The niggling things

Updates to the in-built TSL maps. TSL Earth never seems to have got the flood plains working properly, for example. A re-vamp of the way city-states spawn on TSL Earth would also be welcome, with more in the pool for greater variety, and some sort of mechanism to prevent them spawning very close to major civs. Since Toronto went to Canada, there are only two CS in the current selection that can spawn in the Americas...
 
This thread should be renamed “stuff that should be in the game to begin with”


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?

Number 4 is just ridiculous

Everything covered by Sukritact's Simple UI Adjustments

Oh boy I mean I thought Bethesda was lazy with their “eh the modders will fix it for us” attitude

You can at least get mods on consoles for Fallout

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 have ever played a game long enough to be able to build any, because it’s usuallt obvious that you’ve won before then, and the late game is so tedious
 
Agreed 100%, especially with the fact that you can't ask the same of the AI even if they have a huge army standing right at (or even in!) your borders that you know is coming for you soon. You should at least be able to get some grievances out of it if they choose to ignore your request.

Also somewhat related to this... sometimes the AI will just park a unit on a tile in my lands making it impossible for a builder to improve it. Outside of not ever giving them open borders there's nothing you can do about it either.

I don't understand why in the history of 4x's no game ever manages to figure out how to have a friendly AI unit and one of your own units occupy the same space. Is there some computer algorithm that makes this impossible?
 
-Loyalty pressure should account for terrain.

-Stepwells cant be built on flood tiles. Too bad it doesn't state that in the game

Same with Great Wall and a few others... no floodplains! And yet the base-game Chateau was updated to allow them.

It does indeed feel weird when my cities are getting loyalty propaganda across a mountain range...
 
Here's the niggliest, pettiest thing that has been present since Civ6 got released: every time I select 'create game' the default options are set back to Firaxis'; every single time I have to change difficulty, map size and type. Is it *really* that difficult to simply remember the most-recently used settings?!!!
 
For me, the biggest gripe I have is the insane speed the Eras pass on the higher levels, mainly because of the AI bonuses being so high they power through the tech/civics trees.
At Emperor & above, I am often in the Medieval Era whilst the calendar is still in BC - this is madness, and needs to be set to something other than the tech/civics.
Perhaps a good counterbalance would be not just the straight number of Civs who have techs from an era, or else the cost of later era techs needs to have the AI lose it's bonus so their 40-80% boost only applies to techs/civics in the current era.
The problem with that of course is that Deity would become far too easy.....so this one is open for discussion, as I honestly don't know what to do for the best - but Medieval era in the BC calendar years is just silly.
 
For me, the biggest gripe I have is the insane speed the Eras pass on the higher levels, mainly because of the AI bonuses being so high they power through the tech/civics trees.
At Emperor & above, I am often in the Medieval Era whilst the calendar is still in BC - this is madness, and needs to be set to something other than the tech/civics.
Perhaps a good counterbalance would be not just the straight number of Civs who have techs from an era, or else the cost of later era techs needs to have the AI lose it's bonus so their 40-80% boost only applies to techs/civics in the current era.
The problem with that of course is that Deity would become far too easy.....so this one is open for discussion, as I honestly don't know what to do for the best - but Medieval era in the BC calendar years is just silly.

Have you tried lowering the game speed to get in more turns in the earlier eras? For me, Marathon speed is unbearably slow but Epic hits the sweet spot for me.
 
I'm playing a new game now, Heroes and Legends. The first four tribal villages I cleared came with a popup with the new hero I have discovered...I have no idea what goodies I actually got.

The music. Early game it's great, Renaissance and later it's god awful. I'd also like to hear MY Civs music every now and then, not just my neighbours. I'm Australian, but if I have to hear "Click Go The Shears" or "Waltzing Matilda" one more time...I'm going to double his production.

I would like to be able to select a specific civilization by its name when I am setting a new game. If I want to play Japan, I don't want to remember its leader name.... In previous Civilization version, I could select the civilization and then select the leader.

You need this then:
https://steamcommunity.com/sharedfiles/filedetails/?id=893502507
 
I've wanted something like resource outposts for soooo long at this point.

There is a mod that allows this - it's called "Strategic Forts". After Early Empire you have access to a unit called the Expansionist. This can build a fort on any unowned tile, and it culture-bombs the adjacent unowned tiles, allowing you to mine an isolated uranium in the frozen wastes without needing to settle there. The tiles are nominally added to your capital city. The downside is that the AI likes to spam these units, not to get resources, just to build lots of forts in inconvenient places.
 
You can't see any information about how much influence the second-place Civ has on the City-States screen. So every time I get some new envoys, I have to click around each City-State I control to check whether I have 8 and the next guy has 7 (so I want to shore it up a little) or I have 8 and the next guy has 2 (so it's pretty safe for the time being.)
 
Agreed 100%, especially with the fact that you can't ask the same of the AI even if they have a huge army standing right at (or even in!) your borders that you know is coming for you soon. You should at least be able to get some grievances out of it if they choose to ignore your request.

