beorn
Prince
Elsewhere, I hear endless debates as to whether Civ VI is a great game or a terrible game, with the latter case centering on AI and feature bloat. (Annoying to me given that I have had over a thousand hours of highly enjoyable gameplay, at this point.)
But there is one relatively minor matter that drives me to distraction. Unit pathing. Good unit pathing is an incredibly powerful antidote to problems of the mid and late game, when you have large numbers of units doing relatively mundane things. A war ends, and you want to send three units back to the southern border, four to the western border, two to the northern border, and one to the capital. Give the order, and off they should go.
Except that in Civ VI, they do not. Two turns later, a city unit happens to land on the destination hex for one of your units (a destination still several turns distant), and the order is canceled. Sure, just re-issue the order -- except you have to stop and figure out which destination this particular unit had, which generally means finding all the routed units and counting up how many are headed where. This happens a lot!
Maybe worse, set a route and your unit comes to a midway hex that is blocked... and your unit takes off into the wild blue yonder. "Instead of waiting a turn or two to get through, I think I'll head 10 tiles north and circle that mountain range." It is not at all uncommon to send a unit on a six turn journey, check back three turns later, and find out the unit is now ten turns from the destination.
I'm sure that this is not at all an easy thing to write code for. But unlike the demand for human-like military AI, this is something that many games have accomplished and so I really think it could be improved.
But there is one relatively minor matter that drives me to distraction. Unit pathing. Good unit pathing is an incredibly powerful antidote to problems of the mid and late game, when you have large numbers of units doing relatively mundane things. A war ends, and you want to send three units back to the southern border, four to the western border, two to the northern border, and one to the capital. Give the order, and off they should go.
Except that in Civ VI, they do not. Two turns later, a city unit happens to land on the destination hex for one of your units (a destination still several turns distant), and the order is canceled. Sure, just re-issue the order -- except you have to stop and figure out which destination this particular unit had, which generally means finding all the routed units and counting up how many are headed where. This happens a lot!
Maybe worse, set a route and your unit comes to a midway hex that is blocked... and your unit takes off into the wild blue yonder. "Instead of waiting a turn or two to get through, I think I'll head 10 tiles north and circle that mountain range." It is not at all uncommon to send a unit on a six turn journey, check back three turns later, and find out the unit is now ten turns from the destination.
I'm sure that this is not at all an easy thing to write code for. But unlike the demand for human-like military AI, this is something that many games have accomplished and so I really think it could be improved.