CELTICEMPIRE
Zulu Conqueror
First of all, let me say that I do like Civ V, there are some things that the game does very well (The religion system is an improvement over Civ IV, City States are cool, and I like the unique abilities). However, there are things in Civ V I really hope are not included in Civ VI:
Global Happiness:
By far my least favorite part of this game. It also doesn't make any sense. Why should a city you control on another continent affect happiness in your capital? In the earlier Civ games happiness was a local affair. If you conquer another civilization, the cities you conquered aren't going to be happy, but your core cities will continue to function just fine.
In Civ III, unhappiness became a serious problem when it became widespread. If all your cities went into civil disorder your government would be overthrown. This sometimes happens when there is massive war weariness. This adds to the realism of the game as war weariness played a major role in the downfall of the Tsarist regime in Russia. This would be a good thing to bring back
Penalties to Expansion:
This ties in to the global unhappiness. Population unhappiness makes sense, and larger cities tend to have greater unrest. This has been the case since Civ I. But I've never understood why having more cities decreases happiness. Granted, I can see why this was put in the game. In Civ III the goal is to build as many cities as possible and the early game is spent pumping out settlers. Civ IV took a more balanced approach. There isn't a rush to settle every empty space on the map, but it doesn't cause revolts either. In Civ IV there was an economic penalty for over-expansion, which makes a lot more sense than a happiness penalty.
The other penalty to expansion is the warmonger penalty. While I have no problem with this in theory it goes too far in Civ V. I'm hoping it gets toned down a bit in Civ VI.
One Unit per Tile:
I have very little hope that this will be changed. It's a major hindrance for movement and it can often make it difficult to help your allies defend their territory. In Civ IV you could send your units into the same squares as a civilization you had open borders with. This makes defending allies from military invasions much easier as your units don't block theirs and vice-versa. If you started with Civ V this aspect of the game probably doesn't bother you very much.
Embarking:
If you have 1UPT you need to have embarking because it would be a pain to build transports that can only carry one unit. But if 1UPT isn't in Civ VI I hope they bring back transport ships. It makes more sense to actually have to build boats for your unites to cross the ocean.
Cultural influence:
I don't think it's very realistic for Civilizations to basically lose a lot of their independence because of how powerful another civilization's culture is.
Conclusion:
While there is much to praise about Civ V, I hope that Firaxis looks back at Civ III and Civ IV and brings back elements of those games when making Civ VI.
Global Happiness:
By far my least favorite part of this game. It also doesn't make any sense. Why should a city you control on another continent affect happiness in your capital? In the earlier Civ games happiness was a local affair. If you conquer another civilization, the cities you conquered aren't going to be happy, but your core cities will continue to function just fine.
In Civ III, unhappiness became a serious problem when it became widespread. If all your cities went into civil disorder your government would be overthrown. This sometimes happens when there is massive war weariness. This adds to the realism of the game as war weariness played a major role in the downfall of the Tsarist regime in Russia. This would be a good thing to bring back
Penalties to Expansion:
This ties in to the global unhappiness. Population unhappiness makes sense, and larger cities tend to have greater unrest. This has been the case since Civ I. But I've never understood why having more cities decreases happiness. Granted, I can see why this was put in the game. In Civ III the goal is to build as many cities as possible and the early game is spent pumping out settlers. Civ IV took a more balanced approach. There isn't a rush to settle every empty space on the map, but it doesn't cause revolts either. In Civ IV there was an economic penalty for over-expansion, which makes a lot more sense than a happiness penalty.
The other penalty to expansion is the warmonger penalty. While I have no problem with this in theory it goes too far in Civ V. I'm hoping it gets toned down a bit in Civ VI.
One Unit per Tile:
I have very little hope that this will be changed. It's a major hindrance for movement and it can often make it difficult to help your allies defend their territory. In Civ IV you could send your units into the same squares as a civilization you had open borders with. This makes defending allies from military invasions much easier as your units don't block theirs and vice-versa. If you started with Civ V this aspect of the game probably doesn't bother you very much.
Embarking:
If you have 1UPT you need to have embarking because it would be a pain to build transports that can only carry one unit. But if 1UPT isn't in Civ VI I hope they bring back transport ships. It makes more sense to actually have to build boats for your unites to cross the ocean.
Cultural influence:
I don't think it's very realistic for Civilizations to basically lose a lot of their independence because of how powerful another civilization's culture is.
Conclusion:
While there is much to praise about Civ V, I hope that Firaxis looks back at Civ III and Civ IV and brings back elements of those games when making Civ VI.