Are you still playing?

Anything done in the most efficient way leads to boredom eventually because you are walking the same path.
VI has more ability to win without being efficient currently and therefore allows for more variety
... I also liked the air combat in V more ... still the game bores me

Thus I posit that the only way for efficient play to not be boring is if there are multiple efficient ways which can only be facilitated by first recognizing that something is over-centralizing the game and needs to be fixed. Mastery of a game is a strong driving force and fun factor behind why a large percentage of gamer types play a game repeatedly and unfortunately; "you can always play differently for fun" often comes into conflict with that specific goal of mastery. Why do we include fastest victories times in the hall of fame? Mastery. Why do we compare strategies? Mastery. Why do we disdain certain playing styles? Mastery. The community recognizes and approves mastery and it's going to difficult to curb that instinctive desire.

Oh and I think I left out one other reason why efficient play is attractive even though it may be repetitive. Power. People like to feel powerful in games. Its instinctive. For some it's a strong contributing factor to why they play and when confronted with the decision to choose between a playing style that is repetitive but powerful and a playing style that is new but weak they will still choose the former. Maybe try the latter out but in the end they still return to what is more powerful.

For me when I am confronted with decisions like this I just take a break~
 
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Thus I posit that the only way for efficient play to not be boring is if there are multiple efficient ways which can only be facilitated by first recognizing that something is over-centralizing the game and needs to be fixed. Mastery of a game is a strong driving force and fun factor behind why a large percentage of gamer types play a game repeatedly and unfortunately; "you can always play differently for fun" often comes into conflict with that specific goal of mastery. Why do we include fastest victories times in the hall of fame? Mastery. Why do we compare strategies? Mastery. Why do we disdain certain playing styles? Mastery. The community recognizes and approves mastery and it's going to difficult to curb that instinctive desire.

Lets not go too far down the rabbit hole regarding efficiency - we already know that you do not like games that have any randomness that might undermine your ability to optimize. Fair enough I guess, but many of us do like strategy games to reflect the real world -at least to a degree- where unaccounted for events are always throwing spanners into the best laid plans. We see it as -when done right- an immersive way to make the game both harder and more varied.

Sorry but I beg to differ. Diplomacy in Civ 6 was never a game changing factor and still isn't. If it's not powerful to make a significant difference it's not good. The fact that the world congress does not exist limits the potency of Civ 6 even more.

I'm glad they scrapped the world congress as it felt to me like it was too one dimensional. Maybe I played Greece too much, but the diplomatic victory in it wasn't interesting regardless. If it makes you feel better, I don't think the dip victory in IV was any better really. I hope they bring it back with an expansion, but really put some huge thought into how to make it layered and interesting (I'd like to see civs fighting for control of multiple world bodies, who get delegates in different ways and mastering a majority of the world bodies would give you that victory. Bygones).

The penalties for friendship as well as the pervasiveness and profitability of war makes it quite useless. Perhaps you could elaborate on what aspects of it cause you to conclude it was good before and explain why those benefits overshadow the downsides. What benefit of befriending an AI could one possibly have that outweighs the benefit of conquering it?

Because I play Civ in the first place for the immersiveness of the experience. In that I want to have friends and allies as countries do in the real world, not just enemies. This goes back to one of those arguments that has played out in V and VI as the game being described as more "gamey" by many. Of course any game should give you things to overcome...but I did prefer to be able to do that with a long time ally like in IV. I enjoyed building a good relationship. In V that became almost impossible, and while I know they softened it later, it never lost it's initial gameyness. VI overcame the flaws of V in this regard by making leaders more predictable (but not totally - the 2nd agenda is great..though I'd like to see that improved on still...made deeper somehow) so that players could try to build a relationship.

It could do with some more work...some more nuancing; but it is vastly superior to the inevitably pointless diplomacy in V.

Every iteration of a game is expected to be complete by itself and better than its predecessors. It is not fair for people who paid good money for the game to expect it to be good only after expansions are released. Civ 6 made a terrible mistake of attempting to revamp and fix things that were already good by removing them entirely.

In your opinion.
Many of us who loved IV, were very underwhelmed with V, and found a lot of comfort with changes that VI introduced. There's no point going over everything again, but I will say that in my opinion V is the most tedious release in the series with more turns than ever involving no real decisions being made. VI on the other hand...

