synthphase
Chieftain
- Joined
- Oct 2, 2022
- Messages
- 3
And no, I'm not talking about soothsayers.
In my most humble of personal, preferential opinions, Civ 6's balance hinges too much on player sacrifice to be really, really fun. It's all about the tiles you see. What I get my jolly's for is tiles. Good tile yields has always been one of the most immersive aspects of Civilization gameplay for me. Just look at those glittering luxuries along a sparkling coastline and harken to those herds of wild cows and sheep making their cute cow and sheep noises and - BAM! a commercial hub has destroyed your cows! You used a builder to slaughter all the sheep and now there's an oracle on the hill instead. Yay. Also a luxury is blocking a better spot for the commercial hub so that's fun.
In Ursa Ryan's tier list video he mentions these difficult sacrifices, particularly in regards to the Incan civilization's terrace farm. "There's huge competition for for those mountain tiles, normally if it's a good terrace farm, then it would also be a good campus, or a good holy site." This comment is what inspired me to make this post as I realized that "tile competition" can apply to any civilization in the game. I've gotten used to it somewhat, but I used to hate districts. I used to say that any game that requires you to have supplementary reference material is not a good game (in this case a jpg of districts and adjacency's) but now I kinda have it memorized so it's more fun. I would say Civ 6 is more punishing for new players then Civ 5 though, not to mention how hard it is for the ai to do proper district placement (plus 1 campus huzza!). District's are essentially a hidden mechanic for new players and amenity distribution is a hidden mechanic even for experienced players. And how many times do I need to play the game to know what wonders would be good to keep a spot open for next to this or that district? Oh, did I mention that that spot is also the best one in your entire empire for your unique building?
It's like the game is simultaneously encouraging min-max gameplay and discouraging it. Make up your mind, game. In other words it's saying you can have this but then you can't also have that. But just once, once I want to have this and that. Having both this and that is why I play video games, as I can't have my cake and eat it too irl.
Maybe I'm just not smart enough to play an optimal game of Civ 6, but when I put a holy site in a really sweet spot next to a natural wonder but in the process nuke a 6 yield tile, I just get a little sad.
In my most humble of personal, preferential opinions, Civ 6's balance hinges too much on player sacrifice to be really, really fun. It's all about the tiles you see. What I get my jolly's for is tiles. Good tile yields has always been one of the most immersive aspects of Civilization gameplay for me. Just look at those glittering luxuries along a sparkling coastline and harken to those herds of wild cows and sheep making their cute cow and sheep noises and - BAM! a commercial hub has destroyed your cows! You used a builder to slaughter all the sheep and now there's an oracle on the hill instead. Yay. Also a luxury is blocking a better spot for the commercial hub so that's fun.
In Ursa Ryan's tier list video he mentions these difficult sacrifices, particularly in regards to the Incan civilization's terrace farm. "There's huge competition for for those mountain tiles, normally if it's a good terrace farm, then it would also be a good campus, or a good holy site." This comment is what inspired me to make this post as I realized that "tile competition" can apply to any civilization in the game. I've gotten used to it somewhat, but I used to hate districts. I used to say that any game that requires you to have supplementary reference material is not a good game (in this case a jpg of districts and adjacency's) but now I kinda have it memorized so it's more fun. I would say Civ 6 is more punishing for new players then Civ 5 though, not to mention how hard it is for the ai to do proper district placement (plus 1 campus huzza!). District's are essentially a hidden mechanic for new players and amenity distribution is a hidden mechanic even for experienced players. And how many times do I need to play the game to know what wonders would be good to keep a spot open for next to this or that district? Oh, did I mention that that spot is also the best one in your entire empire for your unique building?
It's like the game is simultaneously encouraging min-max gameplay and discouraging it. Make up your mind, game. In other words it's saying you can have this but then you can't also have that. But just once, once I want to have this and that. Having both this and that is why I play video games, as I can't have my cake and eat it too irl.
Maybe I'm just not smart enough to play an optimal game of Civ 6, but when I put a holy site in a really sweet spot next to a natural wonder but in the process nuke a 6 yield tile, I just get a little sad.
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