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Thread: [CIV 5 ISSUES] The complete list

  1. #1

    Post [CIV 5 ISSUES] The complete list

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    This thread was originally posted on civfanatic's forums http://forums.civfanatics.com/showthread.php?t=384268
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    This thread is aimed to gather all the complaints, issues, etc. the civilization community has got with Civ V in list.

    I hope this may help the developers of this game to get some oversight over the many things this community is talking about.
    This way they can just go through every point, check and fix it.

    I collected the content from many different scattered threads throughout the forum, and has undergone quite some big reworking and polishing with the help of the community
    Please contribute and post content that you feel is missing in this list.

    I tried to keep this list as objective-focused as possible, although there may be some rather subjective parts left in. These are kept in because they are confirmed to be agreed on by the majority of the community.



    I do this because I love civilization, and I want to help making it better.


    Code:
    Table of content:
    1. UI & Menu stuff
       1.1 Menu & Game Options
       1.2 Civilopedia & Game infos
       1.3 Strategic view
       1.4 Normal map view
       1.5 City screen
       1.6 Other overview screens
       1.7 Messages & Notifications
       1.8 Keyboard Settings & Shortcuts
       1.9 Unit controls & Unit UI
       1.10 General UI & Menu stuff
    2. AI & Unit behaviour
    3. Graphic & Artwork
    4. Gameplay & Game mechanics
    5. Multiplayer
    6. Miscellaneous
    7. left to discuss

    1. UI & Menu stuff



    1.1 Menu & Game Options

    * The legal mumbo jumbo stuff at the beginning of every launch that I have to click “Continue” to before accessing the main menu. Signing it once should be enough.

    * No automatic default savegame name when saving the game.

    * Savegames are only sorted by name, not by date.

    * Too few customizabilities.
    You are not able to create a completely own civilization , with an own choosen name and traits.

    * There should be an option to change the keyboard shortcuts.

    * Add "No Unit Cycling" option

    * Add a real time clock option.

    * Add an option to disable unit animations

    * Add an option to enable razing all cities (capitals, city states)

    *Add an option to immeidately reenter diplomacy when a trade deal is up

    *Add an option to turn on/off notices by type.

    * Add an option for a right-click menu instead of making your units move that way

    * Add an option to enable combat zooming.

    * No button to view the civilopedia from the main menu.


    1.2 Civilopedia & Game infos

    *The Civilopedia is vague over features and bonuses that elements give.

    *It has too much fluff content and not enough game information.How fast do railroads make my units? How much do Pacts of Secrecy/Cooperation help my standing with another leader?

    * Civilopedia: brief descriptions and no links. Sometimes only text with no graphics or symbols.

    *Seems whenever I do a search for legitimate terms in civilopedia (raze, razing, cooperation, secrecy, etc.) it doesn’t know what I’m talking about

    *Ankgor Wat claims to reduce culture cost to buy tiles 'in every city' but actually effects just the building city.

    *Rationalist Social Policy claims +2 science for each trading post, but only gives 1.

    * Game info for the Factory is incomplete. All it states is its requirement of 1 Coal.

    * the civilopedia just shows 1 specialist for many of the buildings when they in fact provide 2.



    1.3 Strategic view

    *Cities in the strategic view cease to show detailed info when zoomed out. Right now, I have to either zoom in a lot, then lose the overall picture, or zoom out enough to see what's going on, but lose track of what city's building what.
    It shows the size of the city when it should show it's strength.

    *strategic view: because the tile yeilds are much lower there is little to differentiate them, for instance only one type of hill (even desert hills are the same), floodpains and grassland the same, all forest tiles the same, food resources mostly very similar to farmed grassland, all luxury resources similar. There should be more variety. It feels like it makes little difference where I settle because all the land is the same

    *In strategic view there are a few things that are unclear e.g impassable ice looks the same as coast tiles unless you mouse over it.

    * Remember last active strategic overlay on saving game.



    1.4 Normal map view


    * Show which tiles are being worked in the normal map view would be nice.

    *Until you actually fight in a Marsh, there is no way to find out that you get -33% combat strength there.

    * The mouseover information above the map should display all information about a tile and units in it. The popup tooltip is slightly more useful, but there is little to no information given about the enemy units.

    * You can only guess City HP based on HP bar and there is no way to see the exact numerical value anywhere.

    * Reduce length of camera movement after end of map-scrolling inputs.
    Zoom-To-Cursor is a very nice feature and a step in the right direction for the civ UI. However there is quite a considerable time the camera keeps moving when you release the mouse's scrollwheel. A similar thing happens with regular screen-edge scrolling too. It's ok for there to be a bit of movement after one stops the input but it's about 1.5 seconds in civ5. Compared with maybe 0.4 or so seconds in civ4 where it's basically a non-issue.