With regards to why you think it good that Wonders and Great People are weaker. Since when was variety mutually exclusive to the strength of Wonders and Great People? Who dictated that they have to be withered down to bring out the strengths of unique civilizations? Perhaps you should explain why powerful Wonders and Great People destroy variety in the game when quite honestly they only brought about variety and excitment in Civ 5.

I'm not saying that it had to be that way. I do prefer the less bland Civs in VI to the very bland ones in V (and esp the invigorated leaders!). I just offered that up, that as some have criticised the Civs abilities as all being too OP, that maybe the devs had foreseen that and felt it was better to tone down a different aspect of the game; to balance out the increase of variability in civs and leaders.
I do like that it's harder to build many wonders in VI, meaning that they get spread round a bit more. And that they are a gamble - if you don't build it first, the loss is significant. But had they decided to do them a bit differently, I probably wouldn't have noticed.

In fact, in order for varieties of strategy to exist the elements of the game that lend credibility to those strategies must all hold equal power, else only the most powerful ones would be even considered for playing. Case in point; warmongering. If warmongering is so successful now, there must be other strategies that can achieve the same efficient results, or else that ends up as the only efficient way to play which inevitably leads to boredom.

Sure. And more work needs to be done on that. But I'm glad they're trying things like removing the immediate bombarding walls that allowed players to plonk down a city then not bother defending it. That removal has maybe made it too easy to be aggressive in another way; yet I hope they find a solution that isn't the extreme of the immediate bombarding walls.

Well I think both Civ 5 and 6 have a strong lack of variety of strategy. They just both favor that one thing that everybody has no choice but to go for if they wanted efficient play. Trying out other strategies beside conquering and non-stop expansion in Civ 6 is like playing liberty and piety in Civ 5. Nice to play but just too weak. I have no idea why they like to limit gameplay that way.

I don't think they do limit game play that way...well not deliberately. Civ tries to do something much more ambitious than any other game series; and I think the depth of it's boundaries, while trying to stay a little bit like real history, makes it hard to do balance well. I think it is fair that we ask for more in this regard.

I'll have to correct myself on the Cultural Victory part I was really referring to Cultural Power as a whole that was also expressed in the form of ideology pressure. I thought it was really cool that you could engage in a power struggle without force of arms. The same can be said of embargoes and luxury bans made possible through the world congress. The fact that you could use religion and the world congress to boost cultural victories was awesome as well.

Yeah, I'd agree with what you're saying - I love detail like that too. I think that the lux bans were a bit too arbitrary in V; but something along those lines is great to have in the game, and I hope to see it return with a revamped diplomatic victory.
I want the game to have interesting options of interacting with the AI that isn't just blunt force!

It is very true that City States are far more interesting in Civ 6 but many of them are just intentionally plain underpowered and the AI has a terrible habit of just eating them up plus they're too random to be a staple in any strategy...unreliable things really just can't be counted on unfortunately.

Yeah, I think a few CS could do with a bit of sprucing up. And the interaction between them and the AI civs needs work. I dunno...maybe they need to figure out a different way for them to work unit wise....as of course they will always be vulnerable with only the one production line (V is great with gifting units!)
But yeah, your last sentence is -imho- a throw back to your dislike of randomness. Fair, but not shared by everyone.
 
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I just want to add that a good reason to play inefficient and feeling good about it is role play. Do what the civ did historically, and not what is best for it. It's not everyone's cup of tea to do so, but it makes for a fun game every now and then in civ VI.
 
Because I play Civ in the first place for the immersiveness of the experience. In that I want to have friends and allies as countries do in the real world, not just enemies. This goes back to one of those arguments that has played out in V and VI as the game being described as more "gamey" by many. Of course any game should give you things to overcome...but I did prefer to be able to do that with a long time ally like in IV. I enjoyed building a good relationship. In V that became almost impossible, and while I know they softened it later, it never lost it's initial gameyness. VI overcame the flaws of V in this regard by making leaders more predictable (but not totally - the 2nd agenda is great..though I'd like to see that improved on still...made deeper somehow) so that players could try to build a relationship.

It could do with some more work...some more nuancing; but it is vastly superior to the inevitably pointless diplomacy in V.

Is it just me to think that Civ6 has even more bland leaders because they only have a unique agenda instead of varying on a scale across at least some 30 elements on a spreadsheet as they did in Civ5?

