Civ I was great because I'd never played anything like it before
Civ II was simple to mod which I liked. Massive improvement over I. I saw no reason to play I after II came out
Civ III was my least favourite of the series although I can't remember why now. Ridiculous corruption, too much of a wargame I think
Civ IV was great. Still the best IMO
Civ V was ok but it didn't feel like an improvement on IV. I hated 1 upt at 1st.
Civ VI improved some things from V and added some great new features but still has some big flaws. The potential is there, hopefully it'll get there
To each his own, but I don't know how you like the Civ IV trait system more than the more "modern" way of true uniques. IMO they were a step backwards from how Alpha Centauri did it several years previous (but a step forward for the direct franchise).Civ I was a great idea with great (hehe) graphics for that time. Of course now it's outdated.
Civ II was a remake with better graphics.
Civ III were some slight modifications. They tried to improve, some ideas were good, others not so much.
Civ IV was great. Outdated graphics. Remake please!
Civ V had some good ideas. But they got the civ traits wrong. I want to roleplay a militaristic/scientific/mercantile etc. civ. The weird traits the civs have hinder me to roleplay.
Civ VI had some great ideas, others not so much. Again, they got the civ traits "wrong", which is my major complaint.
-> If you want me to like the newer civs, give me a custom civ option![]()
Civ I was a great idea with great (hehe) graphics for that time. Of course now it's outdated.
Civ II was a remake with better graphics.
Civ III were some slight modifications. They tried to improve, some ideas were good, others not so much.
Civ IV was great. Outdated graphics. Remake please!
Civ V had some good ideas. But they got the civ traits wrong. I want to roleplay a militaristic/scientific/mercantile etc. civ. The weird traits the civs have hinder me to roleplay.
Civ VI had some great ideas, others not so much. Again, they got the civ traits "wrong", which is my major complaint.
-> If you want me to like the newer civs, give me a custom civ option![]()
To each his own, but I don't know how you like the Civ IV trait system more than the more "modern" way of true uniques. IMO they were a step backwards from how Alpha Centauri did it several years previous (but a step forward for the direct franchise).
What's a good civ trait then? A trait that doesn't have any connection to who you're playing (which, I would argue, is one of the best things to have for roleplaying)?
Of course they were "backwards", especially if compared to AC. Just think about it:
AC: Spartans. They are a typical "warrior civ" - better morale (+combat for all units), better police (better to police conquered cities). You basically have a culture that has "elite troops", all your units are better, you have martial law. Makes perfect sense to me.
Civ IV: Militaristic trait, gives you free promotions & cheaper barracks (If I remember correctly). That's not a great advantage, but works well with the idea of "roleplaying" a military civ - your units gain free promotions because they are soo good & you can build barracks faster. Makes perfect sense to me.
Civ VI: Scythia. You get +5 combat against wounded units. Uh, wait what? My elite troops need to damage the enemy first to have some advantage? Err, may I ask why?
Civ VI: Aztecs. You get +combat for luxuries. Err, so my culture does not have great warriors per se, but instead they somehow fight better the more luxuries they have? Shouldn't it be the other way around, the more luxuries there are the more decadent they become?
BERT is an exception,
I have no doubt that if the next iteration of civ went from uniques back to a trait system, the team would be accused of lazy corner-cutting. No doubt that there would be much less involved in design, AI programing, playtesting, balancing.
I liked the advisors in Civ3, was fun watching their emotions.
Unsure why they cut those out of IV.
But otherwise, not that great yup..corruption system was pretty annoying.
What IV does so well imo: Leader personalities & behaviour.
personality is great but I don't want the same civ to play exactly the same way every game any more than I want one that plays exactly like all the other civs)
Streamlining wouldn't be a bad idea for some civs. I guess I was thinking of more of the "leader trait" type system:The Civ franchise involves so many different types of gamers, no design decision they make could avoid complaints from some corners.
I'm in the camp for wanting more streamlined, simpler rules that are applied as consistently as possible across various game systems. I don't need four or five different unique attributes per Civ leader that provide a hodge podge of various benefits, what I'd like are Civ leaders who behave differently in different circumstances, but with an internal consistency to their behaviour.
So, for example, take Pericles: give him a bonus to generating envoys, give him a bonus for being Suzerain of City States, make him dislike civs who conquer City States, and make him unlikely to ever attack a City State himself. Maybe that's lazy and unsubtle, but for me Pericles now has a personality that distinguishes him from the others.
With 36 leaders in Civ 6, I'm less concerned about this, especially if their preferences lead to different AI interactions depending on which group of leaders you get for any given game. I'm fine if Gandhi starts flinging nukes at the leader he likes least each game, 'cuz how many games am I going to roll Gandhi anyway?
I agree once you're past the early game, but something between patches seems to have made the Deity AI much more aggressive. I seem to continually get starts where I get declared on by two civs by turn 30 or so, and while I can beat one I can't beat both. They've even fixed the behaviour earlier in the game's lifecycle where the AI would apparently be unable to take cities.
I still wouldn't call that Civ VI being difficult in the sense that other Civ games are - it's a cheat, essentially, given the AI's extra early units, and there's nothing remotely strategic about it in the sense that it's not something that results from poor planning or tech choices, just from poor start positions (defined in this context as anywhere with no choke points and at least two nearby civs). While you'd usually lose in Civ IV or V to aggression or not at all, that was something that happened later in the game as a result of having neglected military, and required the AI itself to actually build up over time. Civ VI is akin to a Starcraft Zerg rush in which the Zerg player gets 30 free Zerglings at the start.
So, for example, take Pericles: give him a bonus to generating envoys, give him a bonus for being Suzerain of City States, make him dislike civs who conquer City States, and make him unlikely to ever attack a City State himself. Maybe that's lazy and unsubtle, but for me Pericles now has a personality that distinguishes him from the others.
Yes, just the first 2 era’s give or take. On that phase civ 6 is challenging and fun. After that the starting bonus the AI civs got is passed and you could pretty much press enter thoughtlessly to victory. An AI equal on score as your nation has no chance against a decent human player. It only gets worse. The AI easely takes 50 more turns to build up to victory as a human player (epic game speed)
The problem with the civs that seem to be everywhere is that people insisted on wanting multiple individual leaders and leader characteristics separate from civ ability.
No, it's not lazy, it's building a civ around a common theme - in this case city states & diplomacy. Right now the civ designers want to make the civs flexible & give them many options - scythia has combat advantages, but also faith from kurgans, egypt can build wonders, but also gets trade advantages etc.
But I want a theme that defines a civ:
Sparta: Warrior. Combat advantage, free promotions, cheaper barracks
Germany: Industrial. Cheaper industrial zones, unique workshop, free walls from the start
Egypt: (Wonder) builders. Get cheaper wonders, additional builder charges, can use builders to rush wonders
Pericles: Diplomat. Gets better city states, gets higher diplomatic visibility
Persian: Merchants. Get better trade routes, cheaper commercial hubs
All of those civilisations were notable for military achievements, not just Sparta
Reducing civs to tropes isn't good design IMO