The niggling things

Is there a way to figure out how fast a city can get a new hex? I know it shows how many turns, but how is that number determined?
Border growth is based off your Culture output. Afaik, there are 3 parameters that govern this:
CULTURE_COST_FIRST_PLOT
CULTURE_COST_LATER_PLOT_EXPONENT
CULTURE_COST_LATER_PLOT_MULTIPLIER
I don't believe anyone's actually delved into the formula, but I do know that a higher value in the second parameter and a lower value in the third increases the border expansion rate after the first ring.
 
Border growth is based off your Culture output. Afaik, there are 3 parameters that govern this:
CULTURE_COST_FIRST_PLOT
CULTURE_COST_LATER_PLOT_EXPONENT
CULTURE_COST_LATER_PLOT_MULTIPLIER
I don't believe anyone's actually delved into the formula, but I do know that a higher value in the second parameter and a lower value in the third increases the border expansion rate after the first ring.
I remember there was some discussion of the formulas involved back in Civ5, see here: https://civilization.fandom.com/wiki/Mathematics_of_Civilization_V
See also this thread regarding Civ6, I don't know how up-to-date the info is: https://forums.civfanatics.com/threads/border-growth.609952/
 
speaking of things the UI indicates are going to occur, but then don't...the whole "next hex to be acquired by cultural expansion" preview highlighting...yeah that isn't reliable either.

that should SO be in control of the player !!! It would be SO easy in my mind to find a way to allow the player to chose the next tile... anyways...
 
yeah, I am fine with not controlling the cultural expansion.

Having a meaningful tradeoff - do I buy the tile now, or wait X turns to happen naturally - is good game design.

But if you don't know which tile will be grabbed, then there's no meaningful tradeoff to consider. You just buy it because who knows how long it will take. Bad bad bad.
 
The ancient era narration always bugs me. "Man's first upright steps" (~4M years ago) comes before "the great beasts of the Stone Age" (~3M years ago, at the absolute earliest, but it's more likely referring to a much later period). You wouldn't even need to get Sean Bean to revoice it (although he seems to be voicing new intros for each new civ), you can just reverse the lines.
 
Border growth is based off your Culture output. Afaik, there are 3 parameters that govern this:
If you purchase a hex that already has had some progress towards expansion does the culture you already put into that hex get applied to the next hex?

Since we can't pick which hex the game will go for it would be nice to be able to at least assign a priority focus, like a way to favor expansion to include luxuries or food or promotion. It seems far too often that the hex that has been chosen is not the hex I want the most.
 
The ancient era narration always bugs me. "Man's first upright steps" (~4M years ago) comes before "the great beasts of the Stone Age" (~3M years ago, at the absolute earliest, but it's more likely referring to a much later period). You wouldn't even need to get Sean Bean to revoice it (although he seems to be voicing new intros for each new civ), you can just reverse the lines.

Me too. Whoever wrote it seems not to have known what the Stone Age actually was. Since it is defined by the use of stone tools, obviously Man's first upright steps must have preceded the Stone Age, but I think the writer was not thinking of wooly mammoths as "great beasts". But there are other idiocies in those narrations as well, like the reference to "the barrel of muskets" - do you keep muskets in a barrel? It's one reason why I have speech disabled.

Edit: Here's another thing - supposing you want to build something that requires a certain type of tile which you don't actually have right now, but there is one you could buy. Sometimes the game prompts you with that tile and you can buy it. Other times it says there's no suitable place to put what you want to build. But if you then come out of the build menu, buy the tile, and then go back to building, the game accepts the new location quite happily. Why?
 
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Edit: Here's another thing - supposing you want to build something that requires a certain type of tile which you don't actually have right now, but there is one you could buy. Sometimes the game prompts you with that tile and you can buy it. Other times it says there's no suitable place to put what you want to build. But if you then come out of the build menu, buy the tile, and then go back to building, the game accepts the new location quite happily. Why?
I had multiple instances of that yesterday. I don't know if this is the distinction, but it seemed fine when placing most districts, but the problem was with Water Parks. It just wouldn't prompt me to possibly buy a lake tile, I had to recognise it as a possible location, then buy it manually, and then get the district as you said.

There are several nonsensical things like that, though. If you have a unit, sometimes you can use the "skip turn" button, other times you can't...for no seeming reason.
 
There are some small things if we have to keep it in the "niggle section". Some already mentioned.

  • AI Path finding change when an obstacle occurs on set route. Worst example is when trying to get pass one tile, where a CS unit keeps going back and forth to the same tile. Every time the CS unit moves away from the tile blocking the shortest route it will try to move through that tile but next turn the CS unit moves back and the path finding will choose another route resulting in an endless loop. Why can't they just cancel the route if the original route got obstructed?

  • Damaged improvements should be much more clear when a worker is on the same tile. I can't count how many times I've moved away from a tile with a worker that I wanted to repair.

  • Something about the policy cards are not working for me. I like the system but I hate I forget to switch cards 75% of the times. I guess I'm a stoner or sometimes rush some of the gameplay too much but there has to be a better way to do this. This is especially true in MP.

  • Removed/idle governors should be more noticable.

  • The notification icons are too overwhelming sometimes. There must be a better way to filter through the important stuff

  • No map development overview in the victory/defeat menu

  • General missing report information. From city/trade information to "what the hell did I just receive in this tribal village?" (later more related to MP)

I know there are mods for a few things but still.. I hate having to download UI mods.
 
