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Thread: CIV 5 BUGS, FEATURES, and ISSUES - The complete list

  1. #1
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    CIV 5 BUGS, FEATURES, and ISSUES - The complete list

    This thread is aimed to gather all the complaints, issues, etc. the civilization community has got with Civ V in one list.

    Poncratias started a thread about this – http://forums.2kgames.com/forums/showthread.php?t=90911 – but that list hasn't been updated for a while. So, I thought I'd create an updated list and try and keep it more up to date.

    I hope this list 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.

    The colouring for each item is:

    Bug – Pink: A feature of the game that is known to not work as advertised.

    Missing Feature – PaleTurquoise: A feature missing from the game that users would like to see included.

    Issue - Wheat: A feature of the game that is annoying to users for one reason or another.

    Resolved - YellowGreen : An item that has been resolved, either in an official release or because the item has been proved to not be an issue (due to inaccurate reporting).


    Code:
    Table of contents:
    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 & Short-cuts
       1.9 Unit controls & Unit UI
       1.10 General UI & Menu stuff
    2. AI & Unit behaviour
    3. Graphic & Artwork
    4. Game-play & Game mechanics
    5. Multi-player
    6. Miscellaneous
    Last edited by gamephotos; 10-11-2010 at 05:23 PM.

  2. #2
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    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 customizations.
    You are not able to create your own civilization , with an own chosen 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 immediately re-enter 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.

    * Playing with random map size will always(10/10) generate a small map with 4 civilizations.

    * If game saved to Steam, can't then save it to Hard Disk.



    1.2 Civilopedia & Game Info

    * 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.

    * When annexing a city which has marble in its range, I get a notice that wonders in that city are 25% faster to build, yet there appears to be no information whatsoever of this anywhere else.

    * Railroads extend production bonus to other islands/continents when railroads connect two harbours on different land masses together.

    * Greece: Civilopedia is missing that Alexander also doesn't get a negative from trespassing in City States territory.

    * The cost to maintain the same units rises over time - say 6 archers kept for 100 turns, initial cost might be 6 gold, rising to 9 gold over the 100 turns. However, there's nothing to indicate that this is going to happen, nor what the expected rise is likely to be. Over time, this 'inflation' can start to strangle a civilization without the player knowing what he's doing wrong.

    * No info about the maintenance costs of a given unit - does an archer cost as much as a tank to maintain?

    * What is a Pact of Cooperation and how does it work?


    * What is a Pact of Secrecy?


    * Is there any benefit to me in having Open Borders with someone else, other than being able to move through their land?



    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.

    * Because the tile yields are much lower there is little to differentiate them, for instance only one type of hill (even desert hills are the same), floodplains 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.

    * Unfortifying doesn't work in strategic view mode.


    * After renaming my capital, new cities will for example always be called Athens. In strategic view the city will still be called as before. I had three Athens even though none of them was called Athens.

    * In Strategic View, the colour of roads is black/grey/charcoal and railroads are dark brown. In normal daylight it is almost impossible to tell them apart. At the moment, I have to hover over every tile to see whether I have a railroad or a road.


    * At the moment, when you fire/attack enemies the scene shifts far too quickly to the next unit - at least when you have the auto select next unit option active.

    * The way the system creates a road network, in Strategic View, is extremely ugly. It would look so much better to have a streamlined network, rather than the strange bends and links that appear now.

    * When railroads appear, I've seen a road network apparently split into two networks by railroad upgrades.

    * When you upgrade a unit, that unit is left selected with something like 'no moves left' as the message. You have to click on the left or right arrows to move the game onto the next unit.

    * Moving a ship across the screen, when it gets to the edge of the screen, the screen doesn't automatically recentre on the unit/hex. Instead you have to try and click on the tile to recentre and then click on the new destination of the unit.


    * Where a river runs along the border of a nation, the outline of the nation's border covers up the river. There is only a slight hint that the river is there. When the nation border colour is blue, it's even harder to spot.

    * Once I have units that can move 4 hexes or more, the animation of them moving on the Strategic View is quite quirky. The animation looks like they quickly go and have a look where they're going, then they go back to where they came from and then take a long run up to get where they're going.

    * During the start and middle game you can watch units move across the board in Strategic View. However, once into the end game some units no longer get shown as they move. They literally disappear from one hex and appear at their destination hex.
    Last edited by gamephotos; 10-15-2010 at 12:43 AM.

  3. #3
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    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 mouse-over information above the map should display all information about a tile and units in it. The pop-up tool-tip 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.

    * The Zoom levels could be longer in both directions.

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

    * Drag-able 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.

    * Playing as Greece, Japan and Ottomans as close neighbours. On the mini-map, all territories showed as white, the only difference being the small city dots.

    * No way to locate City States apart from manually searching the map.

    * No easy way to find auto-explore units, other than manual search.

    * The contrast between ocean/coast and land on the mini map is really low. Ocean/coast should be darker to make continent outlines more visible.

    * Make lakes a different colour to coast which is a different colour to ocean.

    * Great wall of china goes clean through my Stonehenge.

    * Small red faded/gradient triangles appear on bunches of tiles at certain zooms.


    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.

    * It's 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.

    * 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 specialists of one type for any purpose, you'll have to scroll the list.

    * The "citizen coin" is too cluttered.

    * 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 being able to destroy buildings.


    * Quirky production queue system. Shift-clicking and Ctrl-clicking should be implemented.

    * Cannot move "Build Wealth" up and down the Build Queue.

    * When more than 1 of my cities has to choose something to produce I find that I have to click on the "Choose Production" button for every city.

    * Why can't the system cycle me through all of the cities, one after another, as it does for units?

    * Add an "advanced mode" for the citizen allocation or add the option to choose a secondary focus.

    * Allow access to the map options from the city screen.

    * Add a proper visual indicator for tiles which belong to another city, but are not currently being worked.

    * For tiles which are being worked by another city, show a tool-tip with how much grabbing that tile would yield the current city, and how much it would take away from the other city, given the other city's current allocation focus.

    * When Yield Icons are turned off in the global map options, the city screen only shows yields for tiles that belong to the city.


    1.6 Other Overview Screens

    * On the Military Overview (F3), click or double-clicking 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.

    * Bring Back Graphs.

    * 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 another civ needs.

    * It would be useful to know where Wonders are in the world – especially when planning on attacking cities.

    * The happiness stats in the mouse-over tool-tip for the happiness value in the top bar don't add up correctly if you get happiness from garrisoned units.

    * When looking at the Diplomacy screen it says 6 votes available, but in the Diplomacy details screen it says 7 votes available. Which one is right?

    * It would be useful to know the details of which City States are voting for you or other people, not just that you have X votes for you from City States.

    * The F3 military overview screen should show all unit details, including health, XP, promotions, and the next upgrade, and allow upgrades right from this screen.

    * Add a unit upgrade tree, accessible from the F3 overview.


    *If I have a unit with some moves left and I go to the Military Summary screen, the amount of moves it has left often obscures the rest of the line for that unit, especially if the move left is 0.666666666666666666666666.


