Things to improve/fix

1. Click "View Reports" on the top-banner.. currently being built items are on the first column for each cities as symbols.

2. From within the bottom-right "Info-Box".. when any Unit is in focus, clicking its name brings up a scroll/list of everything. Re-click to be dispatched where any of them are.

3. Agreed.. a generic Notification(s)-LOGS system ala-Civ5 would be most welcomed. Similarly, automating the "Map-Pins" feature could be VERY helpful too.

4. I hear ya.. between easy & solid logic -- there's a world of UI concerns beyond which Firaxis Devs didn't want to go for unclear reasons at this point.
 
1 - AI really needs to be ''obligated'' to update their units. It's so crazy that for ex they go to war with heavy chariots in modern era.... they have absolutely no way of winning a war, plus is frustrating to me as an adverssary (this is in king difficulty)
This is my number 1 most wanted improvement. I really hope they patch this quickly.
 
A few exploits that need to be patched:

- Bombarding cities and districts with 0 health remaining continues to give XP for ranged units. you can just surround a city state and farm for XP. Civ V removed this and for good reason. It just shouldn't be allowed. Take the city and move on.

- Lump-sum-of-gold for GPT exploit. Trade all of your GPT to the enemy for a lump sum of gold right before you declare war on him. Free money. Trading lump sums should be reserved for people with a declaration of friendship. That way, at least if you use this exploit you'll have a harsh backstabber penalty.
 
Most missed feature, putting units on alert - sleep until enermy seen.

Stangethings happening when linking Generals and Admirals to units, they sometimes get left out in the open if an attack doesn't kill the target, you have to use "Skip turn"/Fortify on all of units.

Rebasing air units have a very small range for the larger maps making it difficult to move them around (maybe you can ait lift them - didn't try as only have a single airfield).
 
Really my only major complaint thus far is the auto-cycle of units. I've wasted so many turns now because of what probably seemed to be a good quality of life feature gone bad. Please give us the option to disable it.
Try this:

"Can you turn off unit auto cycle?
Sure can! Go to Documents/My Games/Sid Meyer's Civilization VI, open the UserOptions.txt and find the line that says ;Does the selection auto cycle to the next available unit? (0 = no, 1 = yes) AutoUnitCycle 1 and change the 1 to a 0. (Not sure who to credit here since it's been mentioned so many times already.)"

From:
https://www.reddit.com/r/civ/comments/58tbvd/list_of_answers_to_bugs_and_ui_issues_answers_to/
 
Didnt read everyones post but the main things I want a fix/improvement for quickly:

-TWO GORGOS! Why is it whenever I play Gorgo of Sparta there is a second one somewhere on the map? It doesnt do this with anyone else!

-War declarations from unknown civs. Not only is it infuriating to be declared war on by someone you have yet to meet (how!?) its made worse since you get a cutscene of your own leader declaring war on you. Damnit Montuzuma why am I declaring war on my self!

-Eureka bonus-type scientists rather than scientists with genuinely interesting bonuses. Gotta say most will probably disagree with me but this does annoy me quite a bit. The early era scientists all have some pretty okay bonuses like the guy who gives science adjacency bonuses to Holy Sites, but then later all you get are Eurekas and Inspirations.
 
- spam of useless messages/updates needs to be reduced and or displayed in a less prominent manner. In later games, those messages will fill up my entire screen sometimes.

- declaring war on oneself, getting updates on my own activities (as Greece, sending a delegation to Germany will result in "we've heard rumors that Germany received a delegation from Greece") and getting info on Civs that are still unknown to me ("Germany has denounced the evil deeds of Brazil", when I haven't even met Brazil), etc.

- Trade-behavior of the AI doesn't make a lick of sense. Check the "braindead AI"-thread for more detail.
 
My one real complaint is the brown on brown color scheme for the parts of the map that you have explored but can't see. It's way to hard to read.