    * The Zoomlevels could be longer in both directions

    * No load bar that shows you what is going on.

    * Draggable mini-map
    Scroll the map by clicking and holding on locations in the mini-map.

    * No information on what improvements can be built on a tile before you have a worker there.


    1.5 City Screen

    * There isn't a column for Great Person Points within the city overview screen to compare cities.

    * Within the city overview screen the science column doesn't sort correctly.

    * city overview screen: when clicking on columns to sort, it should be possible to sort out in ascending/descending order

    * Hover-over info box (or whatever you call it) on buildings doesn't display any info on how many specialists it provides or what kind.

    *Sometimes, when clicking on a city, you only get a limited build queue and have to go back to the city to look at it and add items to the queue

    * Make the building queue available without having to check the box

    * Allow drag & drop ordering of items in the queue

    * Show full city screen when selecting "Choose Production"

    * Make building queue longer

    *Its slow to scroll down the list of units, buildings or wonders.

    *Not being able to spend gold to finish the remainder of a production item.

    * No city-screen resource details. Although you can see your excess resources in the diplomatic screen, yet some buildings require "local" resources, as opposed to "empire" resources. A simple screen in the city screen should show what type of resources the city can access locally and empirely.

    *No tool tips tell you how many specialists a building gives you.

    *The city screen is kind of cluttered, and building icons take up too much space. We like the look of it, but it should be smaller and more compact.

    * Specialist control is cluttered with the giant stylized icons. It divides up your specialist slots into the buildings that grant them, but the buildings are placed in alphabetical order.
    No group by specialist type, so if you're assigning a lot of specs of one type for any purpose, you'll have to scroll the list.

    * The "citizen coin" is too cluttered. It's used both for specs and for assigning citizens to work tiles. The problem is that unless you zoom in a lot, these "citizen coins" are gigantic and obscure most of the view, so you can't even see much in your city screen. Also is the "buy tile" coin. As these icons are offset from the tile itself, so it can be difficult to take in in a quick glance. It would be better to highlight or circle the yields in the tile to show that it is being worked.

    * Disable city screen map scrolling and allow user to exit screen by clicking map

    * When choosing production in a city, exiting city screen should close the production-choice window as well.

    *Not beeing able to destroy buildings

    * Quirky production queue system. Shift-clicking and Ctrl-clicking should be implemented.
    Last edited by poncratias; 09-29-2010 at 02:26 PM.

  2. #2

    1.6 Other overview screens


    *On the Military Overview (F3), click or doubleclicking a unit neither shows you where the unit is nor selects it.

    *It's too complicated to find out what Food or culture a city state is giving you:
    You have to open up diplomacy view - Select City State - On the popup, hover your mouse over the appreciation bar.

    * No resource page in general. The resources are squeezed into the diplomatic screen. It would have made sense to have a separate screen outlining these details.
    It's too difficult to know where your resources are coming from. Which are mine? Which imported?

    *The military overview window displays incorrectly for units that have fractional movement points left

    *Have the city states listed separately on a one-state-per-line list, with the list click-sortable by name, by category, by attitude, by who they're allied to, and by what their influence point status is.

    * No Score List.
    The diplomacy snapshot is rather obtrusive compared to the old, transparent score list, that also included your current agreements and allowed for quick diplomacy. I suppose the addition of city-states would make the list too long, but maybe a list with options what to be shown?

    * Bring Back Graphs.
    Graphs added an aspect of analysis and interest to Civ IV, and were purely optional--they were in a menu, so you didn't have to look at them; still, it was really interesting to see culture growth, espionage growth, etc.

    *Diplomacy trade screen defaults to having all expandable trade areas unexpanded by default. So It takes two extra clicks to expand my, then my targets, luxury list if I want to trade luxuries.

    * It's hard to tell which resources an other civ needs.



    1.7 Messages & notifications



    *No Messages about your Civ's status and growth, like reached population milestones, etc

    * When open borders expires, I don't need to be told that both ends of the deal were cancelled. A single notice is enough.

    *When you go to a new era, you will be told city states provide more to you now, without it telling you exactly how much more.

    *If the AI comes to you for a deal, accepting the deal closes the AI panel and prevents any other deals being made

    * the back-transparent screen-overlay when scavenging a ruin or getting any note.
    this pulls you out of the game for a little.

    * No notification when your culture acquires a new tile.

    *missing a pop up when entering a new era to remind us that new social policies are available.

    * Enemy attack info is displayed too little time to read it all. You may have to go to the log too many times. White color isn't easy to read.

    * No option to enable/disable notifications about puppet cities (f.e. population growth)

    *The "Advanced Ballistics" quote text doesn't match the audio.