    * The Siam civilization's unique ability "Father Governs Children" - Food and Culture from friendly City States increased by 50%. First of all I think this description is not clear enough. "Friendly City States" can also be interpreted as the personality "Friendly" instead of the reputation level.


    * The tool-tip for the Patronage Social Policy "Cultural Diplomacy" is wrong. Happiness from gifted luxuries is currently increased by 40%, NOT 50%.

    * Foreign Advisor pop-up about unhappiness & severe unhappiness is not mentioned by her in the advisor counsel window (despite her having 10 less important things to say there).


    * Unhappiness warning popped up when I had 4 happiness?
    Last edited by gamephotos; 10-15-2010 at 12:53 AM.

  4. #4
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    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 colour 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.

    * End of peace treaty notifications repeat every single turn after peace treaty ends.

    * Messages about events
    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.

    * When taken to a city from a notify message the cities existing buildings and worker settings are not shown. You have to exit the city (back) then go back into the city.

    * Sometimes, when Ruins are explored there is no message about what was found, if anything.

    * All of the eras appear to have a quote associated with them, except for the industrial era. This may be an audio glitch, or it could also be an oversight -- either way it needs fixing.

    * All advisers only say 1 or 2 things, ever.

    * When I'm working on a Wonder and someone else builds it first, my city reports "FINISHED: The Hanging Gardens" for example. I didn't Finish the wonder, someone else did.

    * When I link a city to my Capital, it would be really great if the message said: "Trade Route Established. You have gained X extra gold per turn."

    * We get a notification connecting city to capital with roads, creating a trade route. Useful to get a notification that we've connected a city to the capital via railroad, giving a production bonus to that city.

    * When conquering a city, the tool-tip for 'Create a Puppet' states this option will not increase the time of Great People production, but they are managed separately by city.

    * I often get pairs of messages saying that "England is now an ally of Lhasa" and "England is no longer an ally of Lhasa",. one after the other in pairs.


    * I get a message that says, "Many of the City States of the world remain at war with Germany. They welcome assistance in any form, particularly military units. (Click on one of their Cities to give them units.)" The problem? I'm Germany!

    * Spoken diplomacy does not match what is written (as in the meaning of what is being said (hostile/not hostile).

    * When I'm bopping cities with powerful units, I'll sometimes do 10+ damage (I think). The problem is, when the damage done is shown, the game layers all the numbers on top of each other so you can't tell just how much damage WAS done - it's just gibberish.



    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 short-cuts.

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

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

    * The R button is both the hot-key to build a road, and the hot key to toggle the display of resources on the map.


    1.9 Unit controls & Unit UI

    * Unit Info Panel: HP bar is easy to miss, Promotions are small, aren't unique and require tool-tips to see. No XP bar, Range not listed, too large and non-adjustable 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 mouse-overs.

    * Add shift clicking to set way-points 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 improvements, improve based on the governor of the city, etc).

    * Add a way to move units "en masse"

    * When plotting a multi-move 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.

    * 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.

    * The promotion tree does not properly state "or" often enough. Medic is available to Shock I, Drill I, Scouting II, OR Survivalism II. It does not require all four promotions.

    * No option to prevent workers from cutting down forests.

    * Hard to tell whether your ground units can attack sea targets or not, or if your sea units can attack ground targets or not. Some units have attack and move and some can only do one or the other per turn, can't see which is which easily?

    * Crtl-A short-cut doesn't work when trying to get a Unit to attack another Unit.

    * Often, when worker is last unit to be moved, auto end turn doesn't work.

    * Need an option for Workers to convert Road network to Rail network.

    * Often, when I have the ability to build railroads, a worker will go to a tile with no roads and I'll order a railroad built. Instead I end up with a road and have to order the worker to build a railroad for a second time.


    * In the same vein as unit promotions, unit bonuses will start listing behind the UI if there is too many.

    * Trying to move a Unit to a hex multiple moves away should happen until Unit is only 1 move away and then a different order can be given. Too difficult to move large forces otherwise.

    * The first click I try to move never works, just shows red dot circle. Always moves second try.


    1.10 General UI & menu stuff


    * The Interface in general is too large and non-adjustable.

    * 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.


    * 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 cities, advanced map set-up. A button instead of the small "edit" would be nice.

    * Input boxes should have default focus.

    * 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...'.

    * If you have a second screen to the right of your primary monitor, you cannot scroll to the right. The mouse just goes onto the other screen.

    * After a while cities start to demand luxuries, but the only place I can find out who wants what is by looking at the individual City details screen. It would be really useful to have a centralised list of luxuries in demand in the empire.
    Last edited by gamephotos; 10-15-2010 at 01:07 AM.

  5. #5
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    2. AI & Unit Behaviour


    2.1 Unit Behaviour

    * SAM units don't appear to have an animation attached to their combat.


    * Often times during combat, 'combat' does not appear to take place, rather the units just watch one another carefully until one apparently glares the other into oblivion.

    * Nuclear missile movement is a bomber? Jarring; why not just call it nuclear bomber?


    * No helicopters on carriers?

    * Why is my military advisor telling me to build stables in 1995? Are some modern units classed as mounted?

    * Last time I checked arrows didn't go further than tank shells.


    * No air attack pre-rating thing? (decisive, minor victory, etc) - at least for bombers, haven't tried fighters.

    * My cities keep being attacked by Barbarians who have no brain cells.
    They appear, I bombard them, they disappear, only to return in a turn or two to be bombarded again - but they haven't healed the damage done to them. They just keep coming back until they get wiped out - not once do they heal and come back stronger.

    * Barbarians never seem to attack the city itself. Why don't Barbarians attack cities and them raze them to the ground?


    * Barbarians sometimes rotate around the city, being bombarded every turn until they die.

    * It appears that units at sea cannot move past each other.

    * Units embarked for sea movement are extremely vulnerable to attack.
    Because of the one unit per hex rule, there is no way to place an attack ship in the same hex to protect them. Even placing an attack ship next to them doesn't prevent an attack - which invariably sinks the unit.

    * Why, when I set a unit to auto explore, does it spend most of its time exploring hexes that I've already explored?

    * Why doesn't an auto-explore unit take to the sea and look for new land?


    * Can't upgrade bomber to stealth bomber, bomber still avail to buy when it has been superseded, as well some other modern yet obsolete units (tanks & modern armour?). No idea why cavalry & lancers are still build-able in 2012.


    * No guided missile on carrier but nuke OK?

    * No flights possible to recon anywhere?


    * How is it possible a frigate can hit my stealth bomber with its cannon?


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

    * 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 game-play very tedious.

    * Helicopter 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 C-S's, yet their units block your passage out of their territory. Over time if you lose alliance with them, you start accruing penalties for trespassing.

    * 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).

    * Automated workers should be able to ignore manually constructed improvements.

    * No way to tell your planes to sleep till healed.

    * Bad display of planes, if you send them out on a mission they will return but only as a "hidden" little number box on top of the city banner.

    * Workers on automated improvement should not automatically remove Forts, Citadels, Academies, and Landmarks in favour of trading posts.

