Ok,
I haven't seen one of these threads actually work yet, so here's the deal:
I'll keep this first post updated with all of the gameplay issues found that need to be fixed. Please post technical issues over in the support forum. This isn't for complaints, long winded discussions or comparisons to prior civ games. Just the broken features in the game. I'll even break them down by type as we go. I'll remove items if/when they actually get fixed. The focus here is to highlight actual broken features, not ask for new/changed features.
Single Player
Scenarios
New World Scenario - The UI for the civil service prereq of Animal Husbandry is overlapped with the Horseback Riding tech. Move Animal Husbandry to grid (1,3) and it's fixed. (also delete the duplicate update for Horse Back Riding)
AI - Diplomacy Issues
- Liberating dead civs makes the other AI civs react to them as if they were City-States. Ie, they choose the diplomacy statements that are reserved for city-states rather than treat them as other civs.
- Liberated dead civs aren't set to a 'friendly' state after you bring them back to life. Which is just odd given that you were nice enough to let them play again and they are now forced to vote for you in a UN election.
- The AI will choose the 'I guess we should be at peace now' text, but when a peace offer is given it will refuse one. Even when 'what will make this work?' is selected, there is no option.
- The AI will say that a deal can't be done, if asked, but will accept it if it is proposed. (text should read something like: You're being very generous)
- AI civs can declare war on dead civs. The text for those civs are missing.
-- Addition: The AI sometimes uses the wrong text when talking to you about City states or other civs (now dead).
- The AI will randomly redeclare war on you.
- City States keep their friend/ally levels with dead civs. Ie, if a city state is liberated after it's ally is dead, it will still be allies with that dead civ until your liberation bonus outweighs the dead civs prior levels.
- If an AI signs a friendship pact, they should not be trying to settle near you/beyond your borders.
- If you are friends with the AI and it requests a gift, not giving one results in a relations hit. Giving one does not give any benefits. On the other hand, asking (i.e. demanding) anything from the AI always reduces relations regardless if it was accepted or not.
AI - Behaviour
- Suicidal Embarkation. The AI just doesn't seem to pay attention, or know how to do this correctly, to what is around it and will embark land units even though an enemy has a navy sitting right there (which they are at war with) which will wipe them out. They also seem to enjoy diving into the water after an attack just to turn around and jump back into the prior tile. It seems more random than purposeful as it just gets them killed off; even in AI vs AI battles.
- The AI will spam settlers at you after it declares war to try to settle cities near you. (makes for easy grabs of new workers)
- The AI needs work on using naval units for bombardment purposes. It will sit a single ship beside a city and let it get destroyed rather than bring in multiple ships.
- The AI won't move a unit that is getting bombarded, even when it is obvious that the unit will die if it sits there and just fortify/heals. (usually the unit is alone)
-- This includes workers who wander too close to cities in a time of war.
AI seems unable, or unwilling, to use amphibious assaults. This is primarily for cities that have already been bombarded, but can be extended to attacking units on a coast. (easiest defense is a bunch of archers/scouts and the big bad GDRs won't even land)
- AI doesn't ranged attack embarked units.
AI - Cheats
- The AI can stack military units while attacking
- AI can purchase/build units in puppet cities. (Note: All we see is units appearing in the city. So this is the best bet. Unit teleport is not out of the question though)
- The AI can also keep military units stacked which prevents the destruction of all but one of the stacked units.
Game Balance
-- The promotion/upgrade system still needs some work post-December patch.
- Upgrading standard units should remove the prior base promotions/negative promotions instead of tacking on the new default promotions on top of the old ones. Ie, a Caravel that gets +2 sight range that is upgraded to a Destroyer (+3 sight range) now has +5 sight range. Earned promotions should stay.
- Siege units from pre-cannons keep their +att vs. cities when upgraded. Thereby gaining 2 +att vs. cities promotions
- A Liberated City-State stays in permanent war mode with the civ that you liberated it from. There needs to be a way to force a peace between them. (Too often you can go and liberate a city-state and then make peace with the other civ, just to have the city-state get wiped out in the 10 turns of peace. Begging the question of why does this feature exist?)
- Victory conditions are unbalanced. Culture and Science VCs are a lot longer/harder to get than Domination or Diplomacy.
- Domination victory should require a collection of caps rather than just having the last one. An alternate condition could be a percentage of territory covered by culture borders. (similar to previous games)
- Siege units and archer units use their Ranged attack strength when defending against other ranged attacks. This is especially bad against naval bombardment. They should be using their combat strength as they do against land melee units.
- Subs are fairly useless on their own. Destroyers can kill them in one shot, but subs cannot do the same to them. (I've even seen a ship of the line take out a sub in one shot!) Even though the Sub is supposedly stronger than the destroyer.
-- Ranged attack of (S) 60 against (D) 35 CS vs. RA of 22 (D) against (S) 25 CS.
- Indias UA is not working as intended; given the way the happiness is calculated at the moment. It is too easy to ICS as India whereas the concept was for less cities but higher population. Primarily this is due to the %off unhappiness for city population. A good fix (overall) would be to only have happiness from buildings cap out at the final unhappiness generated in the city. This would also cover the -25% unhappiness (december patch raised it from -20%) from Theocracy.