Civ6 is notorious for leaders not fulfilling their agendas, a prime one being Qin Shi Huang not building wonders. And the fact that all leaders share the secondary traits doesn't really help with diversity because there really aren't many of them. In Civ5 there was a +-2 variation in each of the elements applied to leaders when you started a game and you could see these adjustments pretty clearly when they show behaviour that doesn't match with their stats. (e.g. expansionistic leaders not going to war a lot) This implies that players get to know what to expect from each of the leaders as they play the game.

Speaking of inevitably pointless diplomacy... reminds me of pre-Summer patch Civ6 where everyone hated you by default. In Civ5 this didn't happen because every leader varied on preference for each of the stances: Friendly, Neutral, Guarded, Hostile...
An impressive one was "Deceptive". AI was smart enough to hide their negative modifiers and be Friendly but one day they show on your doorstep with an army.
In G&K expansion people complained about AI not missing opportunities to attack you. In BNW they toned down on war, and people complained about AI people to peaceful and hating too much when player went for wars. Civ6 at launch was the worst of both worlds: G&K aggressiveness and BNW warmonger-hating.


I just want to add that a good reason to play inefficient and feeling good about it is role play. Do what the civ did historically, and not what is best for it. It's not everyone's cup of tea to do so, but it makes for a fun game every now and then in civ VI.

In Civ5 you could build a powerhouse. With BNW you could sacrifice trade routes to make your cities grow faster. You could either go for a victory fast by snowballing science or get some other techs and experiment with other stuff. Tall was the preferred option but Wide was always available when you felt like going for it. You could go for less popular Social Policies, Ideology tenets, easily overlooked late-game buildings and Wonders, and the list goes on. These do still give bonuses so it was always interesting to see what you could do with those compared to what would happen.

In Civ6 out of many Districts you're supposed to go for the ones that give Gold and Production. You're supposed to do the same things you did last game for the same Eurekas. Tall is not even an option anymore compared to Wide. Having expensive Wonders doesn't help with experimenting or role play. Most of your attention is on micromanagement such as going for the adjacency bonus of +2 Science, contrary to the snowballing nature of Civ5 where percentage increases (that's how a lot of bonuses were designed) meant a difference of 15 in Combat Strength in the late game. The illusion of choice is worse on this one.

EDIT: I wasn't finished writing when I first posted
 
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Is it just me to think that Civ6 has even more bland leaders because they only have a unique agenda instead of varying on a scale across at least some 30 elements on a spreadsheet as they did in Civ5?

Yeah, that's just you ;)
I mean, I guess some civs not having a UI and having say two UU's instead is more variety of sorts...but that is the only way that I can see more variety in the V leaders. Most of them strike me as very bland with only small differences to other Civs.

Civ6 is notorious for leaders not fulfilling their agendas, a prime one being Qin Shi Huang not building wonders. And the fact that all leaders share the secondary traits doesn't really help with diversity because there really aren't many of them. In Civ5 there was a +-2 variation in each of the elements applied to leaders when you started a game and you could see these adjustments pretty clearly when they show behaviour that doesn't match with their stats. (e.g. expansionistic leaders not going to war a lot) This implies that players get to know what to expect from each of the leaders as they play the game.

I agree that both the primary and secondary agendas need more work. Much more variety in the secondary would be great (maybe in an expansion?); and I'd rather they made it so Teddy and Gandhi don't have like an 80% chance or whatever of getting the secondary that they rigged for them. Maybe a random variation could be added too....

Speaking of inevitably pointless diplomacy... reminds me of pre-Summer patch Civ6 where everyone hated you by default. In Civ5 this didn't happen because every leader varied on preference for each of the stances: Friendly, Neutral, Guarded, Hostile...
An impressive one was "Deceptive". AI was smart enough to hide their negative modifiers and be Friendly but one day they show on your doorstep with an army.
In G&K expansion people complained about AI not missing opportunities to attack you. In BNW they toned down on war, and people complained about AI people to peaceful and hating too much when player went for wars. Civ6 at launch was the worst of both worlds: G&K aggressiveness and BNW warmonger-hating.

See VI wasn't that bad pre-Summer patch. People just weren't taking the time to invest in diplomacy or in working with a leaders agenda. Now all the leaders are too friendly without the player having to earn any of that.

In Civ5 you could build a powerhouse. With BNW you could sacrifice trade routes to make your cities grow faster. You could either go for a victory fast by snowballing science or get some other techs and experiment with other stuff. Tall was the preferred option but Wide was always available when you felt like going for it. You could go for less popular Social Policies, Ideology tenets, easily overlooked late-game buildings and Wonders, and the list goes on. These do still give bonuses so it was always interesting to see what you could do with those compared to what would happen.