    1.8 Keyboard Settings & Shortcuts

    * The quick save hotkey (F11) is right next to the quick load hotkey (F12). You can load by accident and lose some turns.

    * There should be an option to change the keyboard shortcuts.

    * Disable most keyboard shortcuts while civilopedia is open.
    At the moment it's too easy to accidentally give an order to a unit.

    * Canceling an active movement path placement by hitting ESC should be possible

    *The R button is both the hotkey to build a road, and the hot key to toggle the display of resources on the map. Since there is a brief lag to unit movement (As there is NO quick move option) you can tell a unit to move, and then hit R, and instead of giving them the order to build a road, turn off the resource display.




    1.9 Unit controls & Unit UI


    *Unit Info Panel: HP bar is easy to miss, Promotions are small, aren't unique and require tooltips to see. No XP bar, Range not listed, too large and nonadjustable size.

    * No info to see how much turns a unit needs to heal.

    * No unit command menu when the movement points are used up.

    * No way to find out about the AI's units' promotions.

    * Provide detailed unit mouseovers

    * Add shift clicking to set waypoints for units.

    * Add being able to mouse over a worker and see how long he has left to build something

    *Add a "Wait" command for units

    *Add a command to awaken all units at once

    *Add a command to upgrade all units.

    *We want more worker automation options (improve nearest city, replace existing improvments, improve based on the governor of the city, etc)

    * add a way to move units "en masse": select all unit you want to move together (shift-clicking?) and wherever your mouse point, you see the (transparents) units keeping the formation and adjusting to each tile (must take account of mountain and everything impassable: don't authorize the order or divert unit posing problem). Particulary necessary for overseas movement.

    *When plotting a multimove turn starting on land and crossing water, the "number of turns" calculation does not take into account that the unit will move faster across the water. It still counts one move per tile on the water in the displayed number of turns to reach the destination.

    * You should be able to tell combat Percentages with another unit before starting a war.

    *No way to tell the range of a selected unit without actually pressing B (or S + B in the case of early siege units) or right-clicking the unit portrait to get the civilopedia.

    *Units with many abilities and promotions hide them behind the unit portrait, making it impossible to see what they are.



    1.10 General UI & menu stuff



    * The Interface in general is too large and nonadjustbale.

    *Sometimes you can't see all the combat modifiers due to UI overlapping

    *When playing as India (or against them), the green territory boundaries are difficult to make out among the green mini map terrain. One of them should be a slightly darker shade to contrast more.

    * No "regenerate map" menu option once the game is started.
    If you are unsatisfied with your starting location, you have to go back to the main menu where you have to completely redo all the setup settings.

    * No "city naming box", or at least no option to enable it, to ask you for the name of your newly build city.

    * Customize options are too hidden.
    like renaming citys, advanced map setup f.e., for the most people they are really hard to find. A button instead of the small "edit" would be nice.

    * Input boxes should have default focus.
    For example, when saving the game or renaming a city, the user shouldn't have to use the mouse to click the box before being able to enter something into it.

    * Inability to change default XML files and save the game and reload it. You'll get a message saying: "Currently enabled mods are not compatible with this saved game"

    * when building a wonder the city info gives 'Moscow is building a .....' it should be ''is building the...'.




    2. AI & Unit behaviour


    * On water maps, AI should be more willing to research naval techs and explore and settle other islands

    *AI has problems at naval combat/getting across the water/founding cities on islands

    *AI is has problems with combat, they will move ranged units right next to your melee/non ranged so you can an easy kill.

    *AI settles early cities (or expands) too far away from their capital or even on the other side of the continent/landmass.

    * Auto-exploring with any unit typically leads to them infringing on city states borders even when they don't have to.

    *Worker Automation AI has problems (building roads to long long distance cities and obscure places,mass embarking, moving into enemy territory, trading post spam etc)

    *workers don't flee the enemy and are easy to capture.

    *Giving a unit a move order into a city automatically garrisons it.

    *You cannot 'pass' a turn in a city. You either have to garrison or move.

    *Units lose their queued orders when their path overlaps with other units. A very specific case of this is when you try to use the "route to" command with multiple workers. They stop every turn and request orders, which makes gameplay very tedious.

    * Agressive Civs have no defense units when at war, as they send everyone to attack.

    *Helicpoter gunships can use roads

    *Units lose their queued orders when you click on them

    *Barbarian Triremes never pillage, instead they just buzz around and are a nuisance

    *Sometimes if you get gifted units from CS's, yet their units block your passage out of their territory. Over time if you lose alliance with them, you start accruing penalties for tresspassing

    * you cannot click on a unit that has multi-turn orders and see where it is heading.