When I see this and do not want to have a few tiles pillaged, I do some kind of an exploit: bankrupt them. I exchange some of my Diplomatic Favor to all his Gold and Gold per turn. The next couple of turns, the AI disbands 90% of its army.

One niggling think for me are the link between specialty district and international / domestic trade route:
  • The Government Plaza has an international trade yield at +2 Gold, while the Commercial Hub and the Harbor are at +3 Gold.
  • Aerodrome and Preserve have no trade yields linked to internationnal or domestic trade routes, while being specialty district. The Entertainment Complex and the Water Park have a Food one. They could be a Production / Production (Aerodrome) and a Faith / Food (Preserve) for internationnal / domestic trade route.
I want to have to have a super city with Magnus and all districts with both Government Plaza and the Diplomatic Quarter for a domestic Trade route of 10 Food, 10 Production and 11 Gold with Raja Todar Mal and Ecommerce!
 
#1 for me: When I see that a city state quest involves "Earn the boost for Military Tactics", don't make me go back to the Tech Tree to find out I need to kill a unit with a spearman. I haven't memorized all of those. Just tell me that in the city state screen.

-Loyalty pressure should account for terrain.

Yes. My city is on the same river in the same valley just seven tiles away from a neighbor? Sure, loyalty should be an issue. If the two cities are separated by a seven tile-wide inland sea or massive mountain range? Not so much.

There is a mod that allows this - it's called "Strategic Forts". After Early Empire you have access to a unit called the Expansionist. This can build a fort on any unowned tile, and it culture-bombs the adjacent unowned tiles, allowing you to mine an isolated uranium in the frozen wastes without needing to settle there. The tiles are nominally added to your capital city. The downside is that the AI likes to spam these units, not to get resources, just to build lots of forts in inconvenient places.

Really interesting idea.
 
-Loyalty pressure should account for terrain.

This would be nice. Doesn't make sense how citizens on opposite sides of an uncrossable mountain range can have influence on each other.

#1 for me: When I see that a city state quest involves "Earn the boost for Military Tactics", don't make me go back to the Tech Tree to find out I need to kill a unit with a spearman. I haven't memorized all of those. Just tell me that in the city state screen.

Agreed on this. But also on the topic, the quests are kind of immersion-breaking anyway. It would be better if the quests were in line with the city state type (e.g. militaristic city states are impressed by great generals, military units, military conquests, etc, while economic city states are impressed by economic techs and policies, building commercial hubs, etc).
 
Agreed on this. But also on the topic, the quests are kind of immersion-breaking anyway. It would be better if the quests were in line with the city state type (e.g. militaristic city states are impressed by great generals, military units, military conquests, etc, while economic city states are impressed by economic techs and policies, building commercial hubs, etc).

This is definitely a weird thing with the quests. If I'm going for a religious or culture victory I'm probably not going to be recruiting Great Generals so why do religious and culture CSs have those for quests. My "favorite" is when a CS asks for the Inspiration for Reformed Church but I haven't founded a religion unless I get really lucky with a tribal village that's a wasted quest.
 
There is a mod that allows this - it's called "Strategic Forts". After Early Empire you have access to a unit called the Expansionist. This can build a fort on any unowned tile, and it culture-bombs the adjacent unowned tiles, allowing you to mine an isolated uranium in the frozen wastes without needing to settle there. The tiles are nominally added to your capital city. The downside is that the AI likes to spam these units, not to get resources, just to build lots of forts in inconvenient places.

Sadly the mod had to restrict this to human players only because the AI spammed the forts to an absurd degree

So it’s kinda broken in favor of human players, which is the last thing this game needs
 
Sadly the mod had to restrict this to human players only because the AI spammed the forts to an absurd degree

So it’s kinda broken in favor of human players, which is the last thing this game needs

Maybe a rebalanced Rome could have their Great Generals do this instead of retire (like how Great Merchants can form a Corporation in monopolies mode). I feel like having Legions do it would be too OP.
 
Agreed on this. But also on the topic, the quests are kind of immersion-breaking anyway. It would be better if the quests were in line with the city state type (e.g. militaristic city states are impressed by great generals, military units, military conquests, etc, while economic city states are impressed by economic techs and policies, building commercial hubs, etc).

Agree. Also, as others have mentioned elsewhere, there should be an opportunity to spend some sort of currency (gold, diplomatic favor, something) to clear a CS quest until the next era. It's wildly frustrating to have a quest to recruit a Great Scientist if you're not planning on pushing science and have Korea and Scotland in your game.
 
The AI always voting to ban amenities that the player has. I have never seen an amenity banned I did not have access to and have NEVER seen the B option taken. I don't even know why it is offered.

It saddens me how god-awful diplomacy was implemented in this game. Despite having ample opportunity to fix it, the devs just gave up on it too. I like to think they are capable of better programming but it's hard to have a lot of faith in them when they keep producing garbage AI.
 
Back
Top Bottom