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Civ 6 Release and Update Discussion Thread

It does feel like you need more planning vs 5. My adventure isn't finished, but by the time I started thinking about how to win I already found myself locked out of religious victory. Without founding your own religion, I don't know if that has a shot.

I agree with the comments that the tech tree seems dull. Civ4 had major tree decisions such as early push at religion delaying the techs for tile development. It is only 1/2 a game so far, but I don't sense liberalism push. Do I go for the early Oracle, and if so what do I want - metal casting for production, code of laws for religion and possible others depending on your goals.
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You know, it should be possible to make districts cost more than just hammers. They could cost gold, or food, or culture or faith or beakers to construct. It'd be fiddly to make them cost more than one thing, but theoretically it could be possible to make them cost two or more output types and that would be one way of eliminating that cost.+

Or you could just make them cost a flat turn number to produce.

Personally I think Firaxis missed a trick by not making districts scale off the number you produced total and that the output from the district buildings should apply to the specialists. The current scaling forces hammer focus, and given you get culture and science from just growing pop I think that's a problem that's going to be hard to change.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(October 23rd, 2016, 12:54)lossofmercy Wrote: And from what I hear, they actually made the map even smaller.  And all this for what? Does anyone actually feel like they are making a giant city with these new districts? No? That's a problem. It's actually less expensive to create a completely new settlement! Compare this to Endless Legend, or even Nobunaga's Ambition. Simple, but it actually makes you feel like you are creating a metropolis.

The game does feel very small to me, and the districts and wonders taking a tile are a big part of that. (1UPT is the other contributor to this problem, just as it was in V.) I have a mental estimate from reality of how large a "theater district" or "campus district" is. Given the total tile counts of the maps, it is just blatantly obvious that I am not building a globe-spanning empire -- the wntire world is maybe the size of the state of Iowa, at best. (Nothing against Iowa, just using it as an example. lol)

I like a number of things about VI, and it is already significantly better than V. But I just do not get the feeling of scale that I associate with the Civilization series.

Also, what is the justification for the increasing cost of builders? My people get worse at building farms/mines/pastures/etc. the more of them we build, rather than getting better with experience and improving technology? It just feels incredibly gamey, an obviously artificial brake on development, and it breaks me out of my immersion.
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Hey, according to Civ5, people become unhappy whenever you found a new city. So unhappy that they have to spend more effort researching every tech. If you keep that in mind, everything makes perfect sense
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Quick question since I don't want to make a new thread (I'm so oldschool I can barely keep calm in the face of TWO Adventure 1 threads smile) - what version of the game do I want? I'm guessing there's still physical media, but it appears Steam is also required. And Amazon tells me there's a standard, deluxe, and 25th anniversary edition. Is there a consensus purchase in a consensus medium?
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I ended up pre-ordering the standard edition via Amazon Prime for a 25% discount. They sent me a couple of contradictory notifications about delays, but it ended up arriving on Sunday morning, so I'm content. I got a physical box and disk, but the installation requires Steam to complete regardless of how you buy it.
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(October 24th, 2016, 16:52)haphazard1 Wrote: What is the justification for the increasing cost of builders? My people get worse at building farms/mines/pastures/etc. the more of them we build, rather than getting better with experience and improving technology? It just feels incredibly gamey, an obviously artificial brake on development, and it breaks me out of my immersion.

(October 24th, 2016, 17:04)yuris125 Wrote: Hey, according to Civ5, people become unhappy whenever you found a new city. So unhappy that they have to spend more effort researching every tech. If you keep that in mind, everything makes perfect sense

Were the previous versions of snowball control any less gamey? (Corruption, Unhappy People, City Revolts. Soren's city maintenance system)

The answer might be "yes". (I haven't played any of 6 yet to see for myself). But at best, it's a question of degree. Gamey-ness on this front is a cost of having a (re-)playable game.


The age old debate about what would be the least-gamey (least unfun) way to diminish returns from additional cities would be worth revisiting. But it might warrant its own thread, or it could hijack this one completely.


- Sirian
Fortune favors the bold.
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I'm pretty confident that as the game stands right now, amenities do not limit expansion in any hard manner. This is b/c of the interaction of the Entertainment districts & their AoE amenity granting buildings. I'll crunch the numbers tonight when I get home.
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I would think increasing costs for things over time makes perfect sense logically since building a modern automated dairy farm certainly takes more effort than putting up an old wood barn and a farm house.
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Since wonder spamming in a single city is a lot weaker, I wonder how a 1CC would play out?

Civ4 you survive 1CC with wonder spam giving a ton of GPP. Trying to figure out how to 1CC Civ6 could be interesting.
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