    * Units will not take quickest path to a destination. Example: If I tell an archer to go to a location and taking the road will get them there in 2 turns, the unit forces its way across the hill (even if there are no units in the way).

    *Feedback from the AI is insufficient. Sometimes the AI cancels a pact of cooperation fex when you ally to a city state but states that it's due to your warmongering.

    *Very few options for interacting with the AI or affecting their opinion of you. Most AIs will trade luxury resources and do research agreements with just about anybody with little consequences (of the likes of 'traded with our enemies')

    *Ai will buy any startegy resources as long as it has the gold, no matter if it needs it or not.

    *Automated workers should be able to ignore manually constructed improvements



    3. Graphics & Artwork


    * Rivers are ugly, especially when they run into the ocean.
    This is almost agreed by the whole community and definitly needs to be reworked.

    *Ice sometimes just looks out of place and overlaps the terrain.

    *No Tile Working Animation: Show what tiles are being worked from the main map.
    Last edited by poncratias; 09-29-2010 at 06:47 AM.

  3. #3

    4. Gameplay & Game mechanics



    *Railroads don't need to be unbroken to give production bonus.

    *If you connect a city to the capital with a railroad, the city gets a +50% production bonus, but the capital itself does not.

    *There are nearly no tech requirements, you can easily skip certain techs like musketman/riflemen and go straight for infantry. Rifling should be a requirement for infantry. GDR should need robotics.

    *Upgraded artillery -> rocket artillery still need to set up before bombarding

    *Crossbowmen get upgraded to riflemen and their ranged promotions become useless

    *Air strikes take forever since the unit physically flies from the destination, to the target and back, regardless of the distance and how much of it is on screen.

    *Scale the happiness provided according to map size, so that the world can be sufficiently populated.

    *The "Terra" map style will not provide different resources for different continents. This really takes the joy out of discovering the new world.

    *Penalty for unhappy empire is too low.

    * Map Replay: There is no map replay upon completing a game.

    *The fact that roads do not allow certain units to pass each other adds a layer of micro-managing which takes away from game play.

    *Moving multiple naval units at different speeds can be very frustrating.

    * Multi-turn moves. In former Civ games, when a unit was order for multi-turn moves, it moved during your turn, generally after you had moved the currently active units and before you hit end turn. After all, they do move during your turn. Instead, Civ V asks you to end your turn before moving those units. Its nice to be able to tell where you might need to move units that still have MPs left AFTER the units you ordered last turn(s) have moved.

    *Bonus resources feel pointless.
    F.e. right now there's no reason to build a pasture on a cow, for example as it's almost always better to spam a farm.
    A grassland-cow gives 3 food 1 production. A normal grassland with a farm eventually gives 4 food.

    * be able to build up forests/jungle again. Its important for Iroquies and universities.

    *Purchasing the same tile can cost differently for different cities that are close to each other.

    * Egypt civ unique building is too rewarding.It has 0 maintentance and 2 culture and 2 happyness rendering the construction of any other happyness building overall useless.

    * Egypt with their civ unique treat combined with marble and +33% wonder building policy constructs wanders faster then normal buildings(Pyramids 11 turns/Granary 15 you get the picture).

    *No trade routes along a river

    *Considering that each Great scientist provides a free tech, whenever you want it, there seems no real reason to build the scientist improvement to get a paltry 5 science. Especially since while it gives 5 science per turn, you lose the advantage of whatever other improvement you were going to build (2 food, 1 production, 2 gold, etc).

    *A unit's multi-move path in terrain out of viewing range is sometimes plotted using information unavailable to the player like opposing civ unit locations or barbarian encampments.

    *When u have the option of displaying yields when civilian units are selected, the great general displays it. Not very useful and very confusing when waging war.

    *Slow production pace vs. fast tech pace: Buildings and units seem to build too long compared to benefit and compared to tech rates (I can often tech faster than the units I'm building).

    *Several buildings seem too costly for their benefits. Granaries and Courthouses are frequently mentioned.

    *a lot of the buildings are pretty much useless, some Wonders as well. As an example, you can put a lot of hammers in a building that makes you build military units a bit faster, but with so few military units in the game there's really no point.

    * People are upset if you have population and build slowly. If you stop expanding, your people build slowly. If you starve your population to reduce it, your people build slowly. Kind of a built in lose/lose.

    * if your people are unhappy, you can build a coliseum but building it takes very long.

    * "raze" and "annex" both lead to "annex".

    * 1UPT makes it hard to navigate at chokepoints.

    * social policies should be more flexible, an empire should be able to change it's directions over the ages

    *Great People are unbalanced. They usually have two options. One of which is extremely overpowered, and one which is extremely underpowered.

