Alright lads, Standard "I don't like Civ6" Thread

x2Madda

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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.
Spoiler :
3FD747211BAC1FC2689377BF44497AF0F335CA4A


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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here is my rant :

1 City states don't upgarde units

city states don't upgrade their warriors or catapults probably because they don't have niter they olso don't upgrade their crosbowman i've seen city states walking around with medieval and ancient era units while we are at the modern era why bother using the levy option and getting the military ?

2 warmonger penalty for declaring war is to high
you either stay peacefull the entire game or go domination there isn't a way between. as soon as you enter the medievel era the penalties for declaring war is ridicoulous.

I declared war on brazil so i could liberate a city state however the enitre world denounces me. i didn't take any cites i liberated 2 city ctates .

3 formal war and Casus Belli doesn't work

The option of using a formal war(denouncig a player 5 turns and then dowing) doesn't reduce a lot you still get denounced and hate from declaring war. i declared a formal war and didn't take any cities just pillages at the medievel era and people still hate me at the modern era..


The high warmonger penalty results in early agression of the AI but after the medievel era the AI just sits there and doesn't do anything its kind of boring. I've never seen late game wars in civ 6 as soon as you enter the industrial AI just sits there and built stuf no wars

hidden agenda's:

causes people to hate you randomly. withouth you knowing how.
 
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Hidden agendas are garbage, I have not had 1 game where i could stay friendly as eventually i get hated by everyone and the AI jumps on the denouncing train.

Yep they get mad ad you and get friendly at you randomlly. For example they like if you have lot of gold per turn but if you are making war and losing some gold they start denouncing while few turns later
 
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.
Spoiler :
3FD747211BAC1FC2689377BF44497AF0F335CA4A


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!

This is as far as I got. No opinion on the game yet after 19 turns, but... building a temple -- that is, a building requiring no new RL technology -- that's dedicated to a cultural concept like religion, would belong in an ideal world in... a culture tree.
 
I am getting too many Beyond Earth vibes :/ And the thing is BE at this point was completely out of my mind (haven't touched the game in years) so it wasn't like I went in looking to try to compare it to BE, it is just that the game did it for me.

Trade route spam, as mentioned, but the science victory felt a lot like BE victories, with pressing next turn 30 times to wait for the project to finish. Maybe once I know the game better, there are ways to heavily reduce the wait, but I ended up quitting what was a "won" game because I wasn't going to spend 50+ turns literally doing nothing but clicking next turn waiting for the victory screen.

Tech tree numbers are a mess. It is way too easy to reach the end without even trying. With the above point, if there is a way to significantly shorten the project time, then games are rarely going to last past 250 turns. The min/max players will have no problems getting sub-200 me thinks.

Difficulty levels seem broken. Played my first game on Immortal. Outside of a half-assed ancient/classical era rush, the AI just kind of sat idle and didn't do anything. Warriors and catapults in modern era, etc.

Turn times ick. I suppose these were always going to be long, but they seem longer than Civ 5 and with the science victory being nothing but clicking next turn for a long time, it gets very hard to keep playing the game.

AI's love to spam you with the same messages turn after turn after turn. It really does seem like they learned nothing from Beyond Earth.

The same issues with clicking units, move/fire range not cancelling, game scrolling around, etc. I know it sounds like a personal problem, but I never had this issue with Civ 5, only BE. So many times I'm mistakenly moving units around, because the interaction almost seems buggy.

I can't say I hate the game, but the similarities with Beyond Earth are worrying. I couldn't put more than 200-300 hours into BE before I finally shelved the game for good. If the same happens with Civ 6, I'd be very disappoint.

There are some things I do like. The new policy/government system is good. It seems like you get to freely switch out policies too often (want a different card and don't want to pay the gold cost? just wait 4 more turns, chances are you will unlock yet a new tech/civic to switch for free... again). However, overall I like the system. The districts are also fun to play around with.
 
I agree about refreshing trade routes - and spies are even worse.

I don't agree about the civics tree - I like the split and like useful things being in both.

AI seems ok to me. What I don't like is seeing 12 apostles at a time and that kind of thing, especially flooding a 1upt map and making moving thru your own territory a mess. With all the civics and everything going on it's damn lame that there's no way to close your borders to religion.

I like the UI for the most part. There are some quirks here and there and all I can say is that if *I* was a tester or F&F I guarantee they would've got an ear full. For ex, redoing your trade routes endlessly might be less painful if you could shrink some parts of the monsterous city list for picking destinations. Why does the spy thing not only pop way too often but prompt you to move your spy ever damn time (or you can do some other less than stellar click arounds to get get to the just do counter spy.

I've never liked espionage in any 4X I've played. I usually disable it in civ but no such option this time around.

Everything I've looked up in the 'pedia listed prereqs.

Lumbermills aren't all bad. For ex you can eventually plant forest and make lumber mills on tundra tiles. I guess it depends how you settle. I tend to go 5-6 spaces apart to have a lot of tiles around cities vs the AIs that pack them in 3 tiles apart.

The unit cycling needs help - I agree with that.

It's annoying that AI's will get pissy about you being near their borders while you're withing your own borders whether you're intending to strike or not. The player doesn't get an option to tell the AI off the same way. I had an AI with a ton of units on my borders (going to attack a city state I think) so I rally my troops around just in case then the AI is whining at me about troops on borders. Ug.