    * Archery units need to upgrade to cannon, artillery units (makes more sense).

    * Cavalry and Lancers don't become obsolete. Horses as a strategic resource does not become obsolete.
    I can build stealth bombers, nuclear missiles and giant death robots, but somehow I am still given the option to build cavalry and lancers. When, exactly, in the modern era would I still be needing them? Also, it seems they can't be upgraded to anything.

    * Helicopters should fly over water without embarking.

    * Barbarians do not heal when they fortify.


    * When you capture a settler that was taken by barbarians it turns into a worker if you want to keep it? is this a bug?


    * When a Catapult (Or possibly other artillery?) is adjacent to a city (Or possibly units?) and tries to attack by right-clicking, the catapult acts as if it is using a melee attack. The Catapult will attack and then be retaliated against as if using a melee attack and receive damage. I also suspect it is using the "melee" strength when performing this attack.

    * Guided Missiles and Nuclear Missiles, sometimes after re-base to a nuclear submarine or missile cruiser, can leave permanent selectable button in a tile after submarine/cruise is moved.

    * Spearmen get mounted bonus when attacked at range with chariot archers?
    Last edited by gamephotos; 10-15-2010 at 01:12 AM.

  6. #6
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    2.2 AI Behaviour

    * The AI always pick on the weak. In regards to if a player is wining the AI will not try to create alliance to overpowered the wining person.

    * AI always likes to make a open borders agreement with you so they can surround your city with troops then declare war. When war is declared, all units should be moved outside borders.

    * AI Civs don't give any gifts, but always demand them from you.

    * AI always attacks the same city, it doesn't try to switch mid way to catch you off guard.

    * 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.

    * 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).

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

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

    * Feedback from the AI is insufficient.
    Sometimes the AI cancels a pact of cooperation, for example, 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 strategy resources as long as it has the gold, no matter if it needs it or not.

    * Received city when AI wanted peace (King mode). The AI went from not wanting peace to suddenly giving me a city and the last of their resources.

    * One Civ declares war on me, and then I'm the warmonger to all other Civs for ever after.

    * When liberating a city from an extinct Civ, the reborn Civ is angry at me for waging war.

    * Ghandi is at war with Caesar and I wade in to help Ghandi. Ghandi is now angry at me for warmongering.

    * "How much are you willing to give for this?" will return an answer of "There is no way to make this deal work." Put in an amount of money deemed fair, and propose it again. Now the deal is accepted. Makes no sense.

    * At war and the AI asks for peace, and gives you a GREAT deal. If you say no, conquer one more city, and ask for peace the AI will accept NO peace. Then, if you send a single unit to attack their Capital, now they are willing to give everything for peace again.

    * 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?

    * When I planned a route into a distant fog of war hex (discovered but dark), the AI obviously knew that there was someone standing there and refused my order.

    * AI does not use gold to buy units. At war with them, even with 10 000 gold plus Big Ben wonder, the AI is not buying any defence.

    * AI Units just won't stay still.
    It seems that the AI has to keep moving all its Units, even when there seems no reason to do this.

    * Could we please, Please, PLEASE have a sensible order of auto unit selection when they have to move.

    * City on island of 1 hex and AI builds a Worker?!?
    Last edited by gamephotos; 10-15-2010 at 01:17 AM.

  7. #7
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    3. Graphics & Artwork


    * Rivers are ugly, especially when they run into the ocean.
    This is almost agreed by the whole community and definitely 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.

    * Ottoman mini-map territory colour is too similar to the unexplored territory colour.

    * On certain graphic settings Oil resources on coast/ocean tiles can not be seen in the Normal map view. (They appear in the strategic view, and when mousing over the tile, it says there is oil.)

    * No railroad bridge. Just the same ancient stone bridge.

    * Advisers don't look modern in later eras.

    * Building on fishing resource when it is next to a city with harbour makes the boat clip inside the harbour, fair few other messy/lazy clipping graphics things like that as well.

    * Para-drop missions seem broken to me. There is no animation, my trooper simply disappears and reappears with a boink on the target tile.
    Last edited by gamephotos; 10-15-2010 at 01:21 AM.

  8. #8
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    4. Game-play & 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. It's 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.
    For example, 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 Iroquois 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 maintenance and 2 culture and 2 happiness rendering the construction of any other happiness 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 you 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 versus 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 choke points.

    * 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.

    * When receiving a city and making a puppet of it, you cannot complete turn.
    This is because the city needs to have some production set by the player and they could not do that. You have to annex the city to continue. Reloading game has no effect.

    * One of the AIs declared war while they received a resource for 30 turns. I can no longer use that resource. Giving the same resource to the AI has no effect - it is just lost.

    * As part of a trade the AI got peace and a resource. After 10 (and 30) turns I can still not declare war on them. I am now in constant state of peace.

    * When playing Russia, the "Siberian Riches" feature allows massive accumulation of strategic resources.

    * Open borders cannot be cancelled unless the AI decides to do so.
    Last edited by gamephotos; 10-14-2010 at 06:23 AM.

  9. #9
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    4. Game-play & Game Mechanics (Continued)


    * Siam declared war with oligarchy (33% combat strength in friendly territory). In my territory and they still had the +33% strength from friendly territory. Some turns later they built the Himeji Castle: +58% strength while in MY territory.

    * Game play slows down dramatically towards the end game with larger maps.
    Instances of several minutes between turns and 30+ seconds between individual unit moves on your turn. Appears to be related to number of workers on map.

    * You can be friends with a C-S and another Civ becomes allies. Your friendly C-S then goes to war against you and remains friends?!?

    * Starting a research agreement with a nation and declaring a war right after completes the agreement instantly.

    * Puppet-city concept needs some work. They build all possible available buildings in my civilization. When you discover coal, they start building factories, with aluminium, hydro plants and whatever, but the worst is uranium (nuclear plants) due to its scarcity.

    * Civs seem to seriously undervalue cities when trading. Level 1-3 cities cost almost nothing to trade for.

    * Creating and destroying Units provides 20% hammers as gold, whereas turning Production over to gold provides only 10%.

    * Russia's strategic resource ability bugged up on modern strategic resources, not doubling the quantity of aluminium, uranium, coal or oil.

    * Gold! If you build improvements you cannot build an army, and vice versa. This makes the game completely unbalanced.

    * It's too easy to win the game via military power.
    If you try to win via culture the computer AI will always pick on you and try and take over your cities because you're weak, making the game very frustrating.

    * Introduce penalties for attacking civs with higher culture than your own, or fix the gold system. Penalties could be making the aggressors happiness decrease, or combat penalty since a culture civ is not going to have the "gold" to try and fend off someone with military power.

    * Diplomacy? The Diplomacy system is very basic, not enough options here.
    Trade options should be able to be set, and cancelled at any time, along with any agreements. Nor is there any indication on your status with other Civ's other than they are hostile. What happened to being able to create an alliance?

    * Trade options, luxury trade should be indefinite unless you cancel the trade either via war or because you want to free up that trade to purchase a more favourable luxury for your CIV.