    * Exploring troops who pop goody huts should not get the 'improved weapons' bonus if it takes them more than one tech level ahead.

    * embarked units appear to exert a zone of control over land. The AI's pikemen on a boat can stop your land units from freely moving around on land

    *many units don't need the resource they depend on like War Elephants don't need the ivory resource.



    5. Multiplayer


    *No dedicated servers

    *no matchmaking

    *constant lag issue

    *framerate problems

    *no online ladder and rankings

    *no unit animation (no option)

    *random crashes

    *no way of reconnecting a game

    *no way of joining a mid-game through invite.

    * No Ability to easily play modded MP Games

    * No Ability to easily save MP Games

    *no abilty to add more then the defualt number of players in MP

    *In multiplayer, when you have human and AI players human players seems to start next to one another every single time, forcing early confrontation, which is not always desired.

    *when selecting a leader/civ in a multiplayer lobby, it does not show you their perks/unique units. This information is not on the tech tree / info sheet that came in the box either.




    6. Miscellaneous


    * No SP Scenario
    SP consists only of "Play Now" and "Custom Game". It doesn't get any more plain than this.





    7. left to discuss


    * It is almost unanimosly agreed by the community that the trading posts are ugly and break the scenery immersion.
    There is often the wish for a graphic like small towns.

    *No option to enable Random Events

    * No Wonder Movies an no Victory Movies:

    * No End Game Cinematics

    * Satellites do not reveal the map

    * No map trading

    * No era specific Music.





    -to be continued and worked over-
    Last edited by poncratias; 09-29-2010 at 06:48 AM.

  4. #4
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    Wow amazing I support this thread.

  5. #5
    For a couple of these issues i see them as learning to deal with the new 1upT system more than being 'broken' but for the vast majority of them i can only agree.
    Tbh the fact that such basic features such as regenerate map or showing how many turns a worker has left to finish what it's building are not included when they were already in previous versions, along with even some of the most basic parts of the manual being incomplete, so people have to work out some of the most basic figures themselves by trial and error, tends to show how poorly thought out and half finished the whole game seems to be. You don't even get a real manual with the game so what is the point in having an online/pdf version if you can't keep it up to date?

    My old civ manuals are more complete and up to date than the civ v version and they were printed before those games were even finished.


    Many people have said that the game is not in a bad state for release, but that is purely based on the lack of crashes and bugs. Ok the game can be played but it is far from complete and seems to be very rushed in it's design.
    If they don't send out some serious patches quite soon to fix these issues and class the game as "working as intended" for much of these issues then this game will have turned into a bit of a joke.

  6. #6
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    You forgot the poor battle AI, aggression for no reason and bring back world map trading and permanent alliances. Other than that I cant think of anything you have missed. Oh, and make worker automation sensible.

  7. #7
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    One thing I want to put more emphasis on is tech prerequisites. Animal Husbandry as a prereq for The Wheel and Trapping? Surely this is a mess up?

  8. #8
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    Great thread, this has to be kept on the front page. I 2nd that you need to add how poor the enemy AI is however, that needs is own section.

  9. #9
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    Great post, would be nice to get some kind of response on what they plan to fix/add in future patches.

  10. #10
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    While Civ 5 certainly has issues, and big ones at that, some of the stuff on this list (in fact a good chunk) aren't issues at all but rather "I wish" stuff.

    No way to view civilopedia from the main menu? No Quickload from the main menu? Make building queue longer?

    This is a good example of bigger not being better.

  11. #11
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    Great Post.

    Need more like this and less QQ threads

    Hopefully mods/devs read this as constructive criticism and work towards some fixes.

    Btw, love the game even with its flaws. If i wanted this game to be like civ4 then id go play civ4. Civ5 in its own right, has the right to be a different game. It just needs more polish. Regardless i love it, and ill continue to play it.

    Also some dev feedback would be nice...

  12. #12
    Wonderful post! No winey or cussing messages. After playing one full "Normal" game (everything on Normal) and winning, and in the midst of playing one MP Lan game, I have to say:

    Love the City States; the one unit per hex (no more confusing stacks); the way happiness works now; and especially how the victory conditions make you always tence. The AIs are less "realistic" now, but they are also more like humans; from what I saw, they are not going to sit on their hands and smile at you if it looks like your going to win (except for the United Nations victory, which is perfect for that way of winning). My solo game was exciting from beggining to end.

    I do miss the health aspects of the game, but I guess that can be considered culture now. Not having to make transports to move things is great, and so much less work, but, is there a way of stoping a sea invation now???

    The lack of animations in MP is THE worst.

