Are you still playing?

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.

Thus if I were to summarize what you've said, it would be that choice exists for subjective interpretations of game objectives in the context of pursuing enjoyment out of the game. These objectives are not rules in the game but self-defined. Your power to choose is dependent on the goals you determine for yourself. I couldn't agree more.

The standpoint which I come from however, is an evaluation of the power to choose in the context of game objectives; based on the effectiveness of those choices. The power to choose here is dependent on the goals the game defines for you; in the form of victory conditions.

We cannot however, rely on subjective interpretations of what game objectives are if the game is to be critiqued and improved because of the very nature of subjectivity.

The Ideal situation is that your personal objectives shouldn't clash with the final objectives of the game, but I am here precisely to point out that the two are currently often at odds with each other.

In other words, how many have wanted to play a certain sensible way but have their ability to do so severely hindled by the design of the game?
 
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In other words, how many have wanted to play a certain sensible way but have their ability to do so severely hindled by the design of the game?

Every time I build a Holy Site before the ADs. I don't think I've ever not regretted it.
 
- 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.

It's sad to admit, but I think you're right. I loved districts after the yawn fest that was planning cities in V. In IV you had a few different ways to specialise your cities. Some will argue that all anyone did was make the optimum choice at anytime (i.e. illusion of choice); but the thing is at any given time most players had a few different objectives, and what they did city planning wise was driven by their priorities there which was genuinely their choice. i.e. in the same scenario with an optimum "best choice" two players would choose differently, and neither would be wrong.

V of course increased the area a city could work by around 80-90%; and also lessened the variability of what could be built in any tile. Not by much...but those reductions combined with the increase in workable land, it undid the choices that IV gave us (III and back didn't really have choice there either - it was all mines n farms); and of course players on mass went back to automating workers! *Yawn*

So districts was a welcome return to some city planning. Like in IV some will argue there is always an optimum choice in placing most of them...yet I think conflicting objectives do enough to make it interesting and give genuine choice. But if that is too complex for the AI then.... :/

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.

And I guess that was why it was too hard to make heads or tails of what they were up to for many players. I can't say for sure - V never grabbed me like the rest of the series has, so I didn't play it enough.

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.

I would actually like to see the return of separate trade routes over land and sea with the sea ones being more profitable; just as I'd like to see embarking removed from the game altogether. I get that it was for simplicity; yet it has made the naval game a complete afterthought and VI has only made that worse.

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.

What you see as a restriction, I see as freedom - the housing/amenity combo allows for some brakes; while doing away with the nonsensical global happiness. And unlike districts I'd hope the AI can handle that it needs to lift both of these things to grow. I hope they have the AI solving amenities first and housing second, because (given everything else) there is no need to not to have them understanding that!

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.

I finally started another game on VI after my last message and stepped up to Emperor. On Emperor I'm friends with everyone. I haven't asked any of the 10 or so of them to be friends - they've all asked me! It was finally getting to the point after a couple of hundred turns (marathon) where a couple of them aren't automatically renewing it as soon as it runs out...but there is no way they should be that friendly! They shouldn't hate you out of the blocks...and I agree that too many did. But it's gone from that extreme to a worse one where it's a love fest! (Having said that...I also should note that Spain has taken out Macedon; and even more pleasing, Poland took out Gandhi - Whoop!! Both had a few cities plus, so some better AI combat going on in terms of taking cities) They need to make that middle ground a bit larger where you are neither liked nor disliked. Neither extreme should be so easy to get to without having done something!

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.

I don't get this grumble. Do you want genuine choice or not?? Moving 40 miles in the wrong direction is not a minor detail!
The changes to movement are possibly the best thing that VI has done, I love them that much :D

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

Even then, most of them only required say 5 buildings of that type, so it wasn't much more than what you would do playing tall in V. But you weren't shut out entirely by having a large empire...in this 4X game.

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.

Agree. Big time!

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.

The "am I really making decisions or just taking an optimal path" will always be open to interpretation. To a degree when you get down to it all games are just about judging what is optimal; yet I think VI has given us genuine choices in ways that weren't there before - movement; more buildings/districts/etc available at any time than you can build. And in terms of optimalness, they've brought in more variety rather than the same old same old, always being best - different techs rising and falling in optimalness due to eurekas/inspirations; differnt city states to ally with depending on both their missions, and the benefits they give; and yeah, different Civs favouring very different strategies.
 
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Still preferring Rimworld alpha UI to Civ 6 alpha UI so that's where I put more time aside EU 4 and non-strategy type games. I give civ 6 a spin once in a rare while but it's still shoddy so can't enjoy playing it often.
 
Neither my wife or myself have played in so long, I'd almost forgot we bought it. While my wife was skeptical of VI even before the launch, I tried to stay open. She bailed in weeks. I gave it longer but not much more than maybe two months. I just couldn't get into it. I've landed up enjoying (some more than others) all versions up to VI but this one just isn't bringing about the same emotions.
 
I`ve picked up civ 6 again. Decided to play 2 full playthroughs before the patch hits.

