Things that still irk me

Another irksome thing: huge, high-stakes decisions that happen with a single click of a button, without hope of recall.

So you want to place a district on a marsh? Well that's fine: in the game you're asked if you really want to do this, and I don't mind giving confirmation.

Didn't mean to levy a city-state's military? Oh, you were aiming for one of the other buttons crowding that one with nary a single pixel of spacing, and clicked "Levy Military" by mistake? Too bad: there is no "ARE YOU SURE???" prompt, and now you've lost a ton of gold and have an overpriced army of museum pieces to contend with for 30 turns. Or go ahead and spend a load of time quitting and reentering the game before the turn is autosaved.
How the hell is there no undo function
 
Tornadoes. And the general lack of damage reports of multi turn, moving natural disasters.
 
Tornadoes. And the general lack of damage reports of multi turn, moving natural disasters.
Tornadoes are just the worst. At Civ's scale, they should be less than a tile and much less than a turn. Speaking of natural disasters, it annoys me that unless your screen is at the right place at the right time and no other reports come up, there is no record of which tiles have been fertilized or how.
 
Volcanic soil and adjacent volcanic tiles because if you're new and you don't know, you usually waste a worker or two on them except for a resource but I would rather leave these tiles alone. There are many things you can do with them, but you can't control the volcanic eruption destroying your tiles adjacent to the volcano. I would never place a district next to a volcano, but I would always put a wonder next to them if possible and let the soil just be volcanic without any improvement.
 
Volcanic soil and adjacent volcanic tiles because if you're new and you don't know, you usually waste a worker or two on them except for a resource but I would rather leave these tiles alone. There are many things you can do with them, but you can't control the volcanic eruption destroying your tiles adjacent to the volcano. I would never place a district next to a volcano, but I would always put a wonder next to them if possible and let the soil just be volcanic without any improvement.
Improving volcanic soil isn't really a waste. The yields can be extraordinary, and you just repair/replace them the next time the volcano erupts--or plug in Liang with the anti-disaster promotion.
 
It’s a feedback loop. Either you get a Dark Age, and unless it’s a planned slingshot to a Heroic Age it puts you down and you struggle

Or the benefits from a Golden Age let you chain them
Firaxis were very careful to avoid this feedback loop that's why you don't get era score from your dedications in a golden age.
 
Because it would be an awful idea in a turn based game?
Why would it be terrible in a TBS? RTS, sure. There is no real reason why it couldn't be implemented in a TBS. If you're worried about movement being cheesed, then just do what Civ6 already half does - resolve movement at the end of the turn, rather than as you send the the instruction. It would also help with those strange "send unit in a random direction for no reason" glitches that messes up my turn, and the illogical pathing becomes easier to at least account for.

And while we're at it, being able to demolish things would be a helpful feature.
 
Improving volcanic soil isn't really a waste. The yields can be extraordinary, and you just repair/replace them the next time the volcano erupts--or plug in Liang with the anti-disaster promotion.
Ooh that's right, Liang.. she does have that promotion in that scenario she can be really useful, thanks.. 😀
 
One thing that still irks me is the era score. It hurts so bad on "holding back" from doing things because I'm trying to avoid running up era score too much which will make it harder to get golden age next era. And those last 10 turns seem to just crawl by. I find myself hitting next turn on units to avoid doing things that would trigger era score. And all too often I forget necessitating a reload from an auto save. Like my current game I accidentally upgraded line infantry to infantry giving me 3 era score, had to reload that one. And having to stop building wonders as well.

That said, I'm still not that efficient at holding back. I certainly didn't hold back building +4 adjacency districts, only if it's within those last 10 turns do I hold back.
I think it could interesting if it were to be based on your civilization’s advancement relative to real world history.
 
