Things that still irk me

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.


All of the storms except tornados grant yield bonuses to tiles. Just wanted to clarify this because your post suggests that none of them do.

As for myself, I welcome the return of all natural disasters, even if they were only harmful. They make the map feel alive and more engaging.
 
Another irritating thing: what really gets era score?

Built the first nuke? Nothin'. Dug an old coin out of the dirt? The crowd goes wild!

I'm finding it damned unintuitive. Does any Civ guru here know where to find a comprehensive list of things that get era score? I've done a couple casual searches but only find partial lists of mostly the obvious things.
 
All of the storms except tornados grant yield bonuses to tiles. Just wanted to clarify this because your post suggests that none of them do.
Forgot about that. My bad :crazyeye:
 
None in game that I know of off the top of my head, but I did a search on the Civ wiki and they seem to have what you're looking for.

I think that had been my first hit some time ago, but couldn't find an answer there to some of my questions and so discounted it out of hand. So, I shall return to it and give it a closer look. Thanks! :)

EDIT: That google document is what I missed. Can't resize the "description" column, but I think I can work with it.

So here is what I wish: that it says right in the tech or civics tree what gets era score. Like, just put it in there, in the same way the civics tree tells you what wins you envoys or governor titles. Same exact idea.
 
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Another irritant: WORD SALAD.

Firaxis needs to hire an English major to clean up its dirty language.

I'll give just one example: the description of the great engineer Shah Jahān's ability. I got this guy for the first time last night, and spent several minutes trying to riddle out what his superpower was. In the end I guessed the description was trying to say something like "He wipes out your treasury, but gives you 1 production per 2 gold toward wonders."

 
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I'd like there to be a few more mitigation options for natural disasters. Maybe something to help shield district clusters that could be wiped out with a single storm, similar to the way spies protect against espionage. For builder civs disasters can be very annoying.
 
In the end I guessed the description was trying to say something like "He wipes out your treasury, but gives you 1 production per 2 gold toward wonders."
in case you're still wondering, its exactly that except if a wonder needs less production than 1/2 your treasury only the necessary gold will be used. so with a treasury of 300, using him on a wonder that needs 100 production will only take 200 gold
i agree, could absolutely be made more clear
 
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.

I swear one of the UI mods does this but I cannot recall which.

If you use the mod Customization VI one of the
many options is either tweaking when World Congress starts or removing it entirely

All of the storms except tornados grant yield bonuses to tiles. Just wanted to clarify this because your post suggests that none of them do.

As for myself, I welcome the return of all natural disasters, even if they were only harmful. They make the map feel alive and more engaging.

I enjoy the concept a lot but the implementation needs a fair amount of work.

I’d keep floods and volcanoes and delete the rest
 
in case you're still wondering, its exactly that except if a wonder needs less production than 1/2 your treasury only the necessary gold will be used. so with a treasury of 300, using him on a wonder that needs 100 production will only take 200 gold
i agree, could absolutely be made more clear

Okay, maybe "Gives 1 production per 2 gold toward construction of a wonder, up to the current gold in the treasury or completion of the wonder."
 
Okay, maybe "Gives 1 production per 2 gold toward construction of a wonder, up to the current gold in the treasury or completion of the wonder."

I guess this is still wrong. In my current game Shah Jahān had two charges (I built the Mausoleum of Halycarnassus), and I used the second charge to build the Biosphere wonder tonight. It knocked the turns to make the wonder from 16 to 1 (about 80 production remaining to be done). But I still had 900 gold left in my treasury after spending the 2nd charge. Just 160 gold out of that 900 should have finished it, but it didn't get finished. So that word salad description of this engineer's ability still harbors secrets left to be unearthed by the next generation of enterprising cryptologists.

It's about as mysterious and convoluted as trying to figure out if Carl Sagan's 3000 production toward space projects can carry over to a 2nd project, since no space project costs nearly that much. (In my experience the answer seems to be no.)
 
I don't like how it's the same combat format throughout the game. That an infantry unit with a gun is apparently the same as a swordsman, as you said. That a tank with ranged capabilities is a melee horseman. Combat should change after gunpowder, together with some changes to how you stack and maybe interact with your units on the battlefield as well. This could be a thing for the diplomat side of things as well, make it more complex as time goes by since combat and war will in most cases be calm in the modern eras. The game is so... less exciting mid to late game.
 
I don't like how it's the same combat format throughout the game. That an infantry unit with a gun is apparently the same as a swordsman, as you said. That a tank with ranged capabilities is a melee horseman. Combat should change after gunpowder, together with some changes to how you stack and maybe interact with your units on the battlefield as well. This could be a thing for the diplomat side of things as well, make it more complex as time goes by since combat and war will in most cases be calm in the modern eras. The game is so... less exciting mid to late game.

A crossbowman doesn't operate the same way as a tank, though. The former has no shielding, so must attack from afar. Tanks, while having a ranged capability, are built to charge into the thick of enemy fire. So it's logical that a crossbow can upgrade to a field cannon (no shielding), and then to a machine gun unit (no shielding). You want something "different" later in the game, consider fighters, bombers, and special ops units.

Practically all "modern" units are ranged.
 
A crossbowman doesn't operate the same way as a tank, though. The former has no shielding, so must attack from afar.
Crossbowmen were, in fact, usually shielded (but not very mobile).
 
A crossbowman doesn't operate the same way as a tank, though. The former has no shielding, so must attack from afar. Tanks, while having a ranged capability, are built to charge into the thick of enemy fire. So it's logical that a crossbow can upgrade to a field cannon (no shielding), and then to a machine gun unit (no shielding). You want something "different" later in the game, consider fighters, bombers, and special ops units.

Practically all "modern" units are ranged.

Well I mean making them ranged is a start. I think there should be more roles that you unlock later in the game, or ranks to the current ones. Where each rank unlock more interactions maybe or something.
 
Well I mean making them ranged is a start. I think there should be more roles that you unlock later in the game, or ranks to the current ones. Where each rank unlock more interactions maybe or something.

I think the giant death robot is supposed to be both melee and ranged. I think. Though I've never been able to get a GDR to take a city for some reason. It just shoots at them. Maybe it needs a particular promotion, but what do I know?
 
Crossbowmen were, in fact, usually shielded (but not very mobile).

Yes, well, there is shielding, and then there is SHIELDING.

I don't know. A military unit can defend itself and kill enemies in only so many ways! But there are flanking bonuses, so units can indeed interact with one another to a degree. Still, Civ 6 ain't no World of Warcraft!
 
Yes, well, there is shielding, and then there is SHIELDING.

I don't know. A military unit can defend itself and kill enemies in only so many ways! But there are flanking bonuses, so units can indeed interact with one another to a degree. Still, Civ 6 ain't no World of Warcraft!
Oh, I wasn't making any kind of argument for gameplay changes. Just saying, crossbowman did usually have shields. :p They definitely did not perform the combat role of a tank, though, and I'd say Civ6 is right on that knights did.
 
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