars. Yea.....suuure.

Maybe make it so that science civs can make research quarters quickly and no stability penalties. And/or make the infrastructure bonuses built in. This way it would take a while to ramp up but once you have the research quarters setup then your science would increase dramatically.

Just rambling, I might be wrong but it just seems way off to me with the way it currently works.
 
I think they need to rework how science cultures should work in this game. Turning production into science is just too powerful. With enough production you don't have to build research quarters at all. You can have the dumbest civilians in all the world but they suddenly all turn into Einstein just because they are hard working blue collar folks. Billy Bob and friends set up a lumber yard, a forge, sawmill, etc and now he is talking quantum mechanics with his neighbors and planning a colony on Mars. Yea.....suuure.

Maybe make it so that science civs can make research quarters quickly and no stability penalties. And/or make the infrastructure bonuses built in. This way it would take a while to ramp up but once you have the research quarters setup then your science would increase dramatically.

Just rambling, I might be wrong but it just seems way off to me with the way it currently works.
It feels off to me as well, but I before any larger reconceptions, I would like to try how it feels when collective minds and land raiser don‘t work with a yield exchange rate of 100%, but rather 40.
 
It feels off to me as well, but I before any larger reconceptions, I would like to try how it feels when collective minds and land raiser don‘t work with a yield exchange rate of 100%, but rather 40.

Id try a 40% conversion rate. Or use gold -> science if folks want rebalance away from dominance of production. Or just convert all specialists to scientists.
 
That's good but make sure you guys are not researching techs of the current era and staying in the same era. Turns of research could get lost and when you finally get to the next era you won't be able to recover what you lost during the turns of over researching in the previous era.
 
  • Vassals shouldn't be able to attack independent people (especially if you're patronizing the independents), and swipe them out from under your nose.
    OR
  • If the vassal fails to turn over the territory when demanded, you can go to war directly (right now you can only grant independence then surprise war after).
    OR
  • Promise to protect independent people, so assimilation/conquest is not possible without declaring war on the protector.
  • Also, you should be able to cancel mercenary contracts early, so they can defend their own city.
  • Assimilation of independents should be slower - pay the cost, then wait X turns based on how different your culture/civics are.
  • If population growth is going to cause starvation the following turn, population should be capped until the food infrastructure is improved. Too often have there been outposts cyclically growing and starving every other turn.
  • It's been brought up before, but display the total benefit of building a infrastructure in the UI.
  • Being forced to declare peace as the winner is infuriating. Either make it a war goal system like Crusader Kings, or have war weariness/stability that hinders the aggressor.
  • An AI shouldn't be able to upgrade an outpost to a city whilst it's being ransacked.
I have more issues, but they would probably be more mechanic changing, and outside the scope of this thread. I also agree that the FIMS system needs a lot of balance tweaking.
 
A pretty minor UI thing, but personally it contributes for me a lot to the feeling that HKs interface is just not optimized...

The game informs me about a new law being available to be potentially decided about...but I need to click myself to another screen to see the effects/costs. Why not just open a tooltip when hovering over the alternatives in the pop-up? I know its just "one click", but the need to load the whole law-tree-screen (which I don't find particularly pleasent or structured) feels like any unnecessary disruption.
Spoiler :

HumankindNoTooltip.jpg

 
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