Agreed. And even more so, explored water tiles are the same beige shade so almost indistiguishable from unexplored, making it impossible to look at the map and grasp the overall 'lay of the the land'. They should be, um... some shade of blue?
 
I am enjoying the game so far, quite a bit; however there are some MAJOR shortcomings in the available information.

4. There is way too little information on how culture works, it is really hard to find out about the adjacent area effects,
the spy system is completely opaque to the user, there is no easy to see what religion is where, and the diplomacy
effects seem to have very little to do with the explanations given as characteristics for each leader. Most of the Civopedia
seems to say things like ' this makes that better ' without providing the numbers, and frequently it says 'this can be improved'
by some mysterious and unknown (unit, build, event, discovery, who knows?).

I expect some bugs and other issues, but these just show a complete lack of thought, especially since you had
FIVE OTHER VERSIONS TO WORK FROM!

Alondin Octagorn, who hopes the Beta will work better than this Alpha you released.

Unfortunately my overall initial impression is similar: while there is a lot of very fun and creative new stuff in this release, the carelessness of the implementation makes it feel more like a beta version than a ready-for-purchase product.

Most frustratingly, while there is an intriguing variety of bonuses available from civ traits, religious beliefs, policies, city-states, etc., the interface offers almost no information about how and if these are taking effect. If my Egyptians are getting a 15% bonus for district construction on a river, that should be indicated in some way; I shouldn't have to deduce its effect from the discrepancy between my city production and the turns-to-build indicator. Please go back and look at Civ V, where you can scroll over almost any yield amount in the city window or main menu bar and get a clear breakdown of the base value and what bonuses and/or penalites are in effect to generate that total.

Similarly the map itself fails to provide basic information like the number of religious citizens in a city, etc. In a word - MOUSEOVERS! It's hard to understand why the interface would take such a big step backwards in clarity of information.
 
-Add unit alert/sentry
-Add border growth when/where
-Remove ability of citizens to work tiles with enemy units on top
-Sleeping units should not "black out" like units who're out of actions
-Tool tip on production screen comes up with 0 second delay and obstructs the build options
-Too much time between heavy/light cavalry upgrades, considering horsemen don't upgrade to knights etc
-You need to get a notification when a barbarian scout appears on your border somewhere
-Barbarian encampments produce units too fast, like one unit every 1 or 2 turns, that's way faster than my cities
-The trade system is boring, considering all traders can have unlimited range due to trade posts, and all traders can go to the same destination city, so they all end up going to the one city with best yields. Trade yields per turn must be reduced with the time it takes for the trader to move between the cities (this also makes naval routes better, and indirectly makes navies more important). You should also get some yield penalty for making multiple routes to the same city.
-The AI needs some " the enemy of my enemy is my friend" kind of thinking. They also need to quit whining about my units being on their borders cities all the time, considering this is usually their own fault.
-Add option for notification of city population/border growth
-The combination of slow border growth and high tile purchase cost leads to border holes in the middle of your territory, looks silly
-When resuming a game, the camera always start in the middle of nowhere, for no good reason
-The warning icon for low housing/amenities on the city name gives a warning when the city is content, but doesn't give a warning when a city has -50% growth from housing
-When hovering over a tile it says "worked by 1 citizen" if someone work it. Should be enhanced to "worked by 1 citizen (city name)"
-Add a notification log
-Make it possible to check what tiles are being worked without having to click into the citizen micromanagement screen
-Add notification on barbarian encampent spawn on charted lands
-Make it easier to separate hills from flat terrain (see pic attached, hill with sheep)
-Make it possible to stack units with units from other civs. If 2 military units from different civs are in the same tile at the beginning of a war, simply have them fight each other repeatedly until one is dead

some more:

