A praise and critique of Civ 6 and maybe some other thoughts.
Civ 6 is not a bad game, I just want to throw that out there so the tone of the thread isn’t to be a bashing one even though I’ll briefly explain my critique and why I may be considering playing an alternative game (most likely Civ 5) for a bit. I’ll be talking about the base game without mods though I do use mods.
Let me start with the praises and why I think Civ 6 is a good (or at least decent game) and has the potential to be better in the future.
- District System (the positive): I enjoy this innovation. It really matters to utilize the map and I like more elements of the game that become important. Also, when you construct a city with several districts the visual appeal of it looks pretty nice as you can truly see a sprawling city over multiple tiles. Mostly it’s something new and I like something new in a Civ game that distinguishes it from other Civ games. It allows you to customize cities instead of having to build things like national wonders. The cities can truly stand on their own.
I do like the visual impact, but I don't think terrain matters as much as it ought to. Too many of the adjacency bonuses overlap - from what I can tell (and the continued lack of a tooltip showing adjacency bonus types is an irritant) you build campuses when surrounded by enough mountains or rainforests (which is basically what you do with science cities in Civ V due to science boosts from observatories and jungle) and industrial districts in the places you'd build production buildings in any other Civ game. Otherwise you build pretty much whatever you want, as the other districts offer bonuses for the same basic types of terrain.
Given a result that seems to match almost exactly what you'd build in Civ V anyway, at this point the district system seems something of a missed opportunity - just a way of slowing early production.
- A clear religious path. There is a pretty clear cut religious victory condition so all the resources you invest into it can result in a victory rather than just some nice buffs.
I particularly dislike this, actually. Religion as a set of bonuses that help you towards your end game, as in Civ V or Civ IV, and potentially to disrupt a religiously-focused opponent in Civ V and Civ VI, is a good addition and not intrusive - you can take advantage of it or not as suits your strategy.
But the religious combat system is rather absurd, and while it seems uncommon that any AI can actually realistically reach a religious victory (as in almost all sessions there will be multiple AIs spamming religion at one another), having to care about a game system you otherwise don't need to interact with for no other reason that it might randomly win an opponent the game feels like very poor design. It's trying to force you to care about something because that thing isn't well-integrated into the core game; tourism has the same problem.
- Tourism/culture is pretty straight forward in terms of a win condition.
You have to be the first person I've heard say this. There was at least one thread asking how culture victory worked and expressing puzzlement at random culture wins out of nowhere. It still seems very obscure how the numbers of international tourists shown on the cultural victory screen are generated (domestic tourists appear to be a direct product of culture, but it takes detective work to find this out and since - unlike BNW - there's no way of identifying your total accumulated culture over time it's not clear how numbers of domestic tourists relate to cultural output).
My problem with the tourism system above all - aside from not having much liked it in BNW once the novelty wore off, and still disliking the name - is that tourism has exactly no game meaning. It's just a victory counter, like score. In BNW it at least interacted with the trade and ideology systems (greater cultural pressure gave greater trade rewards).
- Plenty of new leaders we never seen before which adds a nice historical dimension to the game
I generally like this for the sake of completeness, but I'd rather have leaders who are accurately portrayed rather than variety for the sake of variety. Catherine de Medici in particular, it's been pointed out by many people, really ought to be Cardinal Richelieu - who would be a very good French leader choice but happens not to hit the female leader quota.
- Multiple lenses. I love this feature
I haven't made as much use of it as I probably should have.
- Still being able to grow while building a settler.
I don't know whether I like this or not. Having workers produced without costing population took getting used to in Civ V. Spamming the map doesn't really have much of a cost, and with the Civ IV health system reintroduced not having a way to cut population actually limits your options for managing housing.
- Builders have charges and make improvements immediately
On balance I like this, but improvements turn out to be more important than you might think from the fact that your tiles have to compete for districts and Wonders as well. Three charges per builder seems low in the early game when you might not be able to afford to create a new builder per city, while the bonuses to numbers of charges are too late in the civics tree to be relevant (as you've either improved all your land or builders take almost no time to produce by that point). That may just be a case of my not optimising production to hit a new builder every time I hit 3 extra pop, however there are going to be cases where you want to improve a tile you aren't using. It can also be frustrating if you have to make new builders to repair improvements (unless you keep one around on one charge for this sole purpose).
I wonder whether the BE system (exploration rovers run out of charges, but don't vanish when they're used up and can replenish them) would work well in Civ VI.
- Getting immediate trade benefits from internal traders (i.e. you get at least 1 food and 1 production out the door instead of having to build a granary/workshop first).
I dislike this because it removes a major part of the decision-making regarding trade and doesn't reward specialising a trade city as in BNW.
- The specialist system is dead and strong great people strategies are basically dead.
I strongly dislike the loss of the specialist system - unfortunately both Civ IV and Civ V redefined specialists as existing almost purely for GP points rather than for their resource boosts, and now that district buildings fill that role specialists don't serve a purpose. I've never much cared for the Great People system since it was introduced, but ironically I actually play GP-heavy strategies in Civ VI and one of my complaints about the AI is that it appears unable to do so given how strong this seems to be. I'll nearly always take the Divine Spark pantheon, for instance, and I prioritise an early campus for the GS points. GP strategies in Civ VI mostly seem to revolve around building to a faith strategy with or without a religion.
Great Prophets specifically are also very awkwardly handled in the new system, as most holy site buildings come too late to make relevant GP points and holy site GP points themselves become completely irrelevant once you either have a religion or