Not that happy about religious combat changes in next patch. Its about the last thing on my list that i want to see improved. I`m not that much into religion.
Hoping naval invasions will be as dangerous as barbarian camps early game. Would make the game a lot more interesting. Ai is unable to capture my cities even if i dont bother to defend much. Even if naval invasions dont happen that often i`m hoping it at least makes me want to be prepared.
 
I think it's safe to saying I'll be playing Civ6 in 1 day (hopefully this is the release).

Anyone else going to pick this game back up after this patch/dlc?

I'm bored of Divinity OS 2, and I'm currently not playing any game. Not sure if this patch will be enough to spark long term playing of Civ6, but I will at least play 2 full games of the 2 new civilizations.
 
I think it's safe to saying I'll be playing Civ6 in 1 day (hopefully this is the release).

Anyone else going to pick this game back up after this patch/dlc?

I'm bored of Divinity OS 2, and I'm currently not playing any game. Not sure if this patch will be enough to spark long term playing of Civ6, but I will at least play 2 full games of the 2 new civilizations.

I'll roll one game just to see if they did anything worthy with the game. But God knows how (and probably some of you from the community know about my *****ing) disappointed i was after every patch. It was always the same - ok, here come the fixes for what community is crying for - ok, there are absolutely no fixes for what community was crying for. From what i understood there are some UI improvements - i'm definitely looking forward to that and maybe they finally fixed the formula for end game ranks ( i know it's completely unimportant) but that proves me that they are finally developing their already sold features that were acting as place holders 1 year into the game's existence! So let's see what's up with the new patch.
 
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I think it's safe to saying I'll be playing Civ6 in 1 day (hopefully this is the release).

Anyone else going to pick this game back up after this patch/dlc?

I'm bored of Divinity OS 2, and I'm currently not playing any game. Not sure if this patch will be enough to spark long term playing of Civ6, but I will at least play 2 full games of the 2 new civilizations.

I haven't played since before the prior patch, so I'll likely do playthroughs of Nubia/Khmer/Indonesia, the two new scenarios, and a bit of achievement hunting for them. And honestly by the time I'm done with that, we'll probably be at a winter patch already...
 
I think it's safe to saying I'll be playing Civ6 in 1 day (hopefully this is the release).

Anyone else going to pick this game back up after this patch/dlc?

I'm bored of Divinity OS 2, and I'm currently not playing any game. Not sure if this patch will be enough to spark long term playing of Civ6, but I will at least play 2 full games of the 2 new civilizations.

Going to try it again - I do after every patch and this one adds an especially interesting civ to me. I'm not optimistic I'll stick with it any longer than the few days I have after other patches, which is to say not long enough to complete a single playthrough.
 
"Are you still playing?"

Nope, I stopped after the Summer patch made it into an AI love-fest on top of introducing so many careless bugs.

I'm very much looking forward to the new patch, but again if it's a love-fest of friendly AIs, I'll likely lose interest very quickly. They did the same with BNW and I eventually gave up on that too.

If the game has passive/friendly AIs all the time, I might as well play SimCity or some random builder game. I play Civ for the feel of epic history and that just not happen without conflict.
 
I've played like, 3 games in the past 2 days; I think I should take a break. :p For some reason a lot of my recent games have involved a gigantic mountain range preventing me from attacking anyone, or at least by the time I find a passage, it's way too late. So I've ended up doing silly things such as buying a great writer, using one of the writings on the palace, and then getting seafaring technologies to meet everyone else. (Of course, I never random Vikings in these cases where they would actually be useful) Honestly, though, despite the imbalance it does feel more interesting than finding an neighboring civ 10 tiles away that sends 2 unescorted settlers to you while you roll your face over the keyboard.

Though the new patch breaking CQUI probs will do that. The interface is still very bad and the vanilla interface is unacceptable. So ironically, new content usually is cause for breaks for me. =p

And yes, despite me making up a huge chunk of the forum's complaints, I actually enjoy myself. No point in being so bitter over a game I say.
 
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Haven't played since the summer patch fiasco. Scratching the 4x itch with total war warhammer 2, first TW game I've really got into.

I'll be keeping a close eye on the response here to new patch, although I think an expansion will be needed to draw me back.
 
Civ 6 ... I just don't feel it. Lots of choices with obvious answers. Pine trees next to jungle. Moving your army around takes forever. It is easier to position your hundreds of divisions in Hearts of Iron 4 than it is to move your six units to the other side of the map in C6. Optimisation sucks balls too, civ 6 fries my laptop whereas other more heavy games do not. Neh, it's not cool and wears down my system, no thanks.
 
Moving your army around takes forever. It is easier to position your hundreds of divisions in Hearts of Iron 4 than it is to move your six units to the other side of the map in C6. Optimisation sucks balls too, civ 6 fries my laptop whereas other more heavy games do not. Neh, it's not cool and wears down my system, no thanks.

Really? Hearts of Iron must have that down better than EU4... Then I am a noob to that.
 
I started lots of games in civ 6, but for now it's really boring. When I play a game in Civ 5 it's exciting form the start. In Civ 6 it hardly ever gets fun. And I really want it to be fun, because I payed lots of money for it (Mac version!).
 
I stopped playing, but went back recently. Not too much, since I'm budy getting my Master's, but it's nice to get the Civ itch again.
 
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