Wide was too hampered. Sure, maybe it has gone too far the other way...but wide is no longer nonsensically punished (Yay we won a war...no wait, that means we gained a city instead of loosing one - Arrrgh!!) You can still sacrifice trade routes to make your cities grow faster!

In Civ6 out of many Districts you're supposed to go for the ones that give Gold and Production. You're supposed to do the same things you did last game for the same Eurekas. Tall is not even an option anymore compared to Wide. Having expensive Wonders doesn't help with experimenting or role play. Most of your attention is on micromanagement such as going for the adjacency bonus of +2 Science, contrary to the snowballing nature of Civ5 where percentage increases (that's how a lot of bonuses were designed) meant a difference of 15 in Combat Strength in the late game. The illusion of choice is worse on this one.

EDIT: I wasn't finished writing when I first posted

I dunno...there's a lot of debate around that (IZ's are ignored by many players for instance in preference for other avenues). Tall is only not an option from the POV that this reflects real life better than V did. I wouldn't mind them giving a small example to larger cities to encourage people to vary what they do...but there is no way that wide should be punished as it was in V (IV had the balance about right on that I think) to the degree where it was immersion breaking.

A difference of 15 is too big imo. I cannot agree that what we have is an illusion of choice in VI. A smaller thing like movement alone is the best it has ever been in the series, and makes for thoughtful decisions, rather than just always ending your turn in defendable terrain.
 
Nah, I don't play any more. I check the forums occasionally to see if they've patched.
 
I play it no more.

- The A.I is too weak, there is no challenge, even in deity. After the early game, I already know I will won. Total failure of the game devs on the A.I.

- I tend to be tired of the district plannification. It's a bit complicated for what it bring in depth to the game. It should be simplified.
 
Nah, I don't play any more. I check the forums occasionally to see if they've patched.
Pretty much this. Occasionally I check in to see if anything's changed. I find that nothing's changed, so I go away for a month or so. Warhammer II is streets above this in terms of capability and that's on launch.
 
Optimal play often looks ugly That's why it's generally reserved for competitions and multiplayer.

If you watch anyone speedrun a game, you will often notice they will often ignore 90% of the game's features to get to the end. I mean you can't really say super mushrooms and stuff in Mario are bad design just because speedrunners skip them; they just don't need them.

The same applies to multiplayer.... anything. A lot of options simply cannot exist if you're playing an opponent of equal skill level unless it's so way out of whack that you can surprise them. Though ironically, multiplayer can allow for things that would be normally trash to work, since it can be used to fool a human player, and there is absolutely no point in fooling a stupid AI.

I think that's merit in going those ways especially when it comes to learning but at the same time it's not what I want to do most of the time. Ironically 6's future might be in multiplayer since the AI is... yea.

Incidentally, I like to build a lot of wonders and megacities in Civ, but V's incarnation of it never really impressed me that much. Maybe because a lot of the game design was tailored to revolve around it, but I suppose I haven't played enough for it to know much else. 4 probably had the best balance of having powerful individual cities, but also capable of having a bunch of support cities as a wide approach. You could settle only as many ciities you need to block off as the land you needed.

The problem is in both 5 and 6 is ironically leading to the same result. In 5, they had the annoying mechanic of requiring a certain building in all cities to build a national wonder. So you end up having the same buildings in every city. And in 6, flat bonuses means that a university in your capital is the same as one out in the wild, so, you just have to build it everywhere to maximize your science. So I often feel like I'm actually just finding places to put down more universities (or ampihtheaters depending on your goals) rather than actual cities. But then again, 4 had the issue of most buildings just being a waste of production, so a lot of them don't even have buildings being the granary period. /shrugs.
 
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Yeah, that's just you ;)
I mean, I guess some civs not having a UI and having say two UU's instead is more variety of sorts...but that is the only way that I can see more variety in the V leaders. Most of them strike me as very bland with only small differences to other Civs.



I agree that both the primary and secondary agendas need more work. Much more variety in the secondary would be great (maybe in an expansion?); and I'd rather they made it so Teddy and Gandhi don't have like an 80% chance or whatever of getting the secondary that they rigged for them. Maybe a random variation could be added too....



