This proposal is about tying all of your empire more closely to its actual population - it has always bugged me about Civilization - and 6 exaggerates this problem - is how city population count is not really tied into other "units" that are produced, other than settlers. It's also a little odd...
This may have been answered before, but: how does combat resolution work if the game is set to simultaneous turns? I've never actually tried the multiplayer, but I was thinking about this and it seems like it would really screw up the normal combat sequence.
I much prefer 1 UPT to trying to juggle stacks. On the other hand the map feels scaled for early to mid-game combat on those conditions, and city density late-game exacerbates that.
I think the corps idea is a good one, but there's some working out to be done especially late-game with regard...
I find this funny because it drives me nuts that fortified units don't notify unless actually attacked. I've lost so many scouts that way because they don't have the HP to survive... and here you want fewer notifications!
The only thing I want an undo button for is when I lose a scout because it was fortified and the interface doesn't notify you that enough barbarians have walked up to kill it in one turn.
Although it would make more sense for fortified units to be "alert" by default as a fix for that.
I keep most things standard. Sometimes will take out culture, relgion, and/or diplomatic victory types. Almost always play fractal map. Difficulty/size depends how I'm feeling.
I don't know how you'd do that. Might be interesting if how fast the dates change depended on techs or population, rather than changing at specific dates.
I've hit a bug (I think it's a bug) in a couple Civ 6 games where I've been able to order galleys across deep water after researching... whichever tech it it lets you build caravels, but without actually upgrading them.
I'm on sort of the opposite end from the OP in terms of solving the spacing problem - especially with the district mechanic, city spam seems anti-fun and I'd rather see the proximity ban be at least 4 or 5 tiles. Do agree that the current game doesn't feel right.
I really don't know that I need a pre-urban part to Civ. TBH it would be more interesting as its own game with just founding a city/civ as a victory condition - as I think some of the replies already point out, there's a lot to explore here potentially; but on the other hand I don't see the...
Not to make this a discussion thread, but I want the distinction gone completely. But then, I also don't care at all about what civilizations are included or not - they're all more "inspired by..." history more than accurate anyway. To be honest I'd probably cut out the barbarians too but the...
Remove city states. There's no good reason for having artificially-limited AI powers and all the quests and stuff are just fiddly bits that don't add to the game.
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