HUMANKIND™

HUMANKIND™

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Key setting to auto-end turn
In CIV VI you can set the game to auto advance until an event happens
Not having to click a button for every turn

Also forcing an end turn, I have read you SHIFT + NMBR PAD ENTER to end turn but it doesn't always work

Any advice?
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Showing 1-8 of 8 comments
Elvis Sep 4, 2021 @ 2:25am 
Not sure what you mean by auto advancing until an event happens? You mean you want to skip several turns in a row? I think I have never had a turn in this game that didn't require my input (construction finished, army needed moving and so forth).

The only problem I could see with implementing a force end turn would be diplomacy. Nothing else should really prevent force end turn.
G4M5T3R Sep 4, 2021 @ 2:55am 
You can disable madatories in the settings to ignore stuff like idle cities, but some actions will still require your attention to end the turn.
Soylent_Greene Sep 4, 2021 @ 10:03am 
what I am talking about is setting to auto explore, the armies are off doing their thing.

But after all things are resolved you STILL have to hit the END TURN button? WHY?
jonnin Sep 4, 2021 @ 11:02am 
Because AI is not smart enough to know what YOU may want to do. Everything has moved. All the cities are producing stuff. All the events are handled. AUTO END TURN!
user:
- oh #$%^ I wanted to pick my next culture and move up
- ... I wanted to tell the AI to die in a fire
- .. I wanted to take control of that guy to tell him to ransack the lair one tile over that he ignores on auto explore
... and 20 or so other actions that the AI would never be able to see that you wanted to do.
so, instead of auto end turn you now have a toggle that you have to watch like a hawk because you have 1/3 of a second to click it so you can toggle it when you want to do something different? There isnt really a great answer that lets you both auto-end turn AND do the extras you need to do from time to time.

--Perhaps you would like progress quest?--
Soylent_Greene Sep 4, 2021 @ 11:31am 
Jonnin,

All valid points

Just suggesting it be an option like it has been in Civilization IV to VI

I know this game is not CIV, but games borrow good ideas from each other all the time, which is how they improve
Elvis Sep 4, 2021 @ 4:20pm 
Originally posted by Soylent_Greene:
Jonnin,

All valid points

Just suggesting it be an option like it has been in Civilization IV to VI

I know this game is not CIV, but games borrow good ideas from each other all the time, which is how they improve

Is there and option for that in Civ? I only have like 200h in it, so I might have missed that option, or I turned it off day one and never thought about it again ^^;
cthombor Feb 28, 2022 @ 10:17am 
Next turn, I'll have a completed outpost with excellent food & industry, that's in an excellent position to become my first city. However I can't end this turn without agreeing to action the "hint" that another outpost "can" be converted into a city. Seems to me that this is more of a "command" -- that an outpost "must" be converted into a city, if I want to continue playing this game. I have tried the shift-enter hack -- no help there.

Well it's not the end of the world, I do have a few options: 1) sooner or later I'll get enough fame to make an excellent city; 2) I can raze the unwanted city back into an outpost; 3) I can do something better with my time than to play this game; 4) I can stop belly-aching about this particular defect-cluster persisting so long in this new game, and be happy that it (unlike Civ6) has an active devteam, and that the game's codebase is probably still clean enough and it's early enough in the game's lifetime, that annoying defects such as this one will eventually be diagnosed and repaired.
cthombor Feb 28, 2022 @ 11:05am 
I have tried the "Disable Mandatories" workaround of https://steamcommunity.com/app/1124300/discussions/0/4939872515521294200/ but apparently this particular "hint" is truly a "command".

I guess this must be one of the "obligatory" hints, rather than one of the "mandatory" hints which can be "disabled" by mucking around in the game Settings/UI?

It'd sure be nice if the "obligatory" and "mandatory" popups were reworded, so that they're clearly "commands" to the gameplayer, i.e. "You must convert an outpost into a city, before you'll be allowed to end this turn." ;->
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Date Posted: Sep 4, 2021 @ 12:27am
Posts: 8