See VI wasn't that bad pre-Summer patch. People just weren't taking the time to invest in diplomacy or in working with a leaders agenda. Now all the leaders are too friendly without the player having to earn any of that.



Wide was too hampered. Sure, maybe it has gone too far the other way...but wide is no longer nonsensically punished (Yay we won a war...no wait, that means we gained a city instead of loosing one - Arrrgh!!) You can still sacrifice trade routes to make your cities grow faster!



I dunno...there's a lot of debate around that (IZ's are ignored by many players for instance in preference for other avenues). Tall is only not an option from the POV that this reflects real life better than V did. I wouldn't mind them giving a small example to larger cities to encourage people to vary what they do...but there is no way that wide should be punished as it was in V (IV had the balance about right on that I think) to the degree where it was immersion breaking.

A difference of 15 is too big imo. I cannot agree that what we have is an illusion of choice in VI. A smaller thing like movement alone is the best it has ever been in the series, and makes for thoughtful decisions, rather than just always ending your turn in defendable terrain.

These are very valid points, I give you that.

Having 2 agendas implies that leaders will always vary on 2 things. In Civ5 every leader was an actor who brings out their own flavor across 30 different things.

I can still use trade routes to grow my cities but not to the extent Civ5 allowed me. Early game using the first Cargo Ship for Food was a huge difference. Civ5 is open to experimentation and freestyle and if you can pull off building several wonders you could get Sistine Chapel+Hermitage+Sydney Opera House kind of combos. On the other hand, it's as if Civ6 hated powerhouses. You can't really build a powerhouse early on until you hit Neighborhoods and Collectivization policy card. For some reason they thought it was a good idea to confuse beginners by introducing Housing when there already is already a currency called Food. And it's basically another way of saying "Powerhouses not allowed until Neighborhood" What you're supposed to do instead is to go for that +2 Science by adjacency. It's micromanagement after another for a bunch of flat yields. You can't get Civ5's level of freedom where you pull off Brandenburg Gate+Military Academy+Heroic Epic for a Combat Strength increase of 15.

Summer Patch is what made the game acceptable for me, as Civ6 finally settled on BNW style rather than hating you by default. In BNW if AIs hated you that's because you did something unlikable to begin with. At launch I described diplomacy as "doing my calculus homework" because no matter how many positive modifiers I stack up they'll always keep hating me for some reason. It was like integrating and getting a positive value but WolframAlpha insists it should be a negative value and I don't even understand why.

Movement exemplifies very well the difference between 2 games. Civ6 slows things down. If you don't have every minor detail in mind you're penalized. If you forget to cross the river and make a movement you have to wait a turn. Civ5 is open to possibilities. Your unit can do a lot more stuff before crossing the river.
 
The problem is in both 5 and 6 is ironically leading to the same result. In 5, they had the annoying mechanic of requiring a certain building in all cities to build a national wonder. So you end up having the same buildings in every city. And in 6, flat bonuses means that a university in your capital is the same as one out in the wild, so, you just have to build it everywhere to maximize your science. So I often feel like I'm actually just finding places to put down more universities (or ampihtheaters depending on your goals) rather than actual cities. But then again, 4 had the issue of most buildings just being a waste of production, so a lot of them don't even have buildings being the granary period. /shrugs.

Explains very well what I call illusion of choice, which is what both games are guilty of but 6 is worse than 5 in this.
 
a university in your capital is the same as one out in the wild
Yes, if they kept a lib at +2 but made a Uni 0.5 x population or similar that may spice things up nicely

Explains very well what I call illusion of choice
I disagree to some degree... There is choice... I mean people cannot even decide on a standard opening choice of units. There is in fact quite a bit of choice... I have seen 2 very good players arguing... one saying CH are useless and never build them and the other saying build them everywhere, just necessarily as a priority.
I do not see anywhere near the same amount of choice in V
 
Yes, if they kept a lib at +2 but made a Uni 0.5 x population or similar that may spice things up nicely

I think they can just bring back Civ IV's national wonders system where you had to build x amount of building to unlock it. Giving a scaling bonus based on population might help too; not sure if that would be too good or not.

Of course, it was problematic in IV when you could only have x-1 buildings putting a limit on "tall" play.
 
Archon_Wing,

- To me, all what you say is excuse. We don't have to excuse 2K Games for their failure with the A.I.

- A.I is a primary thing, the most important think, before balance, before anything. The current A.I does not know how to use siege weapons smartly, does not know how to planify a real military invasion.