-no yields from removing stuff like woods and other terrain features
-cities with encampments can build any unit. having a strategic resource allows all cities to build related units. having one or more such resources also give a discount on build time and upgrade cost
-add an end turn button
-the AI should only denounce for war related matters
-the AI shouldn't care about different governments
-the AI should not pick wars with people with much stronger militaries
-hills should be +1 production, -1 food
-promotions should not give HP
-the minimap should be made more clear (not filled up with brown and all sorts of other colors everywhere)
-remove the AoE buildings, or make them give a fixed production/amenities, spread out over the recipient cities
-terra cotta army: "archeologists can enter foreign land without open borders". remove this ability (does it turn my archeologists into stealth archeologists? does it mind control enemy border guards? ... stupid)
-there should not be a limited amount of religions that can be founded
-borders have to be smooth and natural like civ 5
-scouts/rangers built in a city with encampment start with 1 promotion, built in a city with barracks start with 2 promotions, armory = 3 promotions and military base = 4
-warriors/scouts/warcarts should not be maintaince free. conscription policy should unlock later (medieval or so)
-trade route yields: + X from districts, + Y from other bonuses. that's not very enlightening, give precise information.
-city districts should be placable in tiles that were gained by another city
-show a city's yield focus on the city name on the map screen
-ocean tiles should yield more (2 food, 1 gold, more with harbor buildings)
-the great wall should be buildable just outside the borders (as well as on the borders). should be placable on top of features like woods, and reduce cost to 0.5 charges, since you need many walls to be effective
-city screen: get all relevant city info in tooltip on map screen, click on city and have access to tile purchase, citizen management, production/purchase menu, without having to click a specific button for each
-policies: many should be more like legacy bonuses: base bonus + additional bonus that build up over time, removing policy removes base bonus, additional bonus reduce over time at the same rate as it grew
-warmonger penalty for razing/occupying a city should scale with city population
-trade route screen should show all possible global trade routes, with option to hide the objectively inferior trade routes, the routes should be sorted from highest to lowest total yields
 
-the AI should only denounce for war related matters
-the AI shouldn't care about different governments

I disagree.
- I'm totally fine with Civs denouncing each other over issues like policies, expansion, etc. I actually liked the fact that the AI in Civ V usually hated ICS and would denounce players (or even go to war over it) who were hellbent on building city after city.
- Why shouldn't the AI care about different governments? Differences in governments (and all the consequences that arise from them) are still a huge factor in politics today. If N-Korea wasn't a stone-age communist country, would it be as isolated as it currently is?
Historically, it's not much different: When France abolished monarchy/absolutism during the French Revolution, they set themselves up as a natural enemy of other European countries that still had kings.

I'm not sure how *exactly* the mechanics and penalties for different governments work in Civ VI, but perhaps there should be certain combinations that trigger higher penalties than others. For instance: If one country is fascist and the other is democratic the diplomacy-hit should be pretty big. While one country being an Oligarchy and the other a Classical Republic should result in a much smaller penalty.


S.
 
I disagree.
- I'm totally fine with Civs denouncing each other over issues like policies, expansion, etc. I actually liked the fact that the AI in Civ V usually hated ICS and would denounce players (or even go to war over it) who were hellbent on building city after city.
- Why shouldn't the AI care about different governments? Differences in governments (and all the consequences that arise from them) are still a huge factor in politics today. If N-Korea wasn't a stone-age communist country, would it be as isolated as it currently is?
Historically, it's not much different: When France abolished monarchy/absolutism during the French Revolution, they set themselves up as a natural enemy of other European countries that still had kings.

I'm not sure how *exactly* the mechanics and penalties for different governments work in Civ VI, but perhaps there should be certain combinations that trigger higher penalties than others. For instance: If one country is fascist and the other is democratic the diplomacy-hit should be pretty big. While one country being an Oligarchy and the other a Classical Republic should result in a much smaller penalty.

First, just because the AI does not denounce for stuff like spamming cities does not mean they can't be angry and hostile for that reason. A denouncement is more than a "I dislike this guy". Perhaps they should make a second leader interaction screen for more general hostility.

