Disappointed yes, but at least to me that word is reserved for things that do first really win me over. Civ6 was my first game in the franchise, and playing through really does create the immersion of building a civilization that fits into a world and a history. As a passive challenge, the AI provides a mechanism against which I at least find a fun challenge to balance my production priorities to get an advantage over or sneak ahead of (okay, I guess I don’t remember playing peacefully ever, but…). And with a few tweaks getting them to take a city or two of mine in early game (I like to play slower tech/civic with normal production) creates enough sense of peril that it feels glorious to reclaim our lands and then grow into an empire.
So it is against that creative success that my disappointment arises. I suspect it’s just no longer accessible to the devs to adjust the AI beyond adding new modifiers, and it’s unfortunate that the politics of business seem to prevent them from acknowledging what they know they can’t fix. But I have to imagine that the lesson of an AI incapable of playing the increasing feature bloated game is front and center as they work of Civ7. Not sure there is any evidence AI will be better implemented next time, but I’d hope they expose a greater range of modifiers (and that those modifiers work more consistently) that mods can meet a greater variety of tastes, with or without dll. Tourism from corps comes to mind as a clear, if not the most important, example.
I resonate with the lost interest. I played through classical as Gorgo once after April. The hoplites were a blast and for only the second time ever, I started on an island fighting my neighbor city state while building an army, waiting painfully long (due to mods) to develop shipbuilding so I could hop an ocean tile to nab half of Egypt. It was pretty darn fun, and ultimately loyalty pressure got Korea to swipe a free city out of the war zone that destroyed my claim to the area (Hoplites against Chariot archers and swords is one thing, but those it was already medieval and I wasn’t looking my forward to fighting those cannons in a ARS game).
That said, with all that excitement, the next day (I think) Victor came out and I haven’t gone back to Civ since. Humankind doesn’t create that empire building immersion for me, but I had a whole lot more fun with my hoplites in that telling. That got me to try Endless Legend, but despite having some fun mechanics, it had no immersion for me. The combat, reinforcements, and siege mechanics in Humankind are much more engaging.
So if modded humankind is a strong game, I don’t see myself returning to Civ6. If not, a few mods for Civ6 I’d be very interested to and work on:
- Preserving UI through free city flip. Not sure if this is possible, there are some LUA mods for giving civs access to others, but if a city flips free and back to originals owner, it is game breaking for dramatic ages that you can’t meaningfully play as a civ with a UI that must be built in bulk.
- Auto improve AI resources. Lots been said on this breaking balance/immersion. Idk, I think it would fix major aspects of the game (particularly AI having strategies to use melee units) and skipping builders is just another way of giving production boosts.
- Tweaking AI parameters to produce aggressive, sometimes snowballing AI empires, I’ve seen it a few times but haven’t achieved it reliably. But it’s at least possible within the existing framework. I have come to the conclusion that Dramatic ages helps with this, to inject imbalances into the AI-AI dynamics, but see the above issue about playability of this mode. Also I haven’t tested if April fixes AI not conquering free cities in DA, or if that was just once in a game without DA.
These really don’t seem worth the time and effort if there is another game that creates the desired level of peril and rivalry when playing against AI.