- Yes, multiplayer is unbalanced. It would not be complicated to fix few things, as the massive overpower of Scythia or of the Deutchland. But it's not in the discussion.
 
A.I is a primary thing, the most important think, before balance, before anything
This will not happen, at least not quickly. There is too many units and too many options for clever decision paths fast. It could be better I guess....but 'fix'?

a tip... if you want to notify someone in a post... put @ in front of their name.... @Archon_Wing
 
- To me, all what you say is excuse. We don't have to excuse 2K Games for their failure with the A.I.

I think I've already acknowledged the AI is bad multiple times, so not sure what you're getting at.

- A.I is a primary thing, the most important think, before balance

I'll have to disagree. A bad AI in a well designed game always has the potential for multiplayer and HoF competitions. A badly designed game is unplayable and a good AI would be utterly wasted. They've managed to sell multiple incarnations of Civ with broken AI yet people are here.

How exactly would you teach anyone to play a confusing game with ever shifting and imbalanced mechanics? Now imagine teaching that to an AI.

Here's a very basic example. Let's say you write a script for the AI to prepare for a potential attack by uhh.... turn 40. You would expect the AI to build the units needed to defend against 4 archers. Oh wait, there's Gilgamesh there and he just herps a derp through all that defense. Now you have to make an exception if you see GIlgamesh. And so forth.

So you could just give the AI tons of bonuses and extra units to fight it off (as Firaxis has done), or you could look at it, and maybe decide it's utterly unreasonable to run these powerful War Carts so early, and then nerf them so this problem never occurs.

Or the fact that sometimes you fight 3 barbarians and sometimes you fight 10 barb horse archers. It's very hard for even a human to adjust. These things hose the AI.

This isn't to say that the AI isn't a joke. It is to avoid tunnel vision. Oh and:
The current A.I does not know how to use siege weapons smartly, does not know how to planify a real military invasion.

Those I feel are important but not the biggest issues. The main problem is military is not a priority because it tries to go culture/science and especially religion too hard. It also chooses the wrong kind of units, and most importantly at all, it doesn't upgrade them. It also doesn't know how to garrison cities. On King or so, you can be at tech parity in the information era but they will be stuck with crossbowmen for some reason.
 
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Optimal play often looks ugly That's why it's generally reserved for competitions and multiplayer.

If you watch anyone speedrun a game, you will often notice they will often ignore 90% of the game's features to get to the end. I mean you can't really say super mushrooms and stuff in Mario are bad design just because speedrunners skip them; they just don't need them.

The same applies to multiplayer.... anything. A lot of options simply cannot exist if you're playing an opponent of equal skill level unless it's so way out of whack that you can surprise them. Though ironically, multiplayer can allow for things that would be normally trash to work, since it can be used to fool a human player, and there is absolutely no point in fooling a stupid AI.

I think that's merit in going those ways especially when it comes to learning but at the same time it's not what I want to do most of the time. Ironically 6's future might be in multiplayer since the AI is... yea.

Incidentally, I like to build a lot of wonders and megacities in Civ, but V's incarnation of it never really impressed me that much. Maybe because a lot of the game design was tailored to revolve around it, but I suppose I haven't played enough for it to know much else. 4 probably had the best balance of having powerful individual cities, but also capable of having a bunch of support cities as a wide approach. You could settle only as many ciities you need to block off as the land you needed.

The problem is in both 5 and 6 is ironically leading to the same result. In 5, they had the annoying mechanic of requiring a certain building in all cities to build a national wonder. So you end up having the same buildings in every city. And in 6, flat bonuses means that a university in your capital is the same as one out in the wild, so, you just have to build it everywhere to maximize your science. So I often feel like I'm actually just finding places to put down more universities (or ampihtheaters depending on your goals) rather than actual cities. But then again, 4 had the issue of most buildings just being a waste of production, so a lot of them don't even have buildings being the granary period. /shrugs.

So it always makes me wonder why we award that kind of gameplay then? The way that doesn't play the game the way it was designed to be played as, instead picking out the most exploitable means to achieve the swiftest victory possible?

The thorn in my side has always been the fact that the best paths to victory are never how the game was envisioned to be.

@Victoria
I think there was a reason why the term "illusion of choice" is quoted and not just "lack of choice". What you are suggesting is in essence a multitude of choices that are so limited they don't count as choices at all in the context of the objectives of the game.. Suppose I asked you to travel to a faraway place and I tell you you must arrive as quickly as you can. I then present you with a camel, a car and a helicopter and ask you to choose. Given what the objective is, do you really have a choice?

