What single thing annoys you most about Civ VI?

Me : "Unit, I want you to move across the continent"
Unit : "OK, it will take 10 turns"
Me : "I'll tell you want I want when you get there". (I hit 'next turn')
Unit : "I stopped moving because someone is where you sent me last turn"
Me : "Why did you stop, you are still NINE turns away?" "That other unit is just passing thru, it won't be there in 9 turns..."
 
I'm also surprised nobody mentioned the Agenda system yet. For a system that is supposed to add so much personality, it really missed its mark. There are a few exceptions (Gilgamesh, Gorgo, Tomyris), but pretty much every AIs behaves the same in spite of having different built-in agenda's (ie: like Harvey Dent after a coin flip)

Not to mention it further adds to the charicaturization (as opposed to characterization) of the leaders included in the game.
 
"What single thing annoys you most about Civ VI?"

You mean, in addition to the inane, absurd quotes for Eurekas and Inspirations?

Well, besides that, one thing that really bugs me is when the battle calculator tells me I can expect a Decisive victory, and by all rights I should, yet after the attack my opponent is somehow left standing with one single health point — which means I have to waste a whole other turn waiting until I can finish him off. SO aggravating!
 
Last edited:
It is going to take some self-discipline to choose just one, but I will try: The fact that tall cities provide so little benefit compared to smaller ones bothers me greatly. In my opinion, a single size 16 city requires more effort to create, and should be better than 4 size 4s. This ties into the way districts work, as was touched upon by kryat previously. Districts are the main resource generator in Civ 6, and provide both yields and great people. It is unfortunate that, for example, the Commercial Hub in a tiny town provide pretty much the same amount of gold and Great Merchant points as the Commercial Hub in your capital. There is a tiny bit of synergy for larger cities in that they can place districts together for adjacency bonuses, but this amounts to so little, it is really not worth the effort of getting another 3 population to reap the extra +0.5 adjacency bonus.

There are so many ways they could amend this. Increase the yields for district workers, and make them generate Great People Points. Add/increase synergy bonuses for having a higher population or higher number of districts. Gate off higher tier district buildings based on population. Perhaps create a 4th tier of district building as well, limited to particularly huge cities.

I personally enjoy closely managing a smaller number of cities, and Civ 6, with it's new district and wonder placement mechanics could have been great for that.

You are right, and this is so easily solved that one has to wonder if they are awake... remove the hard cap of "one district per type per city" and problem solved.

Side effect: city specialization is back!
 
I concur on lack of a Worldbuilder. They have not yet fixed the tedious boredom that comes in later eras...nor figured out how to properly "do" units.
 
For me it's the fact that city production doesn't scale with eras. During mid-game, but especially in late-game, you get a lot more out of forest/rain forest chops or resource harvests than via actual city production. To me, it was always a pleasure to see my cities grow and be able to produce stuff in a meaningful time frame. Now, it's all about chops/harvest. A travesty really.
 
The AI. If I have to be more specific, most of the agendas. Specifically, the ones that amount to "I hate you for playing the game normally" (Pericles/Frederick are the most annoying here) or "I hate you for factors beyond your control" (e.g., Wilhelmina when you're out of trade range or Mvemba when he's too far for your religious units to reach him before he throws his tantrum). At least they got rid of the "I hate you entirely at random" ones (Curmudgeon/Flirtatious).

It's like their entire design process for the agendas consisted of a single brainstorming session that they rubber-stamped without modification or a single thought to how these agendas would play.
 
The game doesn't tell you what a Domestic Tourist is in any capacity, so that means the game doesn't tell you how to win a Cultural Victory.

Most of my issues are UX related (including the amount of unnecessary clicks required to play the game) but the game not defining a victory condition really represents my disappointment in the game's shoddy UX
 
As I understand the initial question, we should not discuss major game design issues but rather narrowly understood annoyances. For me those would be:

- micromanagement of unit movement (since in practice it is impossible to have a unit travel uninterruptedly across the map);

- friendly units blocking tiles in my empire (yes, I declared friendship with you so your warrior can spend 2000 years blocking my resource from improvement by a builder... Sigh);

- fake "next turn" prompt, while some units still await commands;

- the auto-cycling glitches.
 
