What is the worst Unique Building?

Worst Unique Building?

  • Apothecary (Persia)

    Votes: 2 0.5%
  • Assembly Plant (Germany)

    Votes: 24 6.5%
  • Baray (Khmer)

    Votes: 7 1.9%
  • Citadel (Spain)

    Votes: 19 5.2%
  • Cothon (Carthage)

    Votes: 1 0.3%
  • Dun (Celts)

    Votes: 78 21.3%
  • Feitoria (Portugal)

    Votes: 9 2.5%
  • Forum (Rome)

    Votes: 7 1.9%
  • Garden (Babylon)

    Votes: 1 0.3%
  • Ger (Mongolia)

    Votes: 8 2.2%
  • Hippodrome (Byzantium)

    Votes: 5 1.4%
  • Madrassa (Arabia)

    Votes: 5 1.4%
  • Mall (America)

    Votes: 50 13.6%
  • Mausoleum (India)

    Votes: 11 3.0%
  • Mint (Mali)

    Votes: 1 0.3%
  • Obelisk (Egypt)

    Votes: 16 4.4%
  • Odeon (Greece)

    Votes: 0 0.0%
  • Pavilion (China)

    Votes: 2 0.5%
  • Research Institute (Russia)

    Votes: 30 8.2%
  • Salon (France)

    Votes: 24 6.5%
  • Seowon (Korea)

    Votes: 0 0.0%
  • Shale Plant (Japan)

    Votes: 20 5.4%
  • Stele (Ethiopia)

    Votes: 27 7.4%
  • Totem Pole (Native America)

    Votes: 12 3.3%
  • Trading Post (Vikings)

    Votes: 8 2.2%

  • Total voters
    367
Originally Posted by Deckhand
A gun to the head, plus Stone. Gotta have stone if you're gonna bother building walls.

Elaborate this, please.

a. per usual, I was trying to be amusing
b. I hardly evar build walls. Perhaps I don't play at levels where the AI is attacking me effectively. I do pop slave them when needed. But I often forget walls since I build them so seldom.
Stone makes walls very inexpensive, so there is a greater chance I will bother/remember to build them.
c. Stone also helps castles. So, (if I remember), if I have it, I may build walls and castles for the trade and espionage.

d. (edit) I build duns everywhere as the celts.

====
speaking of events,
I recently got the free flanking I event - as Hannibal. I complained that it was useless since my Numidians already had free flanking I.

I play friendly multiplayer and actually like the unbalanced barbarian events. They can make the beginning exciting and if someone is eliminated, we can just restart.
Volcanos and slave revolts etc are just annoying.
 
Finally, I guess it gets old saying it, but I'm not willing to trade anything for proper controls. Controls should always work in a good game. This has been the most disgusting blemish on civilization IV since it was released, allowing a great game to be comparable to some of the worst titles ever released in one actually crucial respect. That the controls have gone unpatched for over 5 years as all kinds of other bugs were swept or introduced through patches is the single greatest travesty of post-release game support. Frankly I'm shocked that there is less outcry over the fact that a lot of hotkeys, unit selection, and unit movement do not work properly on a consistent basis. They should never have released even a single expansion before fixing this...or even considered making one.

Um, what are you referring to exactly? Only thing in the UI I recall hating is that the 'yes, lets revolution' option is the default one when you learn a new civic, so sometimes I accidentally go into revolution.
 
Should just make a thread about that.

My pet peeves are exclusive grouping hotkeys, sometimes if you do waypoint mode one by one you can't make it execute. Always getting a choice to declare when you right click a non-ally unit, always getting a choice to declare on meeting a civ (should be an option to turn that off). Sometimes shift selecting/unselecting units doesn't register.
You can't stop all worker actions at the beginning of the turn, so you would have to cancel the previous turn or get lucky. Really really hate this.
Sometimes adding removing specialists, especially with mercantilism or statue of liberty, and assigning the correct tiles, takes several attempts. "Ok no I don't want a merchant. *clicks free specialist, gets a citizen*. Now I want a scientist. *clicks scientist, game pulls a population off a cottage, leaves the citizen*."
Heal mode doesn't wake like sentry mode on seeing enemy units.
Workers waypointing to their deaths from barbs.
Don't like the unoptional calendar zoom.
2 move units units like scouts/workers/settlers don't get a wait/warning command if their first move goes into a barb, while they will get sentry waking up.

More:
sometimes the hotkey to place in front of the queue doesn't register.
Sometimes it won't display combat odds until you mouseover something else.
Sometimes GPP won't display the pop-up turns to completion, % breakdown.
 
Should just make a thread about that.

My pet peeves are exclusive grouping hotkeys, sometimes if you do waypoint mode one by one you can't make it execute. Always getting a choice to declare when you right click a non-ally unit, always getting a choice to declare on meeting a civ (should be an option to turn that off). Sometimes shift selecting/unselecting units doesn't register.
You can't stop all worker actions at the beginning of the turn, so you would have to cancel the previous turn or get lucky. Really really hate this.
Sometimes adding removing specialists, especially with mercantilism or statue of liberty, and assigning the correct tiles, takes several attempts. "Ok no I don't want a merchant. *clicks free specialist, gets a citizen*. Now I want a scientist. *clicks scientist, game pulls a population off a cottage, leaves the citizen*."
Heal mode doesn't wake like sentry mode on seeing enemy units.
Workers waypointing to their deaths from barbs.
Don't like the unoptional calendar zoom.
2 move units units like scouts/workers/settlers don't get a wait/warning command if their first move goes into a barb, while they will get sentry waking up.

