x2Madda
Prince
- Joined
- Sep 25, 2013
- Messages
- 346
Well civ6 is here and...
Lets put all those gripes and bugs in one place. Which won't happen because people will inevitable make new threads anyway.
I don't dislike Civ6 however...
We were told leaders wouldn't get conflicting agendas.
That aside, the trade route spam, my goodness it feels like nothing was learned from Beyond Earth in that regard! I happily await the mod (or will make it myself) where i don't have to keep refreshing trade routes because it is so tedious! Infact with it being such a popular mod that it made it into Civ:BERT i am amazed it was excluded from Civ6.
Tech policies that are useful, being in the culture tree! For example if you are going for a religious victory, you will need Temples to build Apostles. Temples are not in the science tree, they are in the culture tree! Why?! What about spies? In the culture tree again!
I think the card system is fine and culture unlocking cards is fine, there is no need to pad the culture tree with science technologies or wonders of the world!
The AI is as dumb as a brick. Obsessed with spamming military units while almost never expanding. To be fair I think they just can't handle the barbarians until you crank up to emperor. This isn't unexpected and has been the case for previous civ games. City states spamming units makes expanding hard because they won't get out of the way.
Districts. I like them, what I don't like however is that if you remove a landscape feature in order to plant them, you don't get the cultivate bonuses which means you may as well remove all bonus features because you are going to tarmac them sooner or later so get the bonus now! I like the fact that things like wheat CAN be cultivated for a boost.
UI. Its a mess, not helping is that on workers, some commands are in the unit box and some are in the actions box. Players will get used to it after awhile but no, you don't have to remove a pillaged feature and recreate it, you can just fix them instead but its not on the box of actions its on the units action bar.
The civopedia doesn't show what is required to unlock things. Hopefully that will be fixed in the future.
Building anything that isn't a farm feels very useless. Districts give bigger yields and more rewards so I never feel like building a mine or lumbermill is a good option. We could just as easily not have builder units for the most part, being needed to build special tiles and repair and thats it. Maybe in a future update they will be delegated to that, civ:be has similar tile yield issues.
The unit hopping when you order a unit to do something! Why can't it be turned off?!
Memes. I thought "huehuehue" was annoying in Civ:be but here we are with sumaria and "you mad[sic]" every single time I refuse one of his trade deals. That isn't going to get old quick, after a single game!
That's all I have for now.
Lets put all those gripes and bugs in one place. Which won't happen because people will inevitable make new threads anyway.
I don't dislike Civ6 however...
We were told leaders wouldn't get conflicting agendas.
Spoiler :
That aside, the trade route spam, my goodness it feels like nothing was learned from Beyond Earth in that regard! I happily await the mod (or will make it myself) where i don't have to keep refreshing trade routes because it is so tedious! Infact with it being such a popular mod that it made it into Civ:BERT i am amazed it was excluded from Civ6.
Tech policies that are useful, being in the culture tree! For example if you are going for a religious victory, you will need Temples to build Apostles. Temples are not in the science tree, they are in the culture tree! Why?! What about spies? In the culture tree again!
I think the card system is fine and culture unlocking cards is fine, there is no need to pad the culture tree with science technologies or wonders of the world!
The AI is as dumb as a brick. Obsessed with spamming military units while almost never expanding. To be fair I think they just can't handle the barbarians until you crank up to emperor. This isn't unexpected and has been the case for previous civ games. City states spamming units makes expanding hard because they won't get out of the way.
Districts. I like them, what I don't like however is that if you remove a landscape feature in order to plant them, you don't get the cultivate bonuses which means you may as well remove all bonus features because you are going to tarmac them sooner or later so get the bonus now! I like the fact that things like wheat CAN be cultivated for a boost.
UI. Its a mess, not helping is that on workers, some commands are in the unit box and some are in the actions box. Players will get used to it after awhile but no, you don't have to remove a pillaged feature and recreate it, you can just fix them instead but its not on the box of actions its on the units action bar.
The civopedia doesn't show what is required to unlock things. Hopefully that will be fixed in the future.
Building anything that isn't a farm feels very useless. Districts give bigger yields and more rewards so I never feel like building a mine or lumbermill is a good option. We could just as easily not have builder units for the most part, being needed to build special tiles and repair and thats it. Maybe in a future update they will be delegated to that, civ:be has similar tile yield issues.
The unit hopping when you order a unit to do something! Why can't it be turned off?!
Memes. I thought "huehuehue" was annoying in Civ:be but here we are with sumaria and "you mad[sic]" every single time I refuse one of his trade deals. That isn't going to get old quick, after a single game!
That's all I have for now.
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