Clicking next turn, it begins doing its thing, and then the exclamation mark appears because apparently your turn wasn't over after all.

I'd forgotten about that. It appears that the "end turn" button appears before all the queued moves take place every turn, then you have to press it again.
 
I'd forgotten about that. It appears that the "end turn" button appears before all the queued moves take place every turn, then you have to press it again.

You only have to press it again if a unit with queued movement reaches it's destination and still has movement points left. Then the game prompts you to look at the unit and decide if you want to do anything else with it this turn.

I'm not sure how else they could handle this process.
 
This is funny because I have pretty much the same gripes about auto-cycling and long term movement. What I really gets under my skin is the constant denouncing for warmongering - especially when a civ is a warmonger itself. It never stops from that point on. Yes, I am a warmonger and no I don't need to hear it from you every few turns, followed by every other civ. Then there are the constant demands made by those civs, who are not in any position to demand anything from me. Please let me at least close my doors/diplomatic access so I don't have to keep hearing the same thing over and over. Talk behind my back with the others, but don't pop up on my screen every turn you get a chance to denounce me. Even when I try to go peaceful, it never stops. I just made a trade deal, trying to be all friendly and atone for my sins, and the next turn that civ denounces me.There's got to be a better way to get rid of warmonger penalties.

I do love the fact that warmongering is so much less punitive in Civ6 as opposed to Civ5. Happiness was always my biggest obstacle in Civ5 from going and playing the higher levels. After I get the concepts of Civ6 down, having recently just started playing it, I think I'll be more inclined to play up to diety here.
 
You only have to press it again if a unit with queued movement reaches it's destination and still has movement points left. Then the game prompts you to look at the unit and decide if you want to do anything else with it this turn.

I'm not sure how else they could handle this process.
One thing that would help (I think it was from Heroes Might & Magic) is to have a button you can press that has all of your units that already have paths execute their movement for the turn. At least that way you won't accidentally move your own units into the way.
 
One thing that would help (I think it was from Heroes Might & Magic) is to have a button you can press that has all of your units that already have paths execute their movement for the turn. At least that way you won't accidentally move your own units into the way.
In Civ 5, your auto-move units went at the beginning of the turn. But then if you wanted to change your mind and manually move one of the auto-move units, it was too late - you could only stop it and wait until the next turn to manually move it. So for Civ 6 they changed it so that your auto-move units go at the end of the turn (and you were able to change your mind before you hit "End Turn"), but now we have the end-of-turn-fake-out situation. Honestly, I think I prefer Civ 5's method in hindsight.
 
Last edited:
This thread is worrying. If you read it through, everyone has its own "worst", but I find myself concurring with all the other "worsts"... meaning, as this list becomes longer and longer, it becomes also a bad testament to the quality of the game, even after the first expansion.

Is it me, or is anyone else also finding that other people's "worsts" are their second, third, etc...?
 
This thread is worrying. If you read it through, everyone has its own "worst", but I find myself concurring with all the other "worsts"... meaning, as this list becomes longer and longer, it becomes also a bad testament to the quality of the game, even after the first expansion.

Is it me, or is anyone else also finding that other people's "worsts" are their second, third, etc...?
Well, no game is perfect, but I don't think lists of flaws or annoyances necessarily make VI a terrible game so much as an unfinished one. Even BNW post patches for Civ V always had some unfinished feeling to it (but at least it allowed queueing multiple things per city).
 
Well, no game is perfect, but I don't think lists of flaws or annoyances necessarily make VI a terrible game so much as an unfinished one. Even BNW post patches for Civ V always had some unfinished feeling to it (but at least it allowed queueing multiple things per city).

This
Personally I like Civ VI, I think it has some really good features, and some really annoying flaws as well
 
Back
Top Bottom