    * Special people have unit maintenance? This is extremely annoying since gold is hard to manage as it is.


    * Can't jump a Unit upgrade. Have to upgrade units one step per turn. Tedious.


    * Can't upgrade a unit without having researched all the intermediate steps – Upgrade to Infantry isn't possible without having researched Rifleman as well.

    * No map trading.

    * Sometimes upgrading a unit an additional sample of that resource is used. So that if I build a swordsman it uses 1 iron. If I build a long swordsman it uses 1 iron. But if I build a swordsman and upgrade it to a long swordsman, it uses 1 additional iron resource when I upgrade it, so it's using 2 iron resources.

    * Every time I've chosen puppet, the game will not move forward because it wants me to choose the new production?

    * Link to capital should not break if a road AND a harbour exist in a City. Link can go via road if enemy ship blockades.

    * Stealth bomber disappeared when city gifted to another Civ/C-S.
    Last edited by gamephotos; 10-15-2010 at 01:22 AM.

  10. #10
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    Sep 2010
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    125
    5. Multi-player


    * No dedicated servers.

    * No matchmaking.

    * Constant lag issue.

    * Frame rate 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 ability to add more than the default number of players in MP.

    * In multi-player, 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 multi-player 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.

    * When you reload up a previously saved Multi-player game, the difficulty level is reset to "Prince". This problem is further compounded when you cannot actually change it back.

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

    * 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.

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

    * Some of the options available when setting up a SP game isn't available in a MP game (Random Map Type etc.)
    Last edited by gamephotos; 10-14-2010 at 06:19 AM.

  11. #11
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    Sep 2010
    Posts
    125
    6. Miscellaneous


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

    * It is almost unanimously 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 and no Victory Movies.

    * No End Game Cinematics.

    * Satellites do not reveal the map.

    * No map trading.

    * No era specific Music.

    * Persia (+50% golden age duration), built Chichen Itza (+50 % golden age duration) and after that Taj Mahal (starts golden age). Result is a Golden Age for 48 turns. Seems over-powered.

    * Achievements system lacks detail.
    Some achievements lack description, others don't seem to be awarded – Start 5 Golden Ages, Six Degrees to Cid, All for all Superbrawl, Magellan, Cat Fight and War Canoe to list a few.

    * City state influence is unbalanced. Gifting a unit only gives you a small percent of influence compared to giving the equivalent in gold.

    * Cannot disable Intro movie – except by changing the .ini file.

    * No variety to AI Civs.

    * There is no way to buy a Courthouse.

    * Social Policies should have an effect on other civilizations and city-states.

    * Espionage. If you can't spy on your neighbour and steal his tech, or sabotage improvements, we've left something fun out of the game.


    * When you build the great wall and save the game, you can reopen game and the wall is in a different location to its saved location.

    * Why do you have to choose Production for a City you are razing to the ground?

    * Other continents are totally unimportant in this iteration of the game.
    Frequently, nobody expands to the 3-4 uninhabited (or only city-state inhabited) continents. This needs to be fixed obviously, as there is simply no reason to go to the trouble of exposing settlers/military units to the cumbersome task of a transoceanic voyage just for more useless food resources and the same luxury/strategic resources

    * All ships should have an 'explorer'/'marine'/'sailor' unit aboard which serves the same purpose as the ones in Civ Revolution.
    It is damned irritating to send your caravel all around the world, discovering tons of new continents, only to realize that those ruins just ashore that aren't defended can't be explored unless I ferry an army from the homeland to do the exploring.

    * It would be great if when I have an air unit selected and I have clicked the air strike/bombard button I could see on the map where the range of enemy interceptors is and whether my flight is about to pass through this range. At present I just fly by the seat of my pants.

    * "Being revealed" indicator for subs?

    * No more culture battles?

    * Most Wonders are Useless in civ 5.

    * No Religion?????? - this was a massive concept and still is a major impact on CIV. It still should be.


    * Where has war weariness gone?


    * No evolution of Trading Posts over time.


    * Provide an option to limit level of favour with C-S, so that you can be a friend without being an ally, and so stay friendly with Civ that is already ally.

    * Special resources should yield more production, gold and food resources.

    * There should be more production hammers and gold coins from mines.

    * Increased wealth bonus to gold from mint, market, bank and stock exchange.

    * One more wealth/economy building.

    * Better economy would give the possibility to have a large military and buy buildings in underdeveloped cities.

    * Many buildings are too expensive to maintain. Like armoury, arsenal, broadcast tower, castle, circus, Colosseum, courthouse, forge, harbour, medical lab, military academy, military base, museum, opera house, stadium, theatre and windmill.

    * A notice/warning when the military support costs rise.

    * The combined bonuses for units from promotions, wonders and policies are too strong. The opponent has no chance unless he's much bigger than you. This makes military victory too easy.

    * The military should be cheaper to maintain in the later parts of the game. Breaks your economy too easy.

    * More missions from city states. And also more diversified missions. More mission types.

    * Alliance with city states should last longer.


    * Courthouses are too time consuming to build and too expensive to maintain.

    * Buildings that are generating happiness are generating too little. Especially in middle and late game. Like theatre and stadium.


    * Some buildings are almost useless. They should have more bonuses, lower maintain cost and be easier to build. Like stable, castle, harbour, forge, arsenal, armoury, garden, windmill and workshop.

    * Some wonders should be more useful.

    * Add a improve the nearest city for workers. They go long routes all over the map instead of starting with nearest tiles.

    * Wiped out barbarian villages should be removed in the fog of war. Irritating to go down to a barbarian village and it's already been wiped out by another player.


    * It seems that a declaration of protection gets reset every turn.

    * When iron become useless to a civ - all iron left over should be + production for the civ.

    * Why is there no improvement that adds hammers to flat tiles? Not every city is blessed with enough hills or forests to have sufficient production.

    * The handy pop-up that used to tell me what sort of improvement I could build on a tile BEFORE I sent the worker there is missing!

    * Where are those handy huts and boats that let me know which map tiles are being worked by a city?

    * There are no units to build when I am at peace! I would love to see something like religions and corporations make a re-appearance, so that I can build and spread my economy with units.

    * Vassal states? The city-state dynamic is really quite interesting, but I should like to see my rival empires also reduced to ally status when I beat the tar out of them.
    Last edited by gamephotos; 10-15-2010 at 01:26 AM.

  12. #12
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    Sep 2010
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    8
    To be filed under 1.7 - end of peace treaty notifications sometimes repeat every single turn after the peace treaty ends. Now *that* is motivation enough to then wipe them out!

  13. #13
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    Oct 2010
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    1

    Ressource issues and AI

    I have not found these issues in the list so here goes.

    1. (BUG) When i recieved the city i made a puppet of it. However i could not complete my turn since i was notified the city needed to have some production set, and i could not do that. I had to annex the city to continue. Reloading game has not effect.

