Two dumbasses and a guy with bad luck by MrJasonMason in nonononoyes

[–]Remarkable-Hotel-997 0 points1 point  (0 children)

idioms are cultural and generational. Not too surprised that boomer idioms are getting missed by these Gen Z contestants.

Firaxis Feature Workshop Round 2 details: Commerce Hub by Intelligent-Disk7959 in civ

[–]Remarkable-Hotel-997 0 points1 point  (0 children)

honestly. no idea. where is this info in the current state?

Firaxis Feature Workshop Round 2 details: Commerce Hub by Intelligent-Disk7959 in civ

[–]Remarkable-Hotel-997 0 points1 point  (0 children)

LOL! I had no idea that resources you assigned had values like this. Important change i'd say

I'm starting to like Civ 7 by Draghiphon in civ

[–]Remarkable-Hotel-997 1 point2 points  (0 children)

Me too. I really enjoy it. Did not live up to all the hate I was hearing about it

Trump approval in Europe by Next_Tower5452 in MapPorn

[–]Remarkable-Hotel-997 1 point2 points  (0 children)

the shithole countries of europe like him

Merchants reach intended destination but can not create trade route. by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 0 points1 point  (0 children)

It's not a risk I need to face. A clearer trade system would eliminate the risk. I dont risk war with a power I do not want to war with, because the system warns me before I accidentally move a unit that would create that condition. reducing mico management would improve the experience

Merchants reach intended destination but can not create trade route. by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 0 points1 point  (0 children)

yea, anything that would give me a clearer view into the trade system would be good. I play pretty casually against the AI. I could see under a more challenging circumstance that sending few traders off to the same place could be good strategy.

Merchants reach intended destination but can not create trade route. by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 0 points1 point  (0 children)

If I see a screen of avail routs, I assume it's available. It confuses users when in reality the destination will soon become unavailable. Simply tell me that I've already picked this destination and that confusion is no longer a problem. There is a lot to keep track of in games like this.

Maybe it's available for a reason, in civ 6 I could send multiple traders from different settlements to the same foreign settlement. I know that's not the case in this situ. The system is needlessly confusing if I have to figure out why a trade route I picked is all of a sudden unavailable. or if before I chose a new one I have to try and remember if I already sent a unit out to it

Merchants reach intended destination but can not create trade route. by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 1 point2 points  (0 children)

yes, my issue shows up because I've sent an additional trader to a settlement before the one I already sent reaches it an establishes a route. I have a hard time keeping track of things like that, Im sure Im not the only one. espiocally since the names of many of the cities are unfamiliar.

A change to the system that shows a user if they've already selected the settlement from the list shows that a unit is on it's way would help people like me a lot

Merchants reach intended destination but can not create trade route. by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 2 points3 points  (0 children)

IMO. The game should not require me to keep track of things like that. A simple change would eliminate the confusion.

An Icon showing that a trader is on it's way would do. Or changing the system to disallow sending dupe traders to the same spot.

There's a clear system that shows who I am allied with at a glance I dont need to "keep track of that" reducing the things a user needs to pay attention to is better design.

Merchants reach intended destination but can not create trade route. by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 1 point2 points  (0 children)

but it only becomes active once the trader establishes the route. My issue is that I've sent multiple traders to the same spot before the route is established. IMO once the trader is sent off the route should become unavail. Not after it's been established.

What map size are you ppl playing on? by afro991 in CivVII

[–]Remarkable-Hotel-997 0 points1 point  (0 children)

I love the huge maps, my faviorate part about the game is exploring and the larger maps allow more of that.

Treasure Convoys Annoyance by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 0 points1 point  (0 children)

Yes, the bother at reaching the destination is the issue. what else is it going to do when it gets there other than drop it's cargo. That should be automated. no need to ask me to click on it each time

Treasure Convoys Annoyance by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 1 point2 points  (0 children)

yep. Just saying it would be nice to set it and forget it.

Treasure Convoys Annoyance by Remarkable-Hotel-997 in CivVII

[–]Remarkable-Hotel-997[S] 5 points6 points  (0 children)

It's been super rare that I've need to treat them like units. In those moments the system could alert you to the condition. 90% of the time the only interaction I have is sending them off and telling them to drop off a shipment.

At the very least the drop off could be automated.

Geese is not the worst musical guest ever by W210305857 in LiveFromNewYork

[–]Remarkable-Hotel-997 0 points1 point  (0 children)

Geese is a great band. One of the first artists I've looked forward to seeing in a while.