Things in this game that annoy you to no end

Putting workers on "build trade network" makes them DESTROY the trade network, as they will build forts OVER additional resources you have outside cities' fat cross. "Nah, watta greedy bastard our leader, one oil is more than enough".
Forts still give you access to the resource. It can actually be beneficial. They'll build forts over resouces you can't work yet, like oil, so when you discover the appropriate tech, you'll immediately have access to it.
 
Are you sure you still have acess? I've seen my workers making forts over oil - and silver mines - AFTER I had the proper techs.
 
Apostolic Palace asking for the same resolution twice within 10 turns (awesome if you voted "never" the first time....)

AIs asking you to join their war while you are at war already

AIs asking you the same . .. .. .. . twice within 10-20 turns, with the negative modifiers stacking

The fact that you can bribe an AI into starting multiple wars on the same turn while they have peace, yet it is impossible to bribe them into a 2nd war when they have one (depending on powerratings this could work).

Barbarian uprise event on turn 25 (just broken....)

Multiple AIs become voluntary Vassals of one other AI until the end of days (In my current game 13 of the remaining 17 civs are vassals of the other 4, and 7 of them are Vassals of the same guy)

To be continued......
 
Are you sure you still have acess? I've seen my workers making forts over oil - and silver mines - AFTER I had the proper techs.

Yes i'm sure. They'll never do it if it's within a city's bfc, but they'll do it if it isn't. I can't think of any reason for it, unless it takes more espionage to destroy, which i doubt. It's just one of those things the AI does.
 
In my next game I'll likely turn off technology trading completely, even though I feel that it would eliminate an essential part of the game in doing so.

Try turning off Tech Brokering, leave Tech Trading on--assuming BtS. No Brokering means nobody [incl you] can trade a tech they didn't research themselves.

Re Forts: they provide a defense bonus, so they're better than a mine or well if you want to guard v pillaging.
 
1. When the event that destroys buildings destroys your only monastery for a certain religion after you have discovered SM. This is broken, me thinks.

2. As several other people have mentioned, there is no way to protect against enemy spies.

3. The enemies mounted troops withdraw way more often than yours, even with the same promotions. Which of course might be wrong due to selective memory, but annoys me anyway.

Cheers,

Snow
 
Auotmate workers to build RR from point-to-point, so I swear they go out of their to build on a desert or some other useless tile outside of any BFC and totally miss the Gold mine just because it is quicker. (Waypoints please)

If you keep holding down shift as you click your waypoints (for example the gold mine, then city nr.2), the workers will build a road first to the goldmine, then from there to the city. Just like you can hold down shift to tell the workers to first build a farm, then a road on the same tile.
 
Ah. Well, I have good news for you there, too. As of BtS, forts provide resources just like regular improvements. So if the resource is outside of your BFC, your workers assume you don't need the extra commerce, hammers, or food, and so they give you a defensive bulwark as well as an additional airbase while still providing you with the resource itself.

This can also be handy with resources that you can see before you can actually use them. For example, the time spent between Scientific Method and Combustion should be spent building forts on your Oil resources so that you can start making use of them from the same turn you discover Combustion.

Edit: Ah, HerrDoktor's post was at the bottom of the page, not the bottom of the thread. That'll teach me to post before being properly caffeinated. :coffee:
 
1.some events like when u have no choice exept to lose mine/forge whatever
2.there is no option to place END AGE LIMIT in custom games/scenarions something like start aga ancient end age medieval...:)
 
The F1 adviser screen. At least make the ordering stay when you zoom in to a city. It is probably the main reason I don't use the screen. Especially if you have more cities then what fit in the window and have to scroll up and down and reorder...just annoying.
 
Where do I start? Barbs, idiot AI (sending a stack of 5 catapults at me with no other units, refusal to go to peace even when being owned by me and Shaka), global warming....
 
1. When the event that destroys buildings destroys your only monastery for a certain religion after you have discovered SM. This is broken, me thinks...

If you have a monastery, it does always seem to get destroyed. :mad:
 
Building Apostolic Palace or United Nations just to avoid AIs to get them and NEVER, EVER being elected.
 
"Friendly" allies showing up on the edge of my rear city defended by two units when my SoD is on the other side of my territory preparing for a war with someone else, and declaring war on ME! :mad:

Significant jumps in difficulty between just one level of difficulty. IMO
 
AI gifting each other tech for free. There are several key eras when they basically give each other huge numbers of free tech on the higher difficulty level to keep the challenge going for the human player. You look at your diplomacy screen one minute, and an AI has 0 - 2 techs to trade, and then a few turns later they and all the other AI suddenly have a lead of 8 techs. It always happens in the same era in a game, so there is obviously something within the game engine that triggers this event.

Occasionally the flooding / tornado / monsoon special event goes hyper, and it happens repeatedly on the same square, almost faster than your workers can repair the damage.

AI spamming corporate execs. AI locating cities in bad locations. etc.

Regards - Mr P
 
I can gift my city's entire food stores to a neighboring civ who's had a bad harvest, but I can't send food between my own cities.
 
Ooh. Now that's an interesting idea. How about a Caravan unit? It's built with both food and hammers, like a Settler or Worker, and when you pop it in a city the food that went into its construction is added to that city's stores. That might be a fun mechanic for getting marginal cities online more quickly, and it'd give you a new option for those megafood capitals you capture from the AI.
 
Right now, my biggest gripe is probably the Apostolic Palace. The 5 unhappy faces per defied resolution are ridiculous. It would be much better if instead, you got maybe 1 or 2 unhappy faces, and a diplomatic penalty with everyone who has the AP's religion as their state religion.

As it stands right now, I had my economy totally crashed because of denying an AP resolution to give a city back that I conquered fair and square, and was a stragic choke point. While I was running Free Religion, which should insulate you somewhat from the effects of the AP. Sure a portion of your citizens might get upset, but not to the extent that they choose to starve themselves by not working!
 
I like having events in the game, but I have lost the Collusus a few times because my forge caught on fire when there was only three turns left until the wonder popped ... It's always that vital forge that burns, not a forge in another city ..

I don't trust automated workers (they may make a farm on the town). So in the later game I always have workers standing around at the end of the turn. I take them and make them go for a walk for 2 or 3 turns and when they are done, I'll send them back to where they came from. I suppose I could delete them, but you never know when you have to rebuild a tile and they are needed to reduce the quantity of the workshops in conquered land.
 
Ooh. Now that's an interesting idea. How about a Caravan unit? It's built with both food and hammers, like a Settler or Worker, and when you pop it in a city the food that went into its construction is added to that city's stores. That might be a fun mechanic for getting marginal cities online more quickly, and it'd give you a new option for those megafood capitals you capture from the AI.

I love that idea! That would be such a huge help to those island cities with little production.

Speaking of: My island city that took 1,000+ years to get to size 6 and build three buildings gets surprised attacked and I lose it for only one turn before capturing it back. Now it's a size 1 with no buildings?!?!?! Why would the invaders burn the lighthouse? :mad:
 
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