GhostSalsa
Emperor
I remain totally indifferent to the civics system in VI. Civic after civic comes down the research line with their a-la-cart discounts and I just don't care about any of them.
Or, I decide to play a production bonus, and for all the next turns I feel like an idiot building anything else in my cities. So finally I get sick of building that and switch cards, and it repeats again.
The game mechanic meant to represent the imprint of my cultural vision on my citizens just has me feeling like a coupon-chasing supermarket shopper who didn't make a list before they left the house.
Part of this is the lack of meaning within all the other game mechanics, the fact that most decisions have no impact on game progress. It isn't interesting what I get a discount on because districts are the only significant build in each city, etc…
But also I just miss having a policy tree. I miss policy prerequisites, I miss never spending culture and not "getting" anything (unlocking cards that won't be used), I miss having to choose my global happiness "goalposts," I miss permanent bonuses. All these things had problems but felt way more significant than "card shuffle discount screen"
So:
What if VI did both? Some culture progress went into choosing permanent traits from trees specific to your active government (I like different-sized triangles modeled after BNW ideologies for this, rather than BE columns), and some to momentary civics?
To balance the larger pool of permanent benefits that this change would bring, momentary civics would generally be weaker on their own, but have good potential synergies with certain policy tree paths
Or, I decide to play a production bonus, and for all the next turns I feel like an idiot building anything else in my cities. So finally I get sick of building that and switch cards, and it repeats again.
The game mechanic meant to represent the imprint of my cultural vision on my citizens just has me feeling like a coupon-chasing supermarket shopper who didn't make a list before they left the house.
Part of this is the lack of meaning within all the other game mechanics, the fact that most decisions have no impact on game progress. It isn't interesting what I get a discount on because districts are the only significant build in each city, etc…
But also I just miss having a policy tree. I miss policy prerequisites, I miss never spending culture and not "getting" anything (unlocking cards that won't be used), I miss having to choose my global happiness "goalposts," I miss permanent bonuses. All these things had problems but felt way more significant than "card shuffle discount screen"
So:
What if VI did both? Some culture progress went into choosing permanent traits from trees specific to your active government (I like different-sized triangles modeled after BNW ideologies for this, rather than BE columns), and some to momentary civics?
To balance the larger pool of permanent benefits that this change would bring, momentary civics would generally be weaker on their own, but have good potential synergies with certain policy tree paths