    In both MP & SP, the lack of a "One screen shows all" for diplomacy is awful. In civ4 they that had that one screen that showed all the civs, with lines/text showing what everyone's attitude/deals were with everyone else, all on one easy to see page. I can't get that in Civ5 withouth clicking through a half-dozen screens then trying to remember all the info I saw.
    Last edited by PurplePaladin; 09-28-2010 at 11:17 AM.

  13. #13
    This thread is great, nice job!

  14. #14
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    BUMP to this awesome thread.

  15. #15
    Great list. *Requests Sticky*

  16. #16
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    you for got one besides mp unit aminations,
    no abilty to add more then the defualt number of players in MP ? whats up with that.
    Last edited by galestorm; 09-28-2010 at 12:05 PM.

  17. #17
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    Quote Originally Posted by galestorm View Post
    you for got one besides mp unit aminations,
    no abilty to add more then the defualt number of players in MP ? whats up with that.
    im pretty sure he was covering single player only ans mp was to be kept in the mp forum.

    BTW bump and more sticky for this thread

  18. #18
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    unfortifying doesnt work in strategic view mode

  19. #19
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    This is why developers more than ever need to test their games in the open community before launching them. A TON of this stuff is something it took most people to see in like 2 minutes of playing the game.

  20. #20
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    Long list with some good, some bad and some just ugly.

    Production taking too long? It's supposed to!
    Great scientist improvement bad? It scales!
    etc.

    Just fix the AI, make the UI give all the info and I'm fine.

  21. #21
    Alexander has a wicked case of eczema in his right hand and arm - see his pic when you play him and are loading the game - poor guy. Firaxis needs to give him some cortisone cream.

  22. #22
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    :)(:

    Well assembled and written!

    I also agree that these days if companies don't want to spend huge money on testing and Q&A should go Closed/Open Beta stage.

    ----

    Civ V is a great game, but looking at this list makes you like ... wtf! How did it get released wit so many simple bugs (It really gets very close to Elemental - the game with the most bugs at release). The more I play Civ 5 the more I like it (great concept and ideas, civs are wanderfull, graphics is great etc), but it also feels like I'm playing unfinished product.

  23. #23
    My beef: the human player always gets the bonuses for the Natural wonders when it's obvious I couldn't have been the first player to discovered it.

    For example, I was exploring the world with my Caravel when I came across a German city and on its borders was Mount Vesuvius. Surprisingly, a notification came up indicating I was getting credit for discovering it and would get +1 happiness.

    Given the wonder was right next to the German city's borders I can't see how they did not discover it.

  24. #24
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    Sep 2010
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    461
    Great thread.

    Some more points:

    - Please add option to raze city + improvments! (roads etc.)

    - Please add option to build up forests/jungle again. Its important for Iroquies and universities

    - Please add option to destroy sell buildings

    - Please add something I can do with too many workers .. Sell them for production, gold

    - Please add trade routes to foreign countries.

  25. #25
    Join Date
    Jul 2010
    Posts
    26
    Very good list. Agree with everything.

    2 things to add:

    *AI often rushes a wounded horseman on my spear on hill + forest. WTF?

    *City state influence is unbalanced. Due to construction time units are expensive. But gifting a unit only gives you a small percent of influence. Giving gold at early stages is impossible, since it costs too much. The only way to improve influence seems to kill their rival or to free them.

  26. #26
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    Sep 2010
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    Spain
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    There is a number 8 point missing there:

    8.- Launching issues (perhaps most important) : many people are unable to launch and run the game, although they accomplish the minimum requirements in their systems. MOreover ALL Spanish WinXP users are totally unable to run the game. This game does not work in non-english WinXP systems, but it should.

  27. #27
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    Quote Originally Posted by RomanKnight View Post
    *City state influence is unbalanced. Due to construction time units are expensive. But gifting a unit only gives you a small percent of influence. Giving gold at early stages is impossible, since it costs too much. The only way to improve influence seems to kill their rival or to free them.
    This is stupid indeed. When last time I gaive tank to the City State (I don't know what it's exact "rush cost", but I'm sure it's more than 250 gold) I've received like 1/20 of what I'd get by giving 250 gold. It's so stupid!

  28. #28
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    Sep 2010
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    A must read for the devs and community managers

    A must read for the devs and community managers!

    This game is currently at Alpha-Phase.

  29. #29
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    Jul 2010
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    26
    Oh yes, 2 more thing:s

    *Does anyone else have an issue with not abling to exit the beginning movie? I can not be canceled until 20-25 seconds in it no matter what button I press!!! This is annoying.

    *Alt-tabing often causes my game to crash.

  30. #30
    Quote Originally Posted by RomanKnight View Post
    *Does anyone else have an issue with not abling to exit the beginning movie? I can not be canceled until 20-25 seconds in it no matter what button I press!!! This is annoying.
    You can quit it as soon as the old man says "dream". Just push Esc a couple of times.

