Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Cuce Feb 12 @ 8:37am
no fast movement
why is there no fast movement and combat option... are we expected to watch for lackluster and boring walk and fight animations for 1000 times
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Showing 1-15 of 31 comments
Judicant Feb 12 @ 8:38am 
You can actually just keep doing other actions while the animation is ongoing, you don’t have to sit there and watch it.
Cuce Feb 12 @ 8:48am 
... really? i need to wait for that unit to move and fog of war hexes to go up and down and do their thing so i can give the next move order.. or a next move order to another unit. I need to wait for that time to be spent. This is not an rts, real travel time of a unit does not mean anything, why do we have to wait for it
Judicant Feb 12 @ 8:51am 
Because… you don’t? FoW removal is almost instant, you can select the next hex to move to before waiting for the animation of the previous move. You can move another unit before the current unit finishes its animation.

This is literally a problem that doesn’t exist.
Cuce Feb 12 @ 9:02am 
not it is not it is slow..we are to play this for hundred of hours.. watch that guys go and wait for hem for 10s of thousand of times.. it is not meaningful. I didn't say, I can't do anything in that time I said why is there not fast movement.

The problem is there, it exists. we can fast move even in civ3.. not being able to do so drops the tempo and wastes time. Problem is there. its such and obvious missing option.. that have been there for 24 years..

Why should we waste time
yea, i always used fast movement, its so annoying and boring to watch those units move where you need them, especially if you have like 1 more action from them and you want 3 secs to move then do that last action. I was looking for a mod that does this, but its not there yet i guess. :(
Originally posted by Judicant:
Because… you don’t? FoW removal is almost instant, you can select the next hex to move to before waiting for the animation of the previous move. You can move another unit before the current unit finishes its animation.

This is literally a problem that doesn’t exist.

Actually no fast animation is a big problem if you play the game a lot.
Judicant Feb 12 @ 9:13am 
Why are all of you waiting for animations? You. Don’t. Have. To. Wait. Just do your next action as soon as you want to, the animations aren’t gating anything.
Cuce Feb 12 @ 9:18am 
yees yuou have to, you have a scout, you move him one tile then once you see the tiel aroudn you move him again. or you have alot of units you move one you see the reveal you move the rest.

You. have. to. wait. you have to wait alot more than you would have with instant movement.
Judicant Feb 12 @ 9:22am 
I must have some special build of the game or something, because no you don’t. I do a rapid flurry of single tile moves with scouts and ships all the time. I don’t wait for the little dudes to stop scurrying around with their doggies between clicks. I can even see the newly revealed tiles before I do it.

Real question: have you ever tried to do a second move before the animation for the first finishes? You might be pleasantly surprised.
Last edited by Judicant; Feb 12 @ 9:22am
Cuce Feb 12 @ 9:25am 
guess... I'm typing responses to you after I give my move commands
Instead of attacking the OP reflexively, fast move and fast combat have been features in civ since forever. I realize you can move while combat is happening but you cannot see the results of combat until the move animation has played completely. This is a quality of life feature that has existed for a long time and was not implemented in 7 and so, unlike a lot of complaints, this one is legitimate.

It is also one the developers have promised to deal with right away. Between lack of fast movement and the slowly loading dialog animations - you can right-click to skip these but you will still, even on a powerful PC, have to wait more than 2 seconds per diplomacy interruption which adds up very fast - the game is incredibly clunky and difficult to track.

I think the better question is, why are you so emotionally invested in denying the OP a feature request that has been in nearly every civ game to date that you would attack OP over it. Why does this matter so much to you, especially when the developers are already addressing it?
Judicant Feb 12 @ 9:45am 
You’re right, I shouldn’t have tried to convince OP that there’s actually no need to wait for animations to play out. Should have let him suffer and get angry by doing something completely pointless.
Cuce Feb 12 @ 9:57am 
oh thanks for protecting my sanity
Originally posted by Judicant:
Because… you don’t? FoW removal is almost instant, you can select the next hex to move to before waiting for the animation of the previous move. You can move another unit before the current unit finishes its animation.

This is literally a problem that doesn’t exist.
Also, AI turns take seconds, so there is effectively zero player downtime in Civ 7, which is pretty awesome.
Originally posted by Judicant:
You can actually just keep doing other actions while the animation is ongoing, you don’t have to sit there and watch it.

This.

Now, it's not entirely smooth for this, though... certain animations do seem to have to complete or partially complete before some stuff can be done elsewhere.

Movement is less a problem, aside from embarking (which seems to cause a slight delay before being able to enter another input on something else). Can often click other stuff while a movement animation is underway, and missionaries can even use a charge for their destination tile before the animation for walking even begins.

Combat is way more of an issue. Especially naval combat for some reason... naval combat tends to lock me out of anything aside from grab-and-panning the map.
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Date Posted: Feb 12 @ 8:37am
Posts: 31