Amusingly, I found that if you capture an English city and build an archaeological museum, it seems to be treated as benefiting from England's UA (six slots instead of three, and allowing you to build 2 archaeologists instead of 1). Weird but funny bug/feature that probably isn't actually abusable or anything.
All right, fair, the deleting units balance/chopping outside territory is pretty bad. I think they'll surely change that while V's selling luxury thing never really got fixed, but I suppose it's too early to say that. I do think Maritime city-states were especially egregious in that they largely trivialized the terrain, though. It's a really bad thing for a Civ game, to make the terrain not matter.
(October 28th, 2016, 10:25)Gaspar Wrote:Quote:This isn't Civ V's maritime city-states or selling luxuries for gold over and over. I think Civ VI is off to a good (but not great) start, and absolutely can be turned into something grand.
Well, I don't think I'd go that far. Let's keep in mind you're looking back on the early days of Civ5 similarly - through a lense of the finished game. I think Civ6's selling horsemen over and over is actually probably the worst early game exploit in any recent Civ game and the diplo negotiation exploit I would also classify as more game breakingly worse than lux abuse in 5. Really anything involving gold is as or more broken than the gold exploits in 5, selling 1-charge builders is a pretty obvious and egregious oversight for example, and the guys who are hardcore exploiting all of these gold-exploits are basically buying all the AIs cities off of it for huge sums of gold than can be constantly recreated, etc. Not to mention the no depreciation on forest/resource/whatever chops no matter how far you are from a city. And this is just a smattering - I'm only a casual reader of reddit and CFC, if one were out looking for every hardcore exploit that shipped with game, we'd be here all day.
All these games ship buggy. Civ6 gets credit for not shipping crashy, but I'd take the Pepsi challenge on severity of Civ6 exploits available at launch against nearly any other Civ game really. (I didn't play 1,2 or 3 at launch, I picked them all up later - and also don't think 1 or 2 can really be looked at seriously given what has change in game development in the last 20-odd years.)
As I said, they don't bother me that much personally because its easy to just not use them, but it was equally easy to not exploit lux selling in 5. Maritime city-states is a slightly different animal, as that was a core feature that was fairly hard to avoid, but I also don't think it was on the same level as the gold exploits.
All right, fair, the deleting units balance/chopping outside territory is pretty bad. I think they'll surely change that while V's selling luxury thing never really got fixed, but I suppose it's too early to say that. I do think Maritime city-states were especially egregious in that they largely trivialized the terrain, though. It's a really bad thing for a Civ game, to make the terrain not matter.