In Civ2 and Civ3, we had to (and still have to) do micromanagment to reduce overflow, since beakers/research or city production that was more than was needed was lost. They addressed that in Civ4 and later games, by allowing overflow to carry over into the next tech or item in the city build queue. Indeed, the Civ4 players used that as a point of optimization; they would get several items 1 turn from completion, shuffle the order, to end with a big overflow that could complete multiple units in a single turn. Civ5, BERT, and Civ6 changed the way the city queue works. Instead of paying gold to *finish* what's being built, the player pays gold (or faith) to build something else *entirely*.

Holding back on era score to avoid overflow / wastage feels like the same problem -- maybe with the same solution? Or would the snowball effect be too overpowered?
 
In Civ2 and Civ3, we had to (and still have to) do micromanagment to reduce overflow, since beakers/research or city production that was more than was needed was lost. They addressed that in Civ4 and later games, by allowing overflow to carry over into the next tech or item in the city build queue. Indeed, the Civ4 players used that as a point of optimization; they would get several items 1 turn from completion, shuffle the order, to end with a big overflow that could complete multiple units in a single turn. Civ5, BERT, and Civ6 changed the way the city queue works. Instead of paying gold to *finish* what's being built, the player pays gold (or faith) to build something else *entirely*.

Holding back on era score to avoid overflow / wastage feels like the same problem -- maybe with the same solution? Or would the snowball effect be too overpowered?
if civs could advance era at different times, then excess era score could convert into staying in the golden age longer maybe? or maybe heroic ages could instead be always accessible as thresholds past the golden age threshold, where maybe each handful of era score points past the golden requirement gets you a new dedication. theyd even still be easier to get in dark ages due to lower thresholds. or maybe this system also has issues im just not foreseeing
trying to hold off on completing tasks after i lock down a golden age, or juuust missing a threshold by like 1-2 points is definitely annoying
 
It makes sense chaining golden ages should be harder, and I would be okay with that. But the ocd side of me hates all those wasted points. Would be nicer if there were a variation in golden ages where you could get an even better golden age if you get even more points. By the same token I think chaining golden ages should be more difficult.
 
It irks me that during apocalypse mode, whole cities could be gone in an instant through a comet.
It also irks me that other cities can also be gone in an instant during a similar incident.
Its almost as if there's hidden soothsayer action done by other civilizations.
 
I wish there was a way of seeing how long you have remaining on a diplomatic promise. Stuff like promising not to settle too close, or move troops nearby. This is especially annoying if you're picking up an old save that you started ages ago, and can't recall all the little nuances of that particular session.

I'd also be happy if the entire global congress thing was sealed in concrete and dumped into the Mariana trench.
 
On the note of natural disasters, I quite like floods and volcanoes since they create some interesting risk/reward decision making. One can argue about Liang's damage negation promotion or dams and whether or not they make negating the risk too easy, but that's for another time.

Tornadoes, droughts, blizzards, and hurricanes on the other hand add very little to the game. I mean, if you're playing as Hojo and get incredibly lucky you can maaaaaybe get some use out of a hurricane? They're passive and random with no potential for benefit. The game just decides- "these units are going to die" or "these tiles are going to suck for X amount of turns" and you have to play with it. There's no decision making there. Luck in games (especially ones like Civ where everything should be influenced by the player) is really only permissible in my eyes if it makes people excited for a potential benefit. Then the worst you feel is disappointment.

If the emotions tied to the luck-based event are relief or fear, then I don't think it should be in the game.

Forest fires are meh. They're actually interactive (in the sense that the decision to chop or keep forests impacts them) but in most cases the optimal decision is really obvious.
 
Forest fires are meh. They're actually interactive (in the sense that the decision to chop or keep forests impacts them) but in most cases the optimal decision is really obvious.

On this subject I'll add something. In real life forest fires are combated, especially near cities. In a recent game fires were going on almost constantly for some reason, burning through tile after tile, turn after turn. So maybe builders, at some point in the tech tree, should pick up the ability to use a charge to put out a fire. Military engineers can use charges to speed up building dams to prevent floods, so it's similar logic.
 
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