    You can also disable the intro movie:
    How do I stop the introduction from playing?

    If you experience a crash during the introduction or you would simply like to skip it to get into the game quicker do the following:
    - Browse to Documents\My Games\sid meier's Civilization 5
    - Open the usersettings.ini in Notepad
    - Find the setting SkipIntroVideo = 0 and change the value to 1
    - Save your changes and you're done

  31. #31
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    Jul 2010
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    Quote Originally Posted by formmailer View Post
    You can quit it as soon as the old man says "dream". Just push Esc a couple of times.
    Yes, this is what I do. But this is an issue that should be fixed.

  32. #32
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    Sep 2010
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    1

    Early Advanced Units

    Yesterday I started a new game on my desktop PC as America after about 60-70 turns into the game (2000-odd BC) China asked me if I would help declare war on another Civ (I chose give me a few turns to prepare). It was only after a few more turns that it came apparent why he went to war because he was somehow fielding an Infantry unit in 2000-odd BC. I mean WTF!!!

    I thought that this might be a one off freak occurance but later that day I start another game on my laptop again as America. Again in the early throws of 2000-odd BC Japan asked if I would help him declare war on a Civ (again I chose give me a few turns to prepare). Again a few turns later I noticed he was somehow fielding a Rifleman in 2000-odd BC.

    This got me thinking, how is this possbile? The only way I can see this possible is the way ruins dish out advanced weapons to combat units that explore them. This big has only become apparent since I edited the 'Civ5GoodyHuts' xml file and reduced the <MapProb> from 80 to 10 because I was fed up of getting maps all the time.

    My next task I think is to play as either China or Japan and see if I can repliacte this bug myself.

  33. #33
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    Jul 2010
    Location
    Vienna, Austria, Europe
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    These -1, just get used to it.
    * 1UPT makes it hard to navigate at chokepoints.
    * Make the building queue available without having to check the box
    * Production takes a long time
    * People are upset if you have population and build slowly. If you stop expanding, your people build slowly. If you starve your population to reduce it, your people build slowly. Kind of a built in lose/lose.
    * if your people are unhappy, you can build a coliseum but building it takes very long.
    * 1UPT makes it hard to navigate at chokepoints.
    --------------------
    These +2 (just because they are so simply to implement and such a pain in the a**)
    * Add a real time clock option (really not having this for civ is negligent sleep deprivation; someone should call the police)
    * Add "No Unit Cycling" option
    ---------------------------
    Rest +1
    But all in all it looks good, most things should be fixable in patches and are no complete messed up (except the civiopedia, that will be a hard time to fix i fear).

    @Solarius
    As you stated it's not a bug its am mix of you "fixing" the xml file and the problem with the "advanced weapon event" as stated in the list

  34. #34
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    Sep 2010
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    Nice thread!

    There should also be more variety with the way the AI Civs speak to us. I'm getting tired of reading the same lines over and over and over again. Different leaders should have different ways to say the things they wanna say. This would add some more flavour to diplomacy and tell us more about their personalities. At present state all AI Civs feel the same. The fact that they speak their native language and look different just isn't enough to make the experience as enjoyable and realistic as it should be.

    Does anyone agree on this?
    Last edited by jalmardo; 09-28-2010 at 06:28 PM.

  35. #35
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    Sep 2010
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    I am shamelessly stealing here from the CIv Fanatics Forum

    A huge set back from Civ 4 where they managed to get rid of most of the exploits.. now they are back in civ5

    namely:
    You can get all of their gold by offering resource, gold/turn then declare war in the same turn. As diplomacy lacks in this game I haven't even noticed any negative effect from this.

    Also the ability to SELL one-sided open border agreements to distant civs who probably won't even visit you (not much money, but sometimes every little counts)

    Also: the Ai will buy any startegy resources as long as it has the gold, no matter if it needs it or not.

    anything else?

    ETA of the fix?
    I think its important that these issues have to be adressed as well

    http://forums.civfanatics.com/showthread.php?t=385277

  36. #36
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    Jun 2010
    Location
    Germany
    Posts
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    Great opportunity for the developers to fetch information.
    Well done!

    @ DEVS and MODS: read this!

  37. #37
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    Sep 2010
    Posts
    4
    Once I built a fort at a chokepoint into my empire, and an automated worker came and replaced it with a trading post. Obviously:

    -Automated workers should ignore manually constructed improvements

    Also, a wish:

    -Epic and marathon games should increase the time for learning technologies, but not scale production or any other game mechanic with it.

  38. #38
    Please add to the list:
    •On certain graphic settings Oil resources on coast/ocean tiles can not be seen in the Normal map view. (they appear in the stategic view, and when mousing over the tile, it says there is oil)

  39. #39
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    Sep 2010
    Posts
    1

    Balance fixes and niceness is all good, but please fix playability first!