Second, because with so many different governments, chance is high that 2 civs will have a different one, and then you have that negative diplo modifier which makes everyone hate on everyone and makes the game overall more boring. I don't care if they have a small modifier for 2 civs with different tier 3 governments to simulate the ideological conflicts, but for the rest of governments it contributes only negatively.
 
-A list showing current trade deals and when they expire
-There needs to be a message when a 30 turn deal has expired
-Would be nice to have some kind of automatic citizen working tile placement for example production orientated/food orientated, you can do it manually but I don't like this micro management. [Edit: just found the toggle switches for this!]
-The colour scheme between unexplored areas and unseen areas is dreadful, they are essentially the same colour.
-If a unit is waiting for orders the game should switch to it without me having to edit the code in a hex editor or whatever.
-The warmonger penalties are harsh although some would argue to simply play on an easier level.
-Diplomacy should end up defaulting to neutral rather than unfriendly, just because I don't make you happy doesn't mean you have to hate me.
-Trade routes should be more interesting rather than simply picking the same route multiple times because it has the best return.
-The envoy system needs some work, I was getting far too many to know what to do with them.
-City names can be unreadable if a unit is garrisoned.
-Clearer reporting and being able to drill down
-Often the game will hang after saving from the main menu
-Earning gold seems too easy/growing cities early game seems too hard. Maybe that's just me....
 
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First, just because the AI does not denounce for stuff like spamming cities does not mean they can't be angry and hostile for that reason. A denouncement is more than a "I dislike this guy". Perhaps they should make a second leader interaction screen for more general hostility.

Not so sure about that. I have yet to see the "they think you're building new cities too aggressively"-line in the diplomatic screen. In Civ V, I would get that line from some leaders as early as my fourth city. In one game I had as Pacal, two Civs that had no other reason to hate me DOWed me when I built my 5th or 6th city in quick succession.

S.
 
Also there appears to be bugs in the trade negotiations. I asked Nzinga what he wanted to release my spy and he wanted 3g and 6gpt, I haggled a bit and he was having none of it, then I removed gpt from the table and asked him again what he wanted and he said 1g and 1gpt which I very quickly agreed to! Eh?
 
Bring back Hall of Fame and customization please!

Civilization, for me at least, has always been more of an empire building game than something I have played to simply "win". In Civ4, I would uncheck most options for victories, do marathon speed, and simply enjoy building an empire. Civ5 was a disappointment to me, because it seemed more "streamlined" - only focusing on how you should win, ignoring some of the empire building.

Civ6 I think, is a step up fron Civ5, but for whatever reason the decided to remove the ability to name your Civ, your leader, your cities, as well as the Hall of Fame. Am I the only one disappointed in this? The HoF for me was a way to compare my games to previous games, upping the game's life span considerably. I am really liking Civ6 so far, but I fear I will grow tired of always having to be Peter of Russia, without being able to name my cities and see how I did compared to the last time I was Peter. :sad:
 
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Yes this is one of my main gripes with the game too.
The way I play is I play through every civ on Immortal then on deity. I like to use the Hall of fame to keep track of which civs I have played and to compare scores.
The idea of writing this down seems inadequate for a 21st century game. Man I could lose that bit of paper! Have you seen my office? Its a mess! And it's not like it is very hard to create a hall of fame.
 
  • Bring back the Rifleman unit that can be upgraded from Musketman, hell there is a rifling tech and colonialism but not a Rifleman unit. How was this not thought through, did the art department miss the deadline?
  • Fix the desktop crashes when trying to exit game
  • Fix the AI spamming Apostles and Missionaries
  • For the love of GOD fix the counterspy, why am I having to repeat the same actions every few turns go back to 25 turns or even manually to leave the spy unless I want to move him/her. Annoying as hell.
  • Diplomacy again is shambles, the AI should have to pay if it breaks promises etc.
 
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