    2.(BUG) One of the AIs declared war while they recieved a ressource for 30 turns. I can no longer use that resource (I have 3 pearls, one is given to another AI but i only have 1 remaining). Giving the same ressource to the AI have no effect (I just loose it as normally)

    3.(BUG) As part of a trade the ai got peace and a ressource. After 10 (and 30) turns i can still not declare war on them. I am now in constant state of peace. Funny enough issue 2 and 3 was both with England. But seperate games

    4. (AI Issue) Recieved city when AI wanted peace (King mode). The AI went from not wanting peace to suddenly giving me a city and the last of one of thier ressources. They were not in war with anyone else and i was not threathining any of the remaining citys.
    Last edited by MrFrien; 10-11-2010 at 07:26 PM.

  14. #14
    Join Date
    Feb 2010
    Location
    Prague
    Posts
    87
    I 've noticed two annoying BUGS so far:

    1. Constant CTD on some Civilopedia entries (I have digital UK Edition, preordered on game.co.uk).

    2. (kind of cool exploit actually) When I played Russia due to the "Siberian Riches" feature once I started to trade strategic resources they appeared in double quantities every turn after the trade ended. At some moment of the game I accumulated over 3.5K iron and 1K horses. I don't have the pictures though; I will check the savegames to look for it.

    Mitrydates

  15. #15
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    Oct 2010
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    1
    Annoying feature - Open borders cannot be cancelled unless the AI decides to do so, very annoying when you are at war and some AI scout is blocking your crucial chokepoints when you must move troops fast to defend city x.

    BUG - Siam declared war on me, and they had oligarchy (33% combat strength in friendly territory). They started rolling into my territory and they still had the +33% strength from friendly territory. Some turns later they built the Himeji Castle, and what do you know: +58% strength while in MY territory. Needless to say they owned my ass.

    Strange feature - When i get a city (from other civilization for example) which has marble in its range, i get a notice that wonders in that city are 25% faster to build. Yet i can find no information whatsoever of this anywhere else.

    Owerpowered feature - Had persia on king difficulty (+50% golden age duration), built chichen itza (+50 % golden age duration) and after that Taj Mahal (starts golden age). I got a golden age for 48 turns, and the rest of the game was faceroll for me. Dont know if they should stack like that but its something to think about.

    Owerpowered feature - Had archipelago map and one swordman exploring the isles for ruins. Got a few upgrades and soon enough i had a mech infantry at about 1600 ad, and i had just researched gunpowder :P Pretty much soloed few city states and one civilization with it.

    Annoying feature - Ottoman minimap territory color is too similar to the unexplored territory color.


    I will keep posting more as i run into them, or if i remember something else worth posting about.
    Last edited by Kripa; 10-11-2010 at 09:50 PM.

  16. #16
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    Sep 2010
    Posts
    125

    New Additions to List

    Have added the following to the list:

    1. UI & Menu Stuff
    1.2 Civilopedia & Game Info

    * When annexing a city which has marble in its range, I get a notice that wonders in that city are 25% faster to build, yet there appears to be no information whatsoever of this anywhere else.

    * Railroads extend production bonus to other islands/continents when railroads connect two harbours on different land masses together.


    1.6 Other Overview Screens

    * It would be useful to know where Wonders are in the world – especially when planning on attacking cities.


    1.7 Messages & Notifications

    * End of peace treaty notifications repeat every single turn after peace treaty ends.


    2. AI & Unit Behaviour

    * Received city when AI wanted peace (King mode). The AI went from not wanting peace to suddenly giving me a city and the last of one of their resources.

    * One Civ declares war on me, and then I'm the warmonger to all other Civs for ever after.

    * When liberating a city from an extinct Civ, the reborn Civ is angry at me for waging war.

    * Ghandi is at war with Caesar and I wade in to help Ghandi. Ghandi is now angry at me for warmongering.

    * "How much are you willing to give for this?" will return an answer of "There is no way to make this deal work." Put in an amount of money deemed fair, and propose it again. Now the deal is accepted. Makes no sense.

    * At war and the AI asks for peace, and gives you a GREAT deal. If you say no, conquer one more city, and ask for peace the AI will accept NO peace. Then, if you send a single unit to attack their Capital, now they are willing to give everything for peace again.


    3. Graphic & Artwork

    * Ottoman mini-map territory colour is too similar to the unexplored territory colour.


    4. Game-play & Game Mechanics

    * When receiving a city and making a puppet of it, you cannot complete turn.
    This is because the city needs to have some production set by the player and they could not do that. You have to annex the city to continue. Reloading game has no effect.

    * One of the AIs declared war while they received a resource for 30 turns. I can no longer use that resource. Giving the same resource to the AI has no effect - it is just lost.

    * As part of a trade the AI got peace and a resource. After 10 (and 30) turns I can still not declare war on them. I am now in constant state of peace.

    * When playing Russia, the "Siberian Riches" feature allows massive accumulation of strategic resources.

    * Open borders cannot be cancelled unless the AI decides to do so.

    * Siam declared war with oligarchy (33% combat strength in friendly territory). In my territory and they still had the +33% strength from friendly territory. Some turns later they built the Himeji Castle: +58% strength while in MY territory.

    * Game play slows down dramatically towards the end game with larger maps. Instances of several minutes between turns and 30+ seconds between individual unit moves on your turn. Appears to be related to number of workers on map.

    * You can be friends with a C-S and another Civ becomes allies. Your friendly C-S then goes to war against you and remains friends?!?


    6. Miscellaneous

    * Persia (+50% golden age duration), built Chichen Itza (+50 % golden age duration) and after that Taj Mahal (starts golden age). Result is a Golden Age for 48 turns. Seems over-powered.

    * Achievements system lacks detail. Some achievements lack description, others don't seem to be awarded – Start 5 Golden Ages, Six Degrees to Cid, All for all Superbrawl, Magellan, Cat Fight and War Canoe to list a few.

  17. #17
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    Sep 2010
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    180
    I suppose this is one for 1.6. The happiness stats in the mouseover tooltip for the happiness value in the top bar don't add up correctly if you get happiness from garrisoned units.

    See here: http://forums.2kgames.com/forums/sho...44&postcount=5

  18. #18
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    Sep 2010
    Posts
    27

    Build wealth

    Building wealth gives around 2-3g per turn in a city where you can build a worker in 1-2turns. So building a worker instead of wealth, then disbanding him/her, then you get around 15g per turn.

  19. #19
    You forgot to add my one about the Oil graphic on ocean squares.

    Basically, I can only see the ocean oil if I switch to strategic view.

  20. #20
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    Sep 2010
    Location
    Ajaccio,Corsica (France)
    Posts
    14
    You should add a modding tools section with :
    _Nexus 3D viewer not showing textures
    _File browser crashing when trying to open "Resource" file

  21. #21
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    Quote Originally Posted by gamephotos View Post

    6. Miscellaneous

    * Persia (+50% golden age duration), built Chichen Itza (+50 % golden age duration) and after that Taj Mahal (starts golden age). Result is a Golden Age for 48 turns. Seems over-powered.
    In one of my first games I managed to pull off a golden age over 100 turns. Think it was 106 turns. Had the above wonders.

    Had a golden age running from happines, during that time the Taj Mahal finneshed. This bumped my golden age over 100 turns.
    Dunno if golden ages are inted to stack like that.

