The niggling things

Linklite

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So, what are your little niggles about Civ VI? I'm not talking about the big, overhaul type things like AI, but the smaller stuff that should, in theory, be easier to correct. Mine are:
  1. Aircraft carriers only gaining experience via melee combat. I'd much rather they got the same experience gained by the planes that they launch.
  2. Aluminium to planes. There are so few Al mines that it's impossible to set up a comprehensive or even effective air defence. Either there should be more mines or each mine should support more aircraft.
  3. The tourist indicator at the top of the screen should indicate the number of foreign tourists rather than tourism (or whatever it is), then it would be useful (I could see that the target is, say, 300, then I can at glance see how I'm going, then when I approach 300, I can check back again to see the new target, etc). Instead, it seems like an irrelevant number on my screen.
  4. Be able to check what my resources are without rejecting or accepting a trade. If I can't remember if I need that luxury, I'm shooting in the dark.
  5. Be explicit on how much resource per turn a unit requires.
  6. Fix the resource screen (may be a Switch thing). I had +4 uranium put, built a GDR, and went down to -5 uranium pt. Something was screwy.
  7. Civ picker, both for AI and random - I like the idea of having a surprise civ assigned to me, but there are some that I just don't want to play as.
  8. Fix CV notifications. I keep being told that CV was x number of turns away, and it's almost always way off, usually and underestimate. My last game, I kept getting told that CV was imminent and that I was dominant over all but one civ, except I wasn't. I got that notification every time I became dominant over a civ, so like 6 times, only once was it correct (stopped clock, I guess).
I probably have some more but I can't remember, I'll add them if I do. What are yours?
 
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I like some of these but not all:

1. Agreed - its weird they don't, like only giving ranged units experience for melee attacks.
2. I'm not sure what you mean here? If you mean the ai doesn't have enough aluminum to set up an air defense, then I'd say thats likely an issue of the ai failing to improve the resources (though more aluminum in the game would make some sense). If you mean you the player lack aluminum, then go get some by settling in tundra/dessert. Though more is prob not terrible.
3. I think tourism should stay on the top of the screen - it is a place for raw yields. But perhaps having how many foreign tourists you have to each civ on their banner would be nice (and total foreign/independent on yours).
4. Yes 100%.
5. The game is? I'm confused all of this is in the tooltips.
6. Could be you were getting the golden age uranium then lost it? I haven't seen this bug, but I can't say it doesn't exist.
7. I agree, a random civ pool selection ala the wonder picker/city state picker seems like a natural extension to come. Perhaps they have two random choices - pooled random and completely random so that one only picks from a pool you designate, and one from all possible civs (omitting repeats).
 
Aircraft carriers only gaining experience via melee combat. I'd much rather they got the same experience gained by the planes that they launch.
I've learned something new today. Aircraft carriers attack. :crazyeye:

I mean after five years I don't think I've ever built one and forget it sometimes exists.
 
I like some of these but not all:
...
2. I'm not sure what you mean here?...If you mean you the player lack aluminum, then go get some by settling in tundra/dessert. Though more is prob not terrible.
Well, I'll take Earth TSL map as an example. I think there are like 3 maybe four sources in Eurasia and Africa combined. I'm assuming that this is representative of most maps but I might be wrong. But to completely fill two carriers, you need to dominate 3 continents...that seems too scarce for me.

3. I think tourism should stay on the top of the screen - it is a place for raw yields. But perhaps having how many foreign tourists you have to each civ on their banner would be nice (and total foreign/independent on yours).
I guess I can see how it would appeal to a purist, but from a pragmatic point of view, I can't make head nor tails of it. It just isn't helpful, unlike the other indicators there.

5. The game is? I'm confused all of this is in the tooltips.
Maybe I need to check it again, but I didn't think it was. Just says "requires aluminium" or whatever. Sometimes they need 1pt another times its 3pt.

6. Could be you were getting the golden age uranium then lost it? I haven't seen this bug, but I can't say it doesn't exist.
Whatever it was, it wasn't that. I looked at the resource screen, saw that I could afford the uranium to sustain another GDR so bought one. Noticed the following turn that I had a negative uranium pt, so I killed the GDR, and it said I had enough uranium to support one, went through that cycle a few times (I had tons of gold to spare) and gave up. I should say I'm on the Switch, it has bugs on top of what the PC has.
 
I wish there were better options for sorting trade routes by various parameters over your whole empire and also setting up auto-renewal. I also wish the "move your trader to a new city" popup showed which cities have trading posts in them.

I also want a way to sort city report by yields. Knowing which city is the most productive at a glance would be convenient.

Also, I wish it would tell you how much yield a policy card would allow before implementing them. It's not intuitive whether Natural Philosophy or Rationalism would yield more Science at times.

One more thing: Please bring the search function to the consoles. Monopolies and Corporations Mode feels more tedious without it.
 