More:
sometimes the hotkey to place in front of the queue doesn't register.
Sometimes it won't display combat odds until you mouseover something else.
Sometimes GPP won't display the pop-up turns to completion, % breakdown.

My pet peeve: Towards the end of game, put air units in a city with a stack. Now try to activate the stack with one of the "All" commands. Nope, you just keep activating the damn air units, and you have to move the stack out individually. :mad:
 
Um, what are you referring to exactly?

It would help if you read what you are quoting before asking for a referral.
 
Um, what are you referring to exactly? Only thing in the UI I recall hating is that the 'yes, lets revolution' option is the default one when you learn a new civic, so sometimes I accidentally go into revolution.

- Military units are interrupted when an enemy is near. Workers however will move into an adjacent tile of a barb it already sees, and perform a worker action ordered in the previous turn. Before you can give it orders otherwise.

- If you select all units on a tile using alt, good luck shift-unselecting them every time.

- If you select a naval stack similarly, have fun trying to select your units boarded on transports...especially specific types using control

- (Gamebreaking) - the game occasionally thinks you're still pressing alt if you used it to select all units in a stack. Then, when you attempt to open up the trade screen with an AI, you instead DECLARE WAR ON IT WITHOUT PROMPT. Ever lost a XOTM game that way? I have. I have confirmed this on 3 machines, and I'm not the only one to confirm it. No WAY they can fix that in a patch though...too busy introducing bugs in the spread culture mission and overflow :sad:.

- Alt thought can actually annoy in several ways. I've clicked on a single city and accidentally whipped all of them. If chained with other control bugs, it can cause a whole stack of something to move out of a city with an automated worker, etc.

- In general units will forcibly move at the start of a turn on occasion, even against efforts to select them and give new orders. Yes, there are workarounds for this, but the point is that it should NEVER happen in a refined game.

- In MP, control-clicking a stack works differently from SP. If there are units with full move points and units with partial, you can't control-click to select all units of that class. Ever. You have to select them individually. Good stuff on a timer.

- If you click on a city and try to build a bunch of something by rapidly shift-clicking on it without moving the mouse so much as 1/1000 of a millimeter, it will still select different units further up...even though you are STILL CLEARLY CLICKING ON THE ORIGINAL UNIT.

- If you are playing fast enough, it is actually possible to select the wrong promotion by clicking on the proper one, because their location changes post-selecting the stack.

- Waypointed units have no trouble moving into danger that is clearly seen at the start of the turn, even if they are missionaries, workers, settlers, or siege.

- The game will not prompt you before wildly adjusting a unit's movement path post-orders, which on occasion causes your stack to move backwards

- It is possible to hit enter or space bar to end turn or confirm one prompt, only to actually switch civics or accept a request to declare war...or when merely trying to navigate them map accept deals/requests before even seeing them.

These are things I was able to come up with off the top of my head. In other words, they're things I encounter with some regularity. EVERY SINGLE ONE OF THEM is a HIGHER patch priority than the vast majority of the things that have been patched in every single release since I joined the forum, and probably most of the ones before it.

And all of this is BEFORE we get into how a TBS eats machine specs for breakfast.

Should just make a thread about that.

I did make one in bug reports once. Largely, I was ignored. Several of these I reported individually as I encountered them, before patch 3.17. But remember, we need 4x as many barb galleys before we could even THINK about touching the controls :(.
 
- If you are playing fast enough, it is actually possible to select the wrong promotion by clicking on the proper one, because their location changes post-selecting the stack.
This is why I want always ask to declare war be a removable option. Ever spam clicked moved, and had a click register on (WAR!) when you first meet a civ?
 
TMIT, I discovered long ago, that if you want a critical bug fix, you need to convince Firaxis the bug is giving their sh*ty AI a disadvantage. Then it will be fixed next patch guaranteed.
 
This is why I want always ask to declare war be a removable option. Ever spam clicked moved, and had a click register on (WAR!) when you first meet a civ?

Yes. Yes I have. Multiple times...usually with a scout.

The game defaults to peace, but if you're clicking to move the scout a 2nd time you can easily either shift the cursor up to war (such that the auto-spacebar to get them out of my face just DoWs) or click on war outright.

TMIT, I discovered long ago, that if you want a critical bug fix, you need to convince Firaxis the bug is giving their sh*ty AI a disadvantage. Then it will be fixed next patch guaranteed.

:lol:. I'd have to spin pretty hard, but if I believed there would ever be another civ IV patch it'd be worth a try :p.
 
TMIT, I discovered long ago, that if you want a critical bug fix, you need to convince Firaxis the bug is giving their sh*ty AI a disadvantage. Then it will be fixed next patch guaranteed.
Not entirely true. They kind of solved the patrol function issue in 3.19, that, if it was giving anyone a advantage, was to the AI ( just because the AI never uses the patrol function and the humans sometimes do ) :p

But it is a good thumb rule ... and they might even fix it if you give them the code to fix the things. That or they refine it in a way that introduces another more serious bug :cry: [/rant]
 
"If you are playing fast enough, it is actually possible to select the wrong promotion by clicking on the proper one, because their location changes post-selecting the stack"

As someone who has, on several occassions, late-game accidentally promoted a stack of MGs to Shock, or upgraded my carefully hoarded CR Infantry to Mobile SAMS, I completely sympathize. :mad:
 
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