Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Endgame Micromanagement is a Nightmare....
The endgame on anythiing bigger than a tiny map is frustrating. It feels like the devs did not anticipate that anyone would want to play a game longer than the turn limit. Certainly not longer than it took to finish the Tech and Civ trees.

I've hit a point where half my cities don't need to be building anything and I honestly just want to finish the match, but every turn takes several minutes because I have to:
Tell at least 2 cities to build another district project, because unlike Civ V there's nothing I can just set a city to and ignore it.
Tell the Tech Tree or Civics Tree to research Future Tech or Globalization for the hundredth time.
Check the entire empire for enemy units or barbarians that I missed because my defensive units don't wake up when enemies are near. I will not be playing with Barbarians on after this game.

I feel like I'm being forced to win the game before technology maxes. Like I'm being punished for keeping cities instead of razing them.

I want the Alert stance back.
I want district projects that can be toggled or an option that tells a city to "sleep".
I want to be able to either turn Science/Civics off or have them auto cycle Future Tech and Globalization.

I hope they add at least one of these, especially since 2 of them were in Civ V. If not, I know the first mods I'll be looking for.

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♥♥♥♥♥♥♥♥ wheres that like button. Has huge amounts of potential though you must admit.
Don't forget to reassign all your spies constantly if you want any type of spy defenc. I just wrote about this in another thread. Add that to what the OP wrote, and now you know why I quit my 3rd game during the endgame again. A tedious nightmare.

Here's all I want: I tell a spy to defend a district, and he does it, and never bothers me again for the rest of the game unless I purposely select him; That I can tell my cities to do a project, and they do it till the end of the game unless I purposely select them and tell them different; and I want my trade routes to continue on their own till the end of the game until I select them and tell them different.

That would cut down on 90% of the useless busywork.
Naposledy upravil Star Paladin; 2. lis. 2016 v 20.27
katzenkrimis (Zabanován) 2. lis. 2016 v 20.32 
This is why I raze cities and only keep only the best ones.

I go after culture. And there is always one clown hogging all the great works. In 2 or 3 cities.

If I eliminate him, then all I need is my own city, and his 2 or 3 cities that contain all the great works. Any other cities I keep are only temporary, for strategic purposes. But those you can sell.

With culture victory locked up, I just sell extra cities to useless opponents.

And burn any more cities that I need to take.

Then end game moves much quicker.
Naposledy upravil katzenkrimis; 2. lis. 2016 v 20.32
Avatar40k původně napsal:
The endgame on anythiing bigger than a tiny map is frustrating. It feels like the devs did not anticipate that anyone would want to play a game longer than the turn limit. Certainly not longer than it took to finish the Tech and Civ trees.

I've hit a point where half my cities don't need to be building anything and I honestly just want to finish the match, but every turn takes several minutes because I have to:
Tell at least 2 cities to build another district project, because unlike Civ V there's nothing I can just set a city to and ignore it.
Tell the Tech Tree or Civics Tree to research Future Tech or Globalization for the hundredth time.
Check the entire empire for enemy units or barbarians that I missed because my defensive units don't wake up when enemies are near. I will not be playing with Barbarians on after this game.

I feel like I'm being forced to win the game before technology maxes. Like I'm being punished for keeping cities instead of razing them.

I want the Alert stance back.
I want district projects that can be toggled or an option that tells a city to "sleep".
I want to be able to either turn Science/Civics off or have them auto cycle Future Tech and Globalization.

I hope they add at least one of these, especially since 2 of them were in Civ V. If not, I know the first mods I'll be looking for.

Yeah I totally agree, I dislike these "micromanagement"... I want my builds to continuely build something and not get that pop up again so I can shift my focus else were.

I also want to turn off those pop up of the tech tree successful research and the civic research as well. They get annoying after the 255th time.

katzenkrimis původně napsal:
This is why I raze cities and only keep only the best ones.

I go after culture. And there is always one clown hogging all the great works. In 2 or 3 cities.

If I eliminate him, then all I need is my own city, and his 2 or 3 cities that contain all the great works. Any other cities i keep are only temporary, for strategic purposes. But those you can sell.

With culture victory locked up, I just sell extra cities to useless opponents.

And burn any more cities that I need to take.

Then end game moves much quicker.

I like razing everything in civ 4.... even capital buildings.... So I can finally map out MY own city, not their's!
Naposledy upravil Hallowedsoul08; 2. lis. 2016 v 20.34
Completely agree. I also miss building queues. And spies IMO are a mess. I like having more mission choices, but having to manually defend each district?? Are you kidding?
Today I learned the hard way, you need a spy, per district, per city that is not adjacent. On my current map with small contents, the number of spies I need to defend everything causes an overload of constant "What's my mission this mintue sir???".
espionage is a lot less annoying when you never counterspy and go on the offensive.
Kaisha původně napsal:
I like having more mission choices, but having to manually defend each district?? Are you kidding?

Yeah, I wish it was more like Civ V tbh. Even though it felt more "powerless" (just check the notification to see if your spy killed theirs, or if they stole something, denounce them, continue) but now it's swung the other direction into way too much micromanaging. Manually assigning offensive missions? Fun and interesting. Trying to move spies around to cover fifty districts? Not fun.
Star Paladin původně napsal:
Don't forget to reassign all your spies constantly if you want any type of spy defenc. I just wrote about this in another thread. Add that to what the OP wrote, and now you know why I quit my 3rd game during the endgame again. A tedious nightmare.

Here's all I want: I tell a spy to defend a district, and he does it, and never bothers me again for the rest of the game unless I purposely select him; That I can tell my cities to do a project, and they do it till the end of the game unless I purposely select them and tell them different; and I want my trade routes to continue on their own till the end of the game until I select them and tell them different.

That would cut down on 90% of the useless busywork.


I didn't include the spy stuff because I noticed it shortly after I first got spies and completely ignored them from then on. I have a sinking feeling that they're going to be a lot more important as I move up in difficulty.

The trade routes don't bug me as much. If the stuff I mentioned was added in then they would probably start to annoy me. So that would be a nice addition too.

Darkedone02 původně napsal:
I also want to turn off those pop up of the tech tree successful research and the civic research as well. They get annoying after the 255th time.

Yes. Not sure why I didn't include that in the main post.
One Spy should cover the whole city and its areas. Period.

Good points, encountered same situation in my games now.
One spy seems to cover one district type; in that one city; and I "beleive" adjacent citie's districts of the same type. I could be very wrong though. It may be worse, and they only cover districts that are right in the next hex to them, which would mean you need even more spies.
Star Paladin původně napsal:
One spy seems to cover one district type; in that one city; and I "beleive" adjacent citie's districts of the same type. I could be very wrong though. It may be worse, and they only cover districts that are right in the next hex to them, which would mean you need even more spies.

They SHOULD cover. They do not do that now. Which is oversight by devs.
Martin (Zabanován) 2. lis. 2016 v 21.26 
Don't turn barbs off, it's the only thing that limits the ai unit spam outside of war. And it makes the game very boring.

Spies cover the Hex they're in and all the hex's around them, if your industrial is 2 hex's away from your campus, you'll need 2 spies.
Naposledy upravil Martin; 2. lis. 2016 v 21.27
That's amazingly silly. That means we may need up to 6 spys per city for complete coverage.
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Datum zveřejnění: 2. lis. 2016 v 20.06
Počet příspěvků: 14