What Civ 6 NEEDS

Tick

Chieftain
Joined
Nov 7, 2016
Messages
1
I like the game... But here's a few things which ARE NEEDED

1) The ability to do something once you have started construction on something by mistake and need to switch... I'm talking specifically about DISTRICTS. Say you meant to click on Campus... but clicked on Holy site by mistake... a few turns go by... You notice it and think "****!" try the EARLIEST autosave.. no luck... You're 2 turns into making the damn holysite.. You can't remove it, you can't cancel you can't build something over it... your builder can't remove it...

1a) on that topic... World-history is full of "wonders" being destroyed or built over... Just try to visit the REAL hanging gardens... Tower of Babel, or take a picture of the Mausoleum at Halicarnassus not in ruins, or look upon the face of the Colossus of Rhodes, or see the Lighthouse of Alexandria.

These are pretty much gone or are gone... We should have the same ability... ever have your capital city on a small island and then need to building something else... and you have the damn stonehenge in the way??!?!

2) Put back the advanced options! Random seed, Raging barbarians, single city challenge, etc.

3) Let me change the default settings of advanced game-set-up...

4) Restart games when you get a **** start location without having to exit to the main menu and set-up another game... see #3 as well.

5) AI needs some work... I've played a game where something caused the AI in two empires to stick to just one city, and advance REALLY slowly... I mean REALLY slowly

6) I want to manage trade routes like before. I want to see previous route... When you have a ****-ton of trade routes they become cumbersome to manage currently.

7) I don't use them but the recommended city placement icon usually recommends stupid placements... This can be improved somewhat... they did a better job in Civ 5 with it.

8) A little more complexity in the tech tree... only 1 prerequisite? Maybe 2? Give me a little more... It would give the illusion of a little more depth.

9) on my 4k monitor the experience bar on the units is SOOOOOO damn tiny... I have to turn down the dpi to hover over it to get the tally...
 
1) The ability to do something once you have started construction on something by mistake and need to switch...

3) Let me change the default settings of advanced game-set-up...

4) Restart games when you get a **** start location without having to exit to the main menu and set-up another game... see #3 as well.

Those.

Plus:

- Give me more help/feedback. The game needs the mouse-over pop-ups that Civ V had (like mousing over an enemy city to get a diplo-summary on its owner).

- Re-introduce border-growth indicator (how long until growth? Which tile is the city spreading to?)

- Civilopedia needs a "back"-button and more extensive/in-depth descriptions on units/concepts, etc. Add ability to right-click on a unit portrait to open its Civilopedia-entry. As it is now, a lot of entries are long on historical info but short on actual game-related info.

- Speaking of units: Add an XP-status-bar to combat-units' info window.

EDIT:
on my 4k monitor the experience bar on the units is SOOOOOO damn tiny... I have to turn down the dpi to hover over it to get the tally...

Huh? XP-bar? Where?? :confused::eek:

EDIT 2: OMG.. so *this* is where they hid it? If I hadn't read your post, I would've assumed there is no XP-bar.. it's that tiny...lol!

- Gimme back all those handy summary screens (diplomatic screen/deal history, etc)

- UI in general needs work. City information and interaction is needlessly spread across multiple menus/submenus. Most of the stuff is buried way too deep in the UI. In short: Bring back my city-screen!! :mad:

- The game needs alerts back. I want to be notified when a city of mine gains a new tile. I'd also love to get the "somebody built a wonder"-sound from Civ V back. I also want to be alerted when one of my cities can bombard an enemy unit. Same goes for religious conversions of my cities.

- On a similar note: Re-introduce alert-state for combat units. They need to auto-wake when they're on alert and an enemy steps into their FOV.

- Add icons to the tech-tree to indicate *all* the benefits a new tech will bring (like additional trade-routes, ability to embark, yield-changes for improvements, etc).


I'm really puzzled about the absence of nearly all of those things I mentioned, since most of them are features that were present in Civ V.


S.
 
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1) The ability to do something once you have started construction on something by mistake and need to switch... I'm talking specifically about DISTRICTS. Say you meant to click on Campus... but clicked on Holy site by mistake... a few turns go by... You notice it and think "****!" try the EARLIEST autosave.. no luck... You're 2 turns into making the damn holysite.. You can't remove it, you can't cancel you can't build something over it... your builder can't remove it...

This should be a NO BRAINER. The other stuff sounds reasonable too.
 
Re: wonders, if a delegation or embassy has been setup with another civ, or you have a spy in their capital, you should be able to get information on which wonders they are building and how long they will take. Then you don't have to waste many turns trying to build something that you have no hope of completing before the AI gets it. Perhaps a spy can give exact details, while an embassy or delegation just tells you that the civ is currently building a wonder that you are also building and whether you are ahead or behind in the race.
 
I want to be able to destroy all cities at will, not only when I capture them by force.
 
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