    I like the comprehensive list of things that the community think is wrong with the gameplay and i agree to most of it, if not all.

    The biggest problem at the moment is however the performance of the game.
    I mean, come on 2K Games...
    You release a game filled with stability issues.

    I bought the game planning to play multiplayer with a group of friends, but also to experience the singleplayer posibilities that i have grown to love in Civ 4. The problem is that i can't do this. And it's not just a problem with the massive lag in multiplayer, but also that the game tends to randomly crash for no apparent reason.

    The most annoying things at the moment is these:
    * Multiplayer games (internet games) start lagging massively after a very low amount of rounds. I might have a slow computer, and have most video settings set to low, but why should it start lagging in round 20-30 for all players in a game?
    * The graphics engine seems to randomly get hickups where it loads the entire world all over, causing massive lags and screen tear in both singleplayer and multiplayer (and running both DirectX9 and DirectX10/11)
    * Myself and at least 2 others in the group of players (that *try* to play multiplayer together) have experienced random game crashes. This also happens in both multiplayer and singleplayer (and running both DirectX9 and DirectX10/11). Sometimes the game will even crash within seconds after loading a singleplayer save game.

    The most wished for feature (also mentioned in the list):
    * Saving multiplayer games!


    Releasing a game with flaws like these is inexcusable, nomatter how you look at it, and i think 2K Games could learn a lot by looking at how the people at Blizzard worked with their games when making World of Warcraft and Warcraft 3.
    If you (2k Games) can't test the game properly internally, to find some of these many mistakes, you should put the game up for Closed/Open Beta like most other companies have started doing.
    This way you would also find some more problems like the graphics problem I'm having. You wont find these problems if you only test the games on a limited set of computers (and probably also only fairly new machines)


    PS: I do like the game, I'm just immensely disappointed with the stability of it.
    Last edited by Komoden; 09-28-2010 at 07:41 PM.

  40. #40
    Here's a list of my own gripes:

    1) Lan option: This needs to be fixed. I can see games being hosted, but when I choose to join them I get the usual message about "Retrieving host information". Civ IV works fine on Lan for me which indicates that it's not my connection that is at fault. So what has changed between Civ IV and V regarding Lan connectivity? What happened to the Direct IP Connection option from Civ IV?

    2) Lack of multiplayer animations: this is a real immersion killer for me. I realise that this "live simultaneous turns" thing is a problem somehow, but still, there should be an option for the Host to select whether or not they want animations being played. Which brings me nicely to the...

    3) In Civ IV you could load up a previously saved multiplayer game and alter the options before launching it again. Players could also join the game whilst it was active. In Civ V you can no longer do this. Why?

    4) When you reload up a previously saved Multiplayer game, the difficulty level is reset to "Prince". This problem is further compounded when you cannot actually change it back (see point 3 above).

    5) This "whoever clicks first gets the drop" version of simulatenous turns is awful and probably only adds more to what each client CPU is trying to do at once.

    6) When you click on a unit, you should be able to see the previous waypoints that had been given to it, just like you could in Civ IV.

    7) Why are actions set in stone for each unit prior to clicking the "Next Turn" button? Surely the whole point is to allow the player to change their mind about what each unit should be doing UNTIL they click the button?

    8) Multiplayer via Steam: why does Steam require 40% CPU usage constantly during multiplayer? What could it possibly need to communicate about that needs THAT much? Both myself and a friend have tried reinstalling Steam (including removing registry entries) and it's still the same. Now, I realise that this issue may not the fault of the game but Steam itself, but still, this is a major performance killer for me.

    9) Messages about events: I've noticed it frequently where the notifications regarding rewards from ruins and also sometimes some of the other event messages will appear and quickly disappear before you get time to read them. Some of them are not being logged in the events log either.

    10) Technology tree training when in a group: Would it be possible to show what each member of the group is training in the tech tree? For instance, their name could be shown in brackets beside the tech name in the tree.

    11) When one person in the group finds something e.g. ruins, then surely THEY should just get the message, not everyone in the group. If everyone has to get the message, then at least replace the word "You" with the name of the player.

    12) The Tutorials: for anyone who has never played a Civ game before, the tutorials in Civ V are just not adequate enough. The Civ IV tutorials where a lot better in my opinion.

    13) Even after manually changing the .ini file to bypass the intro video, and even renaming the video, the game still gives a black screen for about 1 minute before showing anything else.

    14) Previously used Multiplayer settings are not being remembered. Unlike in Civ IV.
    Last edited by Tarka; 09-28-2010 at 08:53 PM.

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