Buyer's remorse? No. But similar feelings. I've had a great number of hours of enjoyment so I got my money's worth out of it. But that's just it: I got everything out of Civ6 that I'm going to and I'm done with it. My opinion on whether or not this is the best game in the franchise?- I feel it's the most developed entry in the franchise... As the years pass, the developers get more and more experienced at creating a higher quality product and the technology that fosters the potential for a better product gets more advanced as well. If you look at the quality of the product weighted against the development of the game and technology at the time of release. the best iteration of Civilization was Civ4 IMO. Every few weeks I build up the interest to start a game, but never go past the renaissance era- I see where things are going, I know what to do, and it's just tedious hours and hours of going through the motions. And that's what led to that post that I got all the hate from regarding the 6 packs to collectively purchase the next expansion pack. I don't want another expansion pack; I don't want one or two new civs and a new little tweak to this or that mechanic of the game. I really want the next Civilization experience, which I guess would be Civ7. But before the development team scrambles to stitch a product together quickly and collect all of our money... ...I want them to stop and think. Collect data and feedback. What has worked for different games in the franchise? Ex. - Alpha Centauri may have only had 7 civilizations (factions) to choose from, but they each (or at least some of them) had civilization traits that led to each faction having a COMPLETELY different approach to the game: A Morganites game, a Gaia game, and a Hive game played out so differently from each other and, while there are a few generally more effective techniques to advance yourself, they led to drastically different experiences. What are areas of improvement that come up in most or all of the iterations of the franchise? Ex. - the late game. We like the replayability of the games of this franchise, but the one thing that hurts its replayability is how tedious the late game becomes, and moreso and moreso after having played the game through more and more times. They need to either find a way to close the gap between "inevitable game conclusion" and "achieved winning condition" OR find ways to develop the game so the late game is more immersive. What game elements become divisive in different iterations of the game? Ex. Tall vs. Wide. Civ4 was a wider=better game, Civ5 was tall and narrow, and Civ6 is back to wider=better. I'd really love to see a game where a Sun-Never-Sets empire of dozens and dozens of smaller cities is an equally viable strategy (or close to equal) as an efficient early settling of 4 Mega-metropolises. I could go on for pages and pages about my ideas for how to accomplish this, but to summarize, I think the key component is divorcing the empire's territorial borders from a cities border growth from culture (though culture doesn't necessarily have to be the yield that feeds city border growth) and what you can do with the tiles/hexes/real-estate outside of your cities' borders but inside of your national territory. Those tiles that you own but aren't part of one of your cities- use them for farms (which leads to food supporting population being a national accumulation to support everyone rather than a city supporting itself), or use them for markets, etc. City border growth is dictated by accumulation of some local yield (currently culture) while national controlled territory is expanded through some other method, either A.) some new civilian unit, or B.) the accumulation of a different yield. And I could go on and on about this but I don't want to stray too far off-topic. So that's where I'm at. Buyer's Remorse? No. But I am satisfied with the experience that I've had with this iteration of the game and I'm ready for something different. And not some little tweaks to the current version of the game, but a new Civilization experience.