I've learned something new today. Aircraft carriers attack. :crazyeye:

I mean after five years I don't think I've ever built one and forget it sometimes exists.
To be honest, it was mainly becuase I played the base game where it was the pinnacle of military might that I know it that well. Since GS, that spot was taken by GDRs and carriers don't remain relevant for long enough to justify the massive expense you're after then best units, so I only use them occasionally out of nostalgia.

I also want a way to sort city report by yields. Knowing which city is the most productive at a glance would be convenient.

Also, I wish it would tell you how much yield a policy card would allow before implementing them. It's not intuitive whether Natural Philosophy or Rationalism would yield more Science at times.

One more thing: Please bring the search function to the consoles. Monopolies and Corporations Mode feels more tedious without it.
Yeah, I gotta say, being able to see what your highest prod cities are without manually checking each one would make SV nicer. Same with other aspects like appeal etc for those GMs. Although, they're good for forming corporations now, so less of a problem...
 
The tourist indicator at the top of the screen should indicate the number of foreign tourists rather than tourism (or whatever it is), then it would be useful (I could see that the target is, say, 300, then I can at glance see how I'm going, then when I approach 300, I can check back again to see the new target, etc). Instead, it seems like an irrelevant number on my screen.

I would keep it the way it is. Total tourists are not an important information for me since not only your tourists but also any other civs domestic tourists change every turn. They way it is now you can at least see how your tourism changes compared to their culture (defence against tourism) (excluding modifiers) if the ribbon is enabled (or you look up their culture in the world rankings screen). This way I can determine if I am already closing the gap between tourists and their domestic tourists or if the gap still growth.

Fix the resource screen (may be a Switch thing). I had +4 uranium put, built a GDR, and went down to -5 uranium pt. Something was screwy.

Did you have other uses for uranium like power (which can change from turn to turn)? Or lost some CS with access to uranium and retook them?

Be explicit on how much resource per turn a unit requires.

I think EVERY late game unit requires one resource per turn. The only exception is the GDR which requires three.
 
The fact that some of the backgrounds and leaders in the civ selection screen are misaligned, take the two Kublai Khans for example.
 
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I've learned something new today. Aircraft carriers attack. :crazyeye:

I mean after five years I don't think I've ever built one and forget it sometimes exists.

I don't think I've ever made a carrier either... nor a balloon on drone. I just don't really warmongle that late in the game. The only doesn't-exist-in-the-whole-game type units I bother building are bombers and mostly just "build an aerodrome so I can get the era score for having its higher building sometime, and may as well get the era score for my first plane/aluminum unit as well". I've probably promoted up to medic/supply convoy but I doubt I ever made one from scratch, either.
 
1. Voting on World Congress resolutions with nations you don't even know about. To me, this is the biggest immersion-breaking aspect of Civ 6, and it's baffling given that Civ 5 does it exactly right: the World Congress doesn't convene until one nation has met every other nation.

2. Being unable to opt-out of friendships/alliances when your city-states (those that you are the suzerain of) are attacked by a friend/ally.

3. The ease in which you can not only make friends of other nations, but those friendships are eternal. Conduct spy missions against them, convert their cities to my religion, poach their cultural sites - none of those are problems when it comes time to renew a friendship. And, to make matters worse, if you are tempted to take action against a former ally, that can trigger a betrayal emergency. All of these factors contribute to a predictable blandness of diplomacy that lasts an entire game.

I would argue that Civ 5's diplomacy was also lacking, given its apparent randomness - with nations offering friendship one turn, and then attacking you five turns later - but I feel Civ 6 has swung the pendulum too far the other direction towards predictability.
 
I don't know if anything annoys me more than the AI's overwhelming desire to pillage any trader that comes even remotely near an aggressive unit. It doesn't matter if they have to ignore whatever they were doing before then, and it doesn't matter if that unit has to move right into the center of your lands where they will promptly get destroyed on the next turn, by God they're going to pillage any trader for a pittance of gold no matter what, consequences be damned.

Drives me nuts for some reason.
 
1. Voting on World Congress resolutions with nations you don't even know about. To me, this is the biggest immersion-breaking aspect of Civ 6, and it's baffling given that Civ 5 does it exactly right: the World Congress doesn't convene until one nation has met every other nation.

2. Being unable to opt-out of friendships/alliances when your city-states (those that you are the suzerain of) are attacked by a friend/ally.

3. The ease in which you can not only make friends of other nations, but those friendships are eternal. Conduct spy missions against them, convert their cities to my religion, poach their cultural sites - none of those are problems when it comes time to renew a friendship. And, to make matters worse, if you are tempted to take action against a former ally, that can trigger a betrayal emergency. All of these factors contribute to a predictable blandness of diplomacy that lasts an entire game.

I would argue that Civ 5's diplomacy was also lacking, given its apparent randomness - with nations offering friendship one turn, and then attacking you five turns later - but I feel Civ 6 has swung the pendulum too far the other direction towards predictability.