Not knowing how a policy card change will affect your yields before you pick it is ridiculous. This tells me that there is zero playtesting.

Me too. Whoever wrote it seems not to have known what the Stone Age actually was. Since it is defined by the use of stone tools, obviously Man's first upright steps must have preceded the Stone Age, but I think the writer was not thinking of wooly mammoths as "great beasts". But there are other idiocies in those narrations as well, like the reference to "the barrel of muskets" - do you keep muskets in a barrel? It's one reason why I have speech disabled.

Edit: Here's another thing - supposing you want to build something that requires a certain type of tile which you don't actually have right now, but there is one you could buy. Sometimes the game prompts you with that tile and you can buy it. Other times it says there's no suitable place to put what you want to build. But if you then come out of the build menu, buy the tile, and then go back to building, the game accepts the new location quite happily. Why?

Harbour districts don’t do this

This is 110% lack of playtesting
 
Not knowing how a policy card change will affect your yields before you pick it is ridiculous. This tells me that there is zero playtesting.



Harbour districts don’t do this

This is 110% lack of playtesting

Thats my fundamental flaw in the policy cards. Everything is wishful thinking that the newer card would be a better one. Give me civ5 style ones anytime. No one wants to change cards all the time either. I find myself using a chosen few because I know they’ll end well for me.

I don’t care for a particular victory and I feel like cards are forcing me to choose one. Doesn’t civ think that people play just to play and not gun for a victory?
 
General missing report information. From city/trade information to "what the hell did I just receive in this tribal village?" (later more related to MP)

There's a bunch of stuff in this category:
  • What did I get from the tribal village? (mentioned above)
  • Which tiles were improved by a disaster and how much?
  • Which improvements were pillaged by a disaster, and worse:
  • Which improvements were removed by a disaster? I very often don't remember which improvements I had placed down or not and now have to re-analyze the map to make a decision I already made.
  • Which civs attacked each other and where? It would be great to have a "show enemy movements" option. IIRC, this option existed in an earlier civ.
  • What finished building last turn? Once you choose the new production, you can't review what was already built.

This sort of stuff serves to break immersion. I want to know what's happening in the world!
 
  • Which civs attacked each other and where? It would be great to have a "show enemy movements" option. IIRC, this option existed in an earlier civ.
Sort of in the same line, but often irritates me: Suddenly the leader screen of a new leader you've met shows up for the first time, but I can't find out how I met him - did he come by boat (where?) or by land (again, where?)?
 
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Five turns for a Gov to establish.
Forced sea trade routes...when you really really really need those roads.
 
There's a bunch of stuff in this category:
  • What did I get from the tribal village? (mentioned above)
  • Which tiles were improved by a disaster and how much?
  • Which improvements were pillaged by a disaster, and worse:
  • Which improvements were removed by a disaster? I very often don't remember which improvements I had placed down or not and now have to re-analyze the map to make a decision I already made.
  • Which civs attacked each other and where? It would be great to have a "show enemy movements" option. IIRC, this option existed in an earlier civ.
  • What finished building last turn? Once you choose the new production, you can't review what was already built.

This sort of stuff serves to break immersion. I want to know what's happening in the world!

Hate to beat a dead horse here but these are things that were handled very well by previous Civ games. You could easily see this info in real time and then look back at event history if you needed to.
 
Not knowing how a policy card change will affect your yields before you pick it is ridiculous.

Just in case you don't know about this one, I strongly recommend ALTERNATE POLICY SCREEN mod... this lets you see all the cards in many options of viewing, but most important is that it allows you to see what yields you can expect from choosing each card.

I think this mod depends on BETTER REPORT SCREEN, which also offer a report to see those yields, without the many views for slotting.

Both are in the very few 'must have to play' on my computer ! I know it's not the same as having this inherent to the game's UI, but thought I'd offer the info
 
Just in case you don't know about this one, I strongly recommend ALTERNATE POLICY SCREEN mod... this lets you see all the cards in many options of viewing, but most important is that it allows you to see what yields you can expect from choosing each card.

I think this mod depends on BETTER REPORT SCREEN, which also offer a report to see those yields, without the many views for slotting.

Both are in the very few 'must have to play' on my computer ! I know it's not the same as having this inherent to the game's UI, but thought I'd offer the info

That’s cool! I love these mods but also love getting achievements lol.
 
Thats my fundamental flaw in the policy cards. Everything is wishful thinking that the newer card would be a better one. Give me civ5 style ones anytime. No one wants to change cards all the time either. I find myself using a chosen few because I know they’ll end well for me.

I don’t care for a particular victory and I feel like cards are forcing me to choose one. Doesn’t civ think that people play just to play and not gun for a victory?

Go into advanced settings or whatever when creating a new game and turn off everything except score

Now you can just play the game

Just in case you don't know about this one, I strongly recommend ALTERNATE POLICY SCREEN mod... this lets you see all the cards in many options of viewing, but most important is that it allows you to see what yields you can expect from choosing each card.

I think this mod depends on BETTER REPORT SCREEN, which also offer a report to see those yields, without the many views for slotting.

Both are in the very few 'must have to play' on my computer ! I know it's not the same as having this inherent to the game's UI, but thought I'd offer the info

I’m on xbox *sadface*
 
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