  22. #22
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    Quote Originally Posted by Snoochems View Post
    You forgot to add my one about the Oil graphic on ocean squares.

    Basically, I can only see the ocean oil if I switch to strategic view.
    I haven't forgotten this - it's coming in the next update.

    There are so many 'issues' to collect, that I'm gathering them into batches so that I can do a raft of updates at the same time.

    Your Oil problem is going to appear in section 3. Graphics & Artwork sometime today.

  23. #23
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    Sep 2010
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    232
    Hm, the following points on your list are imo no bugs and should therefore be colored differently:

    1.2
    The first 4 points in 1.2 seem like missing features to me. It might not be a great Civilopedia, but it works as intended.

    1.4
    * Until you actually fight in a Marsh, there is no way to find out that you get -33% combat strength there.
    -- I don't get it. You don't know the combat modifier of any tile without fighting in it, reading it up in the Civilopedia or listening closely in the tutorial, do you? :/

    4.
    * "Raze" and "annex" both lead to "annex".
    -- No they don't. Least not for everyone - if this is the case for some users, please specify it a little more

    * When playing Russia, the "Siberian Riches" feature allows massive accumulation of strategic resources.
    -- Not a bug in itself, but rather a feature you think is 'overpowered', or am I missing something? If so, please specify in your post.

    * Open borders cannot be cancelled unless the AI decides to do so.
    -- As you can trade Open Borders I don't see why you should be able to cancel them without declaring war (So imo works as intended)

  24. #24
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    Quote Originally Posted by Dreamer View Post
    Hm, the following points on your list are imo no bugs and should therefore be colored differently:

    1.2
    The first 4 points in 1.2 seem like missing features to me. It might not be a great Civilopedia, but it works as intended.
    For these points, either the Civilopedia is wrong, such as missing important information, incomplete information, or a function doesn't work as expected. A search function that doesn't return the correct results is a bug.

    Regardless of the colour, they're still issues.

    Quote Originally Posted by Dreamer View Post
    * Until you actually fight in a Marsh, there is no way to find out that you get -33% combat strength there.
    -- I don't get it. You don't know the combat modifier of any tile without fighting in it, reading it up in the Civilopedia or listening closely in the tutorial, do you?
    The point here is that it would be easy to add this information to the pop-up and prevent people having to interupt the gaming experience by going into the Civilopedia.

    Quote Originally Posted by Dreamer View Post
    if this is the case for some users, please specify it a little more
    The initial posts - the unified list - is just a brief description of a problem reported elsewhere. To give full details of every issue I'd have to create over 100 posts at the start, which wouldn't work as a thread. If a particular issue is of interest, you'll need to search the forums for the details.

    Once I have brought the list up to date, I'll think about linking to posts/threads that mention the particular issue, but in some cases this could be a dozen or more threads.

    Also, many of these issues are only problems for some users. Not all of these problems are reproducable by every player, for whatever reason, and not every user finds a particular issue a problem for them. However if some people have taken the trouble to list the issue, then I'll include it here.

    Quote Originally Posted by Dreamer View Post
    * When playing Russia, the "Siberian Riches" feature allows massive accumulation of strategic resources.
    Again, the master list is not meant for detailed explanations.

    For Russia, they can gift 4 Horses for 30 Turns. Instead of being able to use 4 horses for 30 turns, you get given 120 horses. On some maps, that more horses than exist on the whole map at the beginning of the game. There are reports of some Civs having thousands of units of strategic resources. Most people are sure that's not how the game is meant to play.

    Quote Originally Posted by Dreamer View Post
    * Open borders cannot be cancelled unless the AI decides to do so.
    -- As you can trade Open Borders I don't see why you should be able to cancel them without declaring war (So imo works as intended)
    The AI can cancel Open Borders whenever it wants, and without going to war, but human players can't. That's a bug in many people's eyes.

  25. #25
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    Unless it was deliberate, in which case it's a design flaw.

  26. #26
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    Glad to see this list updated! Awesome stuff!

  27. #27
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    Quote Originally Posted by Liberal View Post
    Unless it was deliberate, in which case it's a design flaw.
    So true.

    With so little information in the Civilopedia it's currently impossible to tell.

    Hopefully the next update will cure many of these issues so that it will no longer matter whether they are design flaws, bugs, quirks, issues, or features.

  28. #28
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    Sep 2010
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    125
    Updated Master List to include:

    1. UI & Menu Stuff

    1.2 Civilopedia & Game Info

    * Greece: Civilopedia is missing that Alexander also doesn't get a negative from trespassing in City States territory.

    1.3 Strategic View

    * Unfortifying doesn't work in strategic view mode

    * After renaming my capital, new cities will for example always be called Athens. In strategical view the city will still be called as before. I had three Athens even though none of them was called Athens.

    1.4 Normal Map View

    * Playing as Greece, Japan and Ottomans as close neighbours. On the mini-map, all territories showed as white, the only difference being the small city dots. That is not enough to differentiate between empires clearly.

    * No way to locate City States apart from manually searching the map.

    * No easy way to find auto-explore units, other than manual search.

    1.5 City Screen

    * Cannot move "Build Wealth" up and down the Build Queue.

    1.6 Other Overview Screens

    * The happiness stats in the mouse-over tool-tip for the happiness value in the top bar don't add up correctly if you get happiness from garrisoned units.

    1.7 Messages & Notifications

    * 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.

    * When taken to a city from a notify message the cities existing buildings and worker settings are not shown. You have to exit the city (back) then go back into the city.

    1.9 Unit Controls & Unit UI

    * The promotion tree does not properly state "or" often enough. Medic is available to Shock I, Drill I, Scouting II, OR Survivalism II. It does not require all four promotions.

    * No option to prevent workers from cutting down forests.

    * Hard to tell whether your ground units can attack sea targets or not, or if your sea units can attack ground targets or not. Some units have attack and move and some can only do one or the other per turn, can't see which is which easily?

    * Crtl-A short-cut doesn't work when trying to get a Unit to attack another Unit.

    1.10 General UI & Menu Stuff

    * If you have a second screen to the right of your primary monitor, you cannot scroll to the right. The mouse just goes onto the other screen. If you're fortunate enough to have 3 monitors, you wont be able to scroll in either direction.


    2. AI & Unit Behaviour

    * 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?

    * When I planned a route into a distant fog of war hex (discovered but dark), the AI obviously knew that there was someone standing there and refused my order

    * AI does not use gold to buy units. At war with them, even with 10 000 gold plus Big Ben wonder, the AI is not buying any defence

    * No way to tell your planes to sleep till healed.

    * Bad display of planes, if you send them out on a mission they will return but only as a "hidden" little number box on top of the city banner.

    * Workers on automated improvement should not automatically remove Forts, Citadels, Academies, and Landmarks in favour of trading posts.

    * Archery units need to upgrade to cannon, artillery units (makes more sense)

    * Cavalry and Lancers don't become obsolete. Horses as a strategic resource does not become obsolete.
    I can build stealth bombers, nuclear missiles and giant death robots, but somehow I am still given the option to build cavalry and lancers. When, exactly, in the modern era would I still be needing them? Also, it seems they can't be upgraded to anything.