Similarly it's annoying that AI's can get pissy about you settling too close to them when you settle a city that is bordering on your own capital.

As a side note.... When you don't accept something from the Japanese leader his animation/expression is one of the most hilarious things I've ever seen in any game. Very well done. :P

Overall I think the game does a ton of things really well and it's not surprising there are some things some don't like and some things that could use a tweak or two. There's no way in a game of this scope and complexity that every player will be 100% happy with things.
 
I agree with the warmonger penalty. My first game...I didn't declare war the entire game. Rome surprise attacked me 3 times. Finally the last time I took 2 of their cities. During peace, I GAVE THEM BACK. Rome denounced me for the rest of the game for being a warmonger.

I mean seriously...am I being trolled here?
 
Hidden agenda worked in my game ... I think. Early on I only had two cities but German and England both went to war against me for no reason. After awhile I kick their butts and soon we are all best buddies and I'm even in an Alliance with England. Then I notice their hidden agendas which is the same for both of them. They both like having lots of gold and like other nations that have lots of gold. Looking back I could see they hated me when my gold was low but loved me when my gold was high (not how much was coming in but how much I had total). It all made sense. So I think the hidden agendas work and they same as Egypt in my game had a different agenda than the picture in the OP.

I did have one weird issue. I was playing as the United States and Germany declared war on me but the face telling me this was ... Teddy. I was thinking "why is America going to war against me ... oh, wait .. I'm America!" It only happened that one time. The correct German leader showed up after that one time.
 
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I was considering making a separate thread about this but the biggest thing bothering me is the difficulty. Played first game on King, won with absolutely no difficulty and the other AIs 2+ eras behind me. Started second game on Emperor with the intention of going for a religious victory as Gandhi and I got pinched between an Ancient Era rush (from Arabia, weirdly) and some hyper-aggressive barbarians and decided to reroll after having to devote way too much early production to units. Started another game and in addition to getting attacked by a typical Civ 5 Deity-style carpet of doom from Rome (which I probably could've dealt with), I ended up unable to found a religion. It's hard to tell exactly what bonuses the AIs get, but in addition to other stuff I'm fairly certain that they start with a free settler on Emperor. What the hell? That's basically doubling the amount of stuff that you start with and makes it look like they're taking the Civ5 philosophy of comically massive bonuses to AI players to make up for the AI being terrible and just escalating that even further.

The real part that bugs me is the seemingly massive jump between King and Emperor, I don't want to have the game be a total joke but I also don't want to be playing the equivalent of Deity on my second game.
 
From what I read here it seems at least 8-9 patches are necessary to play the game, I will therefore wait few months / years to buy it. Thx
 
the Sad part what i think is that CIV5 with the mod VP is better (not sad about vox populi mod) than Civ6.
And that firaxis put a lot of movies on youtube etc how good the game is, but they don´t finnish it by meaning so they can release an
update that you have to pay for it to fix the game! So at the end you have to pay the game 2-3 times to actually play it!
AND FIRAXIS KNOW ALL THIS!!!
i bet that they have people reading threads and forums like this, and already know what have to be fixed!
it is many good ideas in civ 6 like districts and different kinds of war but it have to work to!!
and the graphics?? OK i can live with that, i can play with civilization 1 graphics but then they have to make other things work as it should!!
This denouncing is really stupid!! if you have that in the game it MUST work!!
 
Encampment district is broken. In one game my enemy could sit on its same tile and get bombarded by it! :crazyeye: In the next game I was getting shooted by a German encampment that was still under construction. I couldn't attack it and couldn't pillage it if moving on top. When it was completed I was finally able to fight it but my battering ram wasn't blocked by it, he could potentially pass on top of it...

AI seems good in developing cities and spreading religion, however it doesn't build settlers and sucks in military: doesn't upgrade units, doesn't diversify, declares war when weaker and just sends his troops in small waves of maybe 2 warriors and 1 slinger to death against a city defended by 2 eagle warriors and 1 archer... :borg:

Tourism victory is better in many aspects than in Civ V yet... still feels slow and passive and doesn't interact anymore with diplomacy and ideologies which was a cool thing imo.
 
Hidden agendas are garbage, I have not had 1 game where i could stay friendly as eventually i get hated by everyone and the AI jumps on the denouncing train.
This is such a pain. within the first 60 turns all the civs I met DoW on me for no reason as far as I could see. They were all miles away, I wan't that strong or weak, I wasn't that advanced or backward etc etc. I was being hammered by barbs but to no great effect and was about to send mt first settler out. I can only assume the DoW was to do with agends.
 
Everything I've looked up in the 'pedia listed prereqs.

Just wanted to clarify, if you look up Temples, Spies or any other culture tech, they are not listed as being unlocked from the culture tree or what culture tech is required for them.

This is as far as I got. No opinion on the game yet after 19 turns, but... building a temple -- that is, a building requiring no new RL technology -- that's dedicated to a cultural concept like religion, would belong in an ideal world in... a culture tree.

While the argument can be made for Temples, we would be arguing semantics about how most of the science tree can fall under culture. No denying however that spies feels wrong falling under the culture tree. My bigger point was a lack of direction and consistency. The game teaches us very early that we need culture to unlock policy cards, then suddenly and without warning, a whole victory condition is hidden in the culture tree as well as the ability to spy and declare certain types of war.
 
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