The niggling things

As much as I think Sean Bean isn't the best narrator,overall I would say that it's up to whoever writes the bits of text to include pronunciation info for the voiceactor.
 
This happens in too many games for me to ignore it - the AI should be hard coded to never send out unescorted settlers within a hex of an enemy unit. I don't think I need to say how picking up an AI's settler at turn 25 can be a game changing moment.

I basically have to play with a set of “House Rules” for the AI’s benefit
 
The seven remaining civs that don't have unique palace architecture yet (Arabia, Persia, Scythia, Greece, Macedon, Indonesia and Georgia) really should get it. I mean, we're so close to every civ having unique assets now...

If nothing else the group that uses the Mughal style (India, Arabia, Persia and Scythia) should be split up at least.
 
The seven remaining civs that don't have unique palace architecture yet (Arabia, Persia, Scythia, Greece, Macedon, Indonesia and Georgia) really should get it. I mean, we're so close to every civ having unique assets now...

If nothing else the group that uses the Mughal style (India, Arabia, Persia and Scythia) should be split up at least.
I think Scythia could at least get something closer to Gaul, in terms of city architecture.

I also hope they decide to fix Vietnam and Portugal having a mixture of different architecture when in the game. Vietnam shouldn't get the Western European style mixed in and neither should Portugal.
 
Seriously: Why?
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I had a recent game where I wanted to move one tile across a river, but for some reason the route finding wanted to go through the adjacent coastal tile to avoid the river crossing penalty. However, there was a barbarian Caravel on the other side of said coast tile and so I would have been stuck in his ZOC if entering the coastal tile, but fine if I just crossed the river.

EDIT: I don't have the save, but mocked up a diagram to illustrate. Brown is where I wanted to go, and the red line was the only option to get there, putting me in direct danger.

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  • Long distance travel being cancelled because a unit happens to occupy the final destination. How on earth was this a thing and how has it never been fixed??
  • Braindead pathfinding. No, that one tiny patch of unexplored territory isn't sea that the ship can go through.
  • Civilopedia is terrible, frequently missing key information and laid out in a non-user-friendly way. The amount of times I have to go to the civ wiki to look stuff up is insane
  • On higher difficulties, if you don't offer a delegation on turn 1 of meeting a new civ, the AI will hate you and you won't be able. Just add the option on the welcome screen to send a delegation so I don't keep on forgetting
  • What on earth is the point in damage being randomised in combat? It adds no strategic depth and just frustration and feelings of being cheated out. Just make the modifier 100% at all times.
  • No consistent way of seeing which wonders have already been built
 
So here's an annoyance from my current game. I bring the Cree back from the dead and liberate 2 cities and reinstate his civilization. A few turns later he denounces me. A -20 government penalty. Granted he was at least a couple ages behind in tech/civics so no way could he even have my type of government. And to top it all off, a -3 for first impressions. This after literally reincarnating him.

Oh well, I got my free +1 trade route for reincarnating him, so what do I care if he hates me.
 
You can see how many GP points other civs have towards a GP that you want, so you know how far behind you they are, except when you actually have to make the decision whether to recruit that GP or pass. Then that information is hidden by the Recruit and Pass buttons.
 
After they moved religious units onto a separate gameplay layer from civilian and military units to prevent using a wall of missionaries to keep an enemy from being able to enter your territory, they also removed the ability to link religious units to military units, which is fine in most cases, except it makes Spain's "convert captured cities" ability and their Conquistadores' "bonus combat strength from having a religious unit on the same tile" ability way more tedious and awkward to actually pull off.
 
Why on earth are you not allowed to move newly acquired great works of art (for theming bonuses etc)?

The UI for great works is already bad. The pointless movement restrictions are just stupid. Having to wait 10 turns is pointless, makes no sense, and is really annoying.
 
Agree strongly. I think recon as a class would be fine if they could actually gain experience from, you know, reconning instead of needing to gain experience like bad melee fighters.

I think the only time I've managed to level up a recon unit is when I played as the Inca and I specifically tried to rank one up using the double exp card and hitting and running during an early war so I could have a powerful Warak'aq. To be fair, once I did successfully get him the ambush promotion, he more or less singlehandedly took out two civilizations from the game - holy hell is a GG-boosted ambush-promoted double-attacking unit powerful.

I didn't see a response to this but as far as I know...that is exactly how scout classes again experience. By finding natural wonders and new continents I think. The problem is its not enough to ever matter. But I have had them level up from finding new natural wonders.
 
I didn't see a response to this but as far as I know...that is exactly how scout classes again experience. By finding natural wonders and new continents I think. The problem is its not enough to ever matter. But I have had them level up from finding new natural wonders.

Yes, you're right (about the wonders - they don't get exp for new continents or new civs, though I think they should). In addition to the usual combat sources, they get experience from finding wonders and from tribal villages. The key is what you've highlighted - it's not enough to matter. I would like them to get more opportunities to gain experience for discovering things, crossing new terrain, etc.
 
I didn't see a response to this but as far as I know...that is exactly how scout classes again experience. By finding natural wonders and new continents I think. The problem is its not enough to ever matter. But I have had them level up from finding new natural wonders.
The problem is that there aren't many natural wonders etc, so combined with the fact that you basically should never fight using a scout, they rarely level up. Those most I've gotten for a scout is something like 3 promotions.
I think it should be linked to tiles explored. Very little for just running around. Get some more for pushing back fog, and more again for exploring tiles for the first time. It should also get experience for different terrains, finding Wonders etc. It would have to be balanced, for example x amount of tiles gives you 1xp etc, but I think that would be more useful and valid than basically getting the 5 Wonders spread among 3 scouts plus 1-2 goody huts each one might find.
 
How did they never bring over the ability to ask the AI to stop attacking city-states? It's even more needed in Civ 6 than it was than in Civ 5 because AI can just decide to raze a city. My 'ally' just captured and razed a long-term suzerain in the middle of my territory and due to the geography I coudn't defend the city-state by blocking tiles before it was too late. Such a baffling omission that seems to crop up every other game.
 
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