    * You can move a unit into a city which contains another unit, but one of them completely disappears (no icon stack like with a civilian & military unit), quite confusing when you have to move one to end turn.

    * AI Units just won't stay still.
    It seems that the AI has to keep moving all its Units, even when there seems no reason to do this.


    3. Graphic & Artwork

    * On certain graphic settings Oil resources on coast/ocean tiles can not be seen in the Normal map view. (They appear in the strategic view, and when mousing over the tile, it says there is oil)

    * No railroad bridge. Just the same ancient stone bridge.

    * Advisers don't look modern in later eras.


    4. Game-play & Game Mechanics

    * Starting a research agreement with a nation and declaring a war right after completes the agreement instantly.

    * Puppet-city concept needs some work. They build all possible available buildings in my civilization. When you discover coal, they start building factories, with aluminium, hydro plants and whatever, but the worst is uranium (nuclear plants) due to its scarcity.

    * Civs seem to seriously undervalue cities when trading. Level 1-3 cities cost almost nothing to trade for.


    5. Multi-player

    * When you reload up a previously saved Multi-player game, the difficulty level is reset to "Prince". This problem is further compounded when you cannot actually change it back.

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

    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.

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


    6. Miscellaneous

    * City state influence is unbalanced. Gifting a unit only gives you a small percent of influence compared to giving the equivalent in gold.

    * Cannot disable Intro movie – except by changing the .ini file.

    * No variety to AI Civs

    * There is no way to buy a Courthouse.

    * Social Policies should have an effect on other civilizations and city-states.

    * Espionage. If you can't spy on your neighbour and steal his tech, or sabotage improvements, we've left something fun out of the game.

    * When you build the great wall and save the game, you can reopen game and the wall is in a different location to its saved location.

  29. #29
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    *coughbumpcough*

  30. #30
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    It would be nice to have a swap units command to make it easier to shuffle around your troops

  31. #31
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    add to 2.0

    There are no airbases or airfields fore aircraft to base to, so if you want to attack a city or unit that is out of reach, and you have no closer cities to relocate to, you must make a whole new city, reducing happiness etc. An airbase or airfield would simplify this. Otherwise make them able to land at forts.

    edit:add to somewhere else, wherever you deem appropriate

    when a research agreement is complete, sometimes you can mistake it for a completed tech without noticing (see here- http://forums.2kgames.com/forums/sho...d.php?t=94613). This can make you wonder whether you have cheated or not. Yes, there is a message, but those messages can easily be ignored. Perhaps a message like the Great Person messages (they're in your face, like civ4, not to the side like peace treaty endings and such) would clear up things.
    Last edited by Black Gate of Mordor; 10-13-2010 at 06:20 PM.

  32. #32
    Hey man, great job!

    I'm glad to see someone took on it, as I couldn't update anymore...

    Just check this out for further input:
    http://forums.civfanatics.com/showthread.php?t=384268
    That's the original thread @ CivFanatics, with now 23 pages.


    Maybe you'd like to upodate there too?

  33. #33
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    Quote Originally Posted by poncratias View Post
    Hey man, great job!

    I'm glad to see someone took on it, as I couldn't update anymore...
    Thank you!

    I thought this was too important a list to allow it to fade away and nobody else seemed to step in. Just my OCD kicking in I suppose.

  34. #34
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    Sep 2010
    Posts
    125
    WARNING:

    The list of bugs, faults, issues, concerns, limitations, errors, etc. is now too large for me to easily keep in my mind.

    Accordingly, it is now likely that the same issue is going to be listed several times. If this happens, just let it ride. I'll eventually spot the duplication and remove the repeats.

    I'd rather list something twice than not list an issue at all.

    So, apologies in advance, and here's looking forward to the next patch.

  35. #35
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    Sep 2010
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    Couldn't find this anywhere on the bug-lists, so I'll add it.

    Wonder bonuses are not shared when playing team games, essentially meaning players on the same team end up competing for wonders, or deciding who gets it. Major game breaker for me.

  36. #36
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    Sep 2010
    Posts
    125
    Added the Following:

    1.1 Menu & Game Options

    * Playing with random map size will always(10/10) generate a small map with 4 civilizations

    1.2 Civilopedia & Game Info

    * The cost to maintain the same units rises over time - say 6 archers kept for 100 turns, initial cost might be 6 gold, rising to 9 gold over the 100 turns. However, there's nothing to indicate that this is going to happen, nor what the expected rise is likely to be. Over time, this 'inflation' can start to strangle a civilization without the player knowing what he's doing wrong.

    * No info about the maintenance costs of a given unit - does an archer cost as much as a tank to maintain.

    * What is a Pact of Cooperation and how does it work?

    * What is a Pact of Secrecy.

    * Is there any benefit to me in having Open Borders with someone else, other than being able to move through their land?

    1.3 Strategic View

    * In Strategic View, the colour of roads is black/grey/charcoal and railroads are dark brown. In normal daylight it is almost impossible to tell them apart. At the moment, I have to hover over every tile to see whether I have a railroad or a road.

    * At the moment, when you fire/attack enemies the scene shifts far too quickly to the next unit - at least when you have the auto select next unit option active.

    * The way the system creates a road network, in Strategic View, is extremely ugly. It would look so much better to have a streamlined network, rather than the strange bends and links that appear now.

    * When railroads appear, I've seen a road network apparently split into two networks by railroad upgrades.

    * When you upgrade a unit, that unit is left selected with something like 'no moves left' as the message. You have to click on the left or right arrows to move the game onto the next unit.

    * Moving a ship across the screen, when it gets to the edge of the screen, the screen doesn't automatically recentre on the unit/hex. Instead you have to try and click on the tile to recentre and then click on the new destination of the unit.

    1.5 City Screen

    * When more than 1 of my cities has to choose something to produce I find that I have to click on the "Choose Production" button for every city.

    * Why can't the system cycle me through all of the cities, one after another, as it does for units?

    1.6 Other Overview Screens

    * When looking at the Diplomacy screen it says 6 votes available, but in the Diplomacy details screen it says 7 votes available. Which one is right?

    * It would be useful to know the details of which City States are voting for you or other people, not just that you have X votes for you from City States.

    1.7 Messages & Notifications

    * Sometimes, when Ruins are explored there is no message about what was found, if anything. If nothing is found, the message should say so, otherwise there should be a message. Also, message should be in log.

    * All of the eras appear to have a quote associated with them, except for the industrial era. This may be an audio glitch, or it could also be an oversight -- either way it needs fixing.

    * All advisers only say 1 or 2 things, ever.

    * When I'm working on a Wonder and someone else builds it first, my city reports "FINISHED: The Hanging Gardens" for example. I didn't Finish the wonder, someone else did.

    * When I link a city to my Capital, it would be really great if the message said: "Trade Route Established. You have gained X extra gold per turn."

    1.9 Unit Controls & Unit UI

    * Often, when worker is last unit to be moved, auto end turn doesn't work.