- City tile acquisition via culture should not be reset after a city is taken. It allows very small cities to have far more culture area than large cities with major culture improvements. If the culture counter is reset, then so should the culture area of the city. Else, it should stay where it was.
- Razing cities should not count towards National Wonder building numbers. Right now they count as 'annexed' as well as burning, so stop all production of National Wonders. (unless they had that particular building already) The city is burning, of course we don't care what they have anymore. (This is only for when you take a city during war and select the Raze option)
- Trade resource then pillage / repair / re-sell / repeat. Abusive Exploit!
- Switching back and forth from Liberty/Autocracy regives the free units.
- Siam Wats don't need libraries before building them and they can be received via the 'free culture building' SP of Legalism.
-- Wats should act like universities wrt to pre-req buildings and they are not in the 'culture building' class.
Broken features
- Liberating (dead) Civs lets you use their territory as if it was a City-State which you gained ally status with; even though they complain that you have an army in their territory and act as a normal civ with respect to diplomacy and you.
- If you capture a city that has a wonder, and give it away, you still get the benefit of the wonder. Ie, The Great Lighthouse is still effective for all of your naval units regardless of if you still own the city it is in. (this might be related to the reincarnated civ issues)
- When gifting a GDR via the diplomacy screen, you lose it and the uranium forever. And the GDR does not appear as a unit controlled by the City-State. (It's just gone)
- Subs can be seen and shot at by pretty much anything including cities.
- City State settlers do not always turn into cities. I just started a game where 10 city states were killed off within 30 turns. (the first went on turn 12 - Huge Earth Map)
-City state placement can be very poor. CS are sometimes placed right at the minimum tile distance for cities In one instance, one CS spawned right next to my warrior and I killed it on the very first turn. (this was from another poster, but I just verified this in a post-Jan. hotfix game where I found a CS settler 2 tiles from where my settler spawned. This was on a huge map, so it's not like there wasn't space)
- City States sometimes do not use workboats to upgrade resource tiles. (Mainly Oil, but I've seen pearls/whales sitting unused)
- The icon that tells you how many aeroplanes are in a city is always visible. Even if the city is below the fog and you don't know it's there. You can also click on it to see what is stationed there. (not good) Let's just assume this carries on to carriers. (even though the AI doesn't build them)
- Machu Pichu is destroyed if the city it was built in is captured. If built on a Natural wonder, the game re-reveals the natural wonder.
- Horse archers (Chariot Archer, War Chariot, Camel Archer, Keshik, War Elephant etc) do not benefit from the Stable production boost which should apply to all mounted units. This is because the patch that fixed horse archers receiving melee promotions turned them all into the archer unit combat class. They should really have their own unit combat class and thus be able to receive the stable bonus.
- The AI will call you out for having 'troops on it's border' when it passes by any 'large' group of your units with one of it's own. no matter where it is in the world. (Ie, a civ from the other side of the world where my closest unit is 30 tiles away will still complain if it sees a group of 10 units in my own borders with a scout)
- Hitting the ESCape key during a trade with the AI can lead to not seeing the AIs side of the table in future trades until a restart of the game happens.
- City placement algorithms (validation) does not take water tiles or mountains (I guess) into consideration. This leads to cities that will break the minimum distance requirement due to being on islands.
- update: the dev did make a change for different 'continents', but this can still lead to island spam anyways.
- Helicopters can take cities; Even though they have the 'cannot take cities' negative promotion. (right mouse click action)
- Siege units can melee attack. Even though they have the 'cannot melee attack' negative promotion. (right mouse click action)
- Ranged kills do not trigger the influence bonus for City States.
Missing text/animations/Civpedia entries/incorrect tooltips/graphics
- medical lab "effects stacks with Hospital"
instead of aqueduct
- "Lord Elizabeth of England", "Lord Catherine of Russia", ecc (gender based titles would be nice)
- Can be told that a road will link a resource to the trade network (Civ 4) when trying to build a road tile on a resource.
- Machu Pichu sticks around even if some other city made the wonder. This leads to multiple MP's shown on the map; but only one is real.
- The Science turns to complete estimate is off by one or two turns consistently.
- Mobile Sam units of the player are missing the animations. (In some cases, the animations are only called once or twice per game load)
In the game setup you can simultaneously select both "no barbarians" and "raging barbarians".
- Fallout on tiles randomly do not show after loading a game.
Achievements
Achievements can be done by the AI!
- The Ottoman achievement for getting the large barb fleet was recently performed by an AI in a game where I was not also the Ottomans.
- The American Flying Fortress achievement (use a bomber to bomb a city) can be done by the AI
The achievement for building 1000 temples is bugged. AI temples count towards the total.
- Babylon achievement can't be received if you got them in the Digital Deluxe version. (I checked and some people are getting the achievement, so it must be due to the DD version having babylon but the achievement coming with the DLC version)
There are plenty of other achievements bugged as well. (Two main bug categories here. Achievements that can't be had due to not triggering and achievements that are triggered by the AI)



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