Speaking of world congress, IMO it meets far too often and the resolutions are too negligible. The resolutions should become far more substantial but happen less often (with a corresponding adjustment in diplomatic victory points)
 
I would keep it the way it is. Total tourists are not an important information for me since not only your tourists but also any other civs domestic tourists change every turn. They way it is now you can at least see how your tourism changes compared to their culture (defence against tourism) (excluding modifiers) if the ribbon is enabled (or you look up their culture in the world rankings screen). This way I can determine if I am already closing the gap between tourists and their domestic tourists or if the gap still growth.
So, it's only really useful when looking at other screens and only gives a relative reading anyway, so it sounds like it would be better represented on those other screens anyway. Yes, their domestic tourists change reasonably often, but since both are hard numbers, you can do the staged goals I mentioned and know how far you have to go. It's just far easier to see how well your game is paced and to know whether you're about to win.

Which reminds me of another issue I want fixed. Cultural Victory notifications. I got "You're dominant over all but one civ, CV is imminent" notification each time I became culturally dominant over another civ, which is obviously messed up. The "CV will be achieved in x turns" was always way off when I checked. It was always underestimating the time left by a considerable margin, despite my pace at which I was catching up with the others accelerating. Those parts of the notifications were completely useless.


Did you have other uses for uranium like power (which can change from turn to turn)? Or lost some CS with access to uranium and retook them?
Nope, I don't use power plants very often and I use coal when I do so that I can reserve oil and uranium for other uses like units. I had no ACs (can't remember if they need to be maintained with U238). As for CSs, nope, they were all stable, and even if they weren't, that would be a mighty coincidence. So far as I'm aware, there is no mechanic or combination theeof in the game that allows for U238 income to go up and down on consecutive turns without active input by the player (or at least player knowledge of it, like losing a city or CS etc), barring the finishing of construction of GDRs and nukes staggered and in multiple cities, except I wasn't building any nukes, and only one GDR. Its like as though the GDR cost 8 U238 pt.

I think EVERY late game unit requires one resource per turn. The only exception is the GDR which requires three.
I'd prefer it if the game were explicit, if there is going to be any variation at all. If every thing were 1 resource pt, they could say that somewhere obvious and keep it as is. If there is any variation, they really should explain it in each case, and it's not like it's a burden, they just need to put a single digit number in.
 
So, it's only really useful when looking at other screens and only gives a relative reading anyway, so it sounds like it would be better represented on those other screens anyway. Yes, their domestic tourists change reasonably often, but since both are hard numbers, you can do the staged goals I mentioned and know how far you have to go. It's just far easier to see how well your game is paced and to know whether you're about to win.

Its NOT only usefull if I look at another screen as well since I can have both my tourism and enemie culture yields in the exact same screen whithout any click if I have the ribbon enabled. From these 2 numbers you can quickly check if its worthwhile to check the victory screen since you can see if the gap to victory is closing (and you can also get a clue how fast you are closing the gap). That is far more informative than a total number of tourists completly out of context. As you said yourself you go and check the victory screen anyway. So why not keep some additional information on screen?

Also as @Datgingah already said the top of the screen always shows your raw yields. And thats infact your tourism per turn and not your total tourists. You cant see any progress for other victoroies (or even currently researched techs/civics) like civs converted or space race projects done there either.

Nope, I don't use power plants very often and I use coal when I do so that I can reserve oil and uranium for other uses like units. I had no ACs (can't remember if they need to be maintained with U238). As for CSs, nope, they were all stable, and even if they weren't, that would be a mighty coincidence. So far as I'm aware, there is no mechanic or combination theeof in the game that allows for U238 income to go up and down on consecutive turns without active input by the player (or at least player knowledge of it, like losing a city or CS etc), barring the finishing of construction of GDRs and nukes staggered and in multiple cities, except I wasn't building any nukes, and only one GDR. Its like as though the GDR cost 8 U238 pt.

This seems strange and might actually be a bug.
Although it might not fit for your case resources per turn for power can change without any active input if you have more than 1 type of power plants for example.

I'd prefer it if the game were explicit, if there is going to be any variation at all. If every thing were 1 resource pt, they could say that somewhere obvious and keep it as is. If there is any variation, they really should explain it in each case, and it's not like it's a burden, they just need to put a single digit number in.

The only variation is for the GDR which is already different from other units anyway. You cant gain promotions through XP or form corps/armies with them for example. Also the maintenance costs are already mentioned in the tooltips when you build any building/unit including resources per turn.
 
When the AI offers you a deal and you accept or reject, the animation and the text in response is as if YOU had made the AI the offer instead of the other way around. So the AI will offer you a deal, you accept, and then the AI says "a generous officer, I accept." I'm like WTH, you are the one who offered.

I complain about this every chance that I get. It's really one of my pet peeves.

And of course, sort cities by yield. What 4X fails to implement this?
 
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