    1.10 General UI & Menu Stuff

    * After a while cities start to demand luxuries, but the only place I can find out who wants what is by looking at the individual City details screen. It would be really useful to have a centralised list of luxuries in demand in the empire.


    2. AI & Unit Behaviour

    2.1 Unit Behaviour

    * SAM units don't appear to have an animation attached to their combat.

    * Often times during combat, 'combat' does not appear to take place, rather the units just watch one another carefully until one apparently glares the other into oblivion.

    * Nuclear missile movement is a bomber? Jarring; why not just call it nuclear bomber?

    * No helicopters on carriers?

    * Why is my military advisor telling me to build stables in 1995? Are some modern units classed as mounted?

    * Last time I checked arrows didn't go further than tank shells.

    * No air attack pre-rating thing? (decisive, minor victory, etc) - at least for bombers, haven't tried fighters.

    * My cities keep being attacked by Barbarians who have no brain cells.
    They appear, I bombard them, they disappear, only to return in a turn or two to be bombarded again - but they haven't healed the damage done to them. They just keep coming back until they get wiped out - not once do they heal and come back stronger.

    * Barbarians never seem to attack the city itself. Why don't Barbarians attack cities and them raze them to the ground?

    * Barbarians sometimes rotate around the city, being bombarded every turn until they die.

    * It appears that units at sea cannot move past each other.

    * Units embarked for sea movement are extremely vulnerable to attack.
    Because of the one unit per hex rule, there is no way to place an attack ship in the same hex to protect them. Even placing an attack ship next to them doesn't prevent an attack - which invariably sinks the unit.

    * Why, when I set a unit to auto explore, does it spend most of its time exploring hexes that I've already explored?

    * Why doesn't an auto-explore unit take to the sea and look for new land?

    * Can't upgrade bomber to stealth bomber, bomber still avail to buy when it has been superseded, as well some other modern yet obsolete units (tanks & modern armour?). No idea why cavalry & lancers are still build-able in 2012.

    * No guided missile on carrier but nuke OK?

    * No flights possible to recon anywhere?

    * How is it possible a frigate can hit my stealth bomber with its cannon?

    2.2 AI Behaviour

    * The AI always pick on the weak. In regards to if a player is wining the AI will not try to create alliance to overpowered the wining person.

    * AI always likes to make a open borders agreement with you so they can surround your city with troops then declare war. When war is declared, all units should be moved outside borders.

    * AI Civs don't give any gifts, but always demand them from you.

    * AI always attacks the same city, it doesn't try to switch mid way to catch you off guard.


    4. Game-play & Game Mechanics

    * Creating and destroying Units provides 20% hammers as gold, whereas turning Production over to gold provides only 10%.

    * Russia's strategic resource ability bugged up on modern strategic resources, not doubling the quantity of aluminium, uranium, coal or oil.

    * Gold! If you build improvements you cannot build an army, and vice versa. This makes the game completely unbalanced.

    * It's too easy to win the game via military power. If you try to win via culture the computer AI will always pick on you and try and take over your cities because you're weak, making the game very frustrating.

    * Introduce penalties for attacking civs with higher culture than your own, or fix the gold system. Penalties could be making the aggressors happiness decrease, or combat penalty since a culture civ is not going to have the "gold" to try and fend off someone with military power.

    * Diplomacy? The Diplomacy system is very basic, not enough options here, trade options should be able to be set, and cancelled at any time, along with any agreements. Nor is there any indication on your status with other Civ's other than they are hostile. What happened to being able to create an alliance?

    * Trade options, luxury trade should be indefinite unless you cancel the trade either via war or because you want to free up that trade to purchase a more favourable luxury for your CIV.

    * Special people have unit maintenance? This is extremely annoying since gold is hard to manage as it is.

    * Can't jump a Unit upgrade. Have to upgrade units one step per turn. Tedious.

    * Can't upgrade a unit without having researched all the intermediate steps – Upgrade to Infantry isn't possible without having researched Rifleman as well.

  37. #37
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    5. Multi-player

    * Some of the options available when setting up a SP game isn't available in a MP game (Random Map Type etc.)


    6. Miscellaneous

    * Why do you have to choose Production for a City you are razing to the ground?

    * Other continents are totally unimportant in this iteration of the game.
    Frequently, nobody expands to the 3-4 uninhabited (or only city-state inhabited) continents. This needs to be fixed obviously, as there is simply no reason to go to the trouble of exposing settlers/military units to the cumbersome task of a transoceanic voyage just for more useless food resources and the same luxury/strategic resources

    * All ships should have an 'explorer'/'marine'/'sailor' unit aboard which serves the same purpose as the ones in Civ Revolution.
    It is damned irritating to send your caravel all around the world, discovering tons of new continents, only to realize that those ruins just ashore that aren't defended can't be explored unless I ferry an army from the homeland to do the exploring.

    * It would be great if when I have an air unit selected and I have clicked the air strike/bombard button I could see on the map where the range of enemy interceptors is and whether my flight is about to pass through this range. At present I just fly by the seat of my pants.

    * "Being revealed" indicator for subs?

    * No more culture battles?

    * Most Wonders are Useless in civ 5.

    * No Religion?????? - this was a massive concept and still is a major impact on CIV. It still should be.

    * Where has war weariness gone?

    * No evolution of Trading Posts over time.

  38. #38

    Production/Building Purchase Flaw

    Apoligies if in the long list of outstanding issues this is already there.

    I have noticed that if a city is building something (such as a bank) and you go into the city screen and the PURCHASE tab, while the cost in gold to purchase the object being built is reduced turn-to-turn, if you purchase the object the FULL COST OF THE OBJECT IS DEDUCTED from your gold.

    E.g. My city was about halfway through building a bank. The full purchase cost was 1330. At the time I went into the purchase tab, the cost for the bank was (appropriately) 600-ish. Upon purchase, the full 1330 was deducted from my gold.

    Definitely a bug there.

  39. #39

    Post unit action delay

    It seems like the game takes an aweful long time to move from one unit to the next after some actions, and almost none after others.

    I'd point the developers to two such cases as opposite examples.
    1) If a unit is in need of healing, the moment you hit the HEAL button, the game is off and moving towards the next unit in need of attention (as it should).

    2) If a unit has just completed a combat that does NOT result in either side being eliminated, or if you choose to upgrade a unit (as well as other unmentioned but similar actions), there is a game-delay of about 3-5seconds. That can be trimmed. (I'm talking about at the point that the lower left-hand corner of the game is saying NO MORE ACTION CAN BE TAKEN. As soon as that's up, move on. I don't think we all need 5seconds to contemplate what just happened there.

    Thanks you.

    (If this post and the last are not in the right place, I'm sorry. Since this was listed as a definitive "what's wrong" list, figured I'd place them here, and let you absorb them into the list upon agreement.)

  40. #40
    One city challenge issue.
    When in a one city challenge, you can not liberate city states, or AI cities. As every time you conquer a city it is completely destroyed at once. It makes getting a diplomatic victory that much harder.

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