To put things in perspective, the only reason why you have "choices" now is because AI isn't a worthy opponent and the need for efficiency isn't there. If the AI is superb like what Elon Musk created for Dota 2, do you really think the choice would still be there?

If the choice is only possible because of a flaw in the game, then those aren't real choices at all and the correct way to move things forward is to acknowledge that fact.
 
Yes, if they kept a lib at +2 but made a Uni 0.5 x population or similar that may spice things up nicely
Or even if they had unis as something like 3 + adjacency. A +5 Campus is amazing if you can lay it down early in the game, but when your civ is pulling in 400 science a turn, it really doesn't matter anymore.

I disagree to some degree... There is choice... I mean people cannot even decide on a standard opening choice of units. There is in fact quite a bit of choice... I have seen 2 very good players arguing... one saying CH are useless and never build them and the other saying build them everywhere, just necessarily as a priority.
I do not see anywhere near the same amount of choice in V

Yeah, 5 to me had very repetitive strategies. Would always go down tradition early, settle your 4 cities, and then build up for the end-game. Ideologies were one place where there was a legitimate choice to be made, and it had an impact, and I definitely do miss that, but before then, I wouldn't deviate much from the path except to try something different. And it got boring fast.

6, I'm still discovering. And while the Eureka do send you along somewhat fixed paths, and I'm sure in many ways it is an illusion of choice. But in other ways, if I think I'm making a decision but it's already sort of been made for me, is that a problem? I have found myself going down different paths, and I do actually really like what they've done with most civs - sure, the bonuses essentially pull you down a forced path (like, I don't know a Scythia game where I haven't rushed for horseback riding, and then made a beeline to cavalry later), but at the very least, every civ pulls you down a slightly different path. With Japan I cram districts together as much as I can. With Germany I spam commerce districts and Hansa in every corner of the globe. If I'm playing as England I'll be running the double harbor adjacency card all game, whereas another civ I might be forced to run holy sites across the land.

So sure, not every game will give you too much "choice" in how it plays out, you're kind of forced down a line. But the fact that each civ will lead to a different choice, and it's not just the same decision for each civ, I think to me puts 6 well ahead of 5. And yes, the fact that the AI is very beatable helps in making sure that you're really not punished for making a wrong choice, which contributes to the illusion but also means you can have fun with a civ's traits.
 
So it always makes me wonder why we award that kind of gameplay then? The way that doesn't play the game the way it was designed to be played as, instead picking out the most exploitable means to achieve the swiftest victory possible?

The thorn in my side has always been the fact that the best paths to victory are never how the game was envisioned to be.

Because strategy and tactics are inherently about exploiting weaknesses and players are better than devlopers at playing their own game. Often times you have better ai when it is made by a veteran player such as in aoe2 hd.

I think most casual players such as myself are content with winning. High score is a dated concept, and civ 6 doesn't even have one. The idea of winning harder just isn't a priority.


This isn't to say that objectively speaking, some methods are just worse than others. For example, hard building units is often inferior to upgrading or even buying. And stuff like that hoses the ai too. It can't react fast enough. And some civs are just flat out better on a consistent basis. Whether or not you like playing other civs doesnt change anything.
 
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And here we come down to the real truth.

The harder you make a game, the more it becomes a puzzle with only one answer.
And when you find that answer the puzzle it soon gathers dust on the top shelf of your study.

If the end of the puzzle is winning on deity, sure, make it harder with less exploits.

If the end of the puzzle is getting the lowest turn time on a GOTM game then that's different. The single choice of buying a granary in city x on turn y can make a big difference. Any player can miss it or do it 1 turn later. It's a choice made in a chess game, a football field or on the stock market. The best make mistakes, bad choices.

One single combat around a city where you can 'exploit' ZOC to swap 2 units places and alter the order of attack.

Realising you chose the wrong government due to unforeseen fog situations can make a bad choice good, so it's not just about choice, it's about luck. While there is an element of luck in-game no two players can play the same map precisely the same (same as in V)

The key though is to realise a game is not about one answer, it's about satisfying your pleasure. If that's about being the best, well I know I am not. I know travelling down that road is living in a glasshouse. I play to enjoy, and I do enjoy those choices, they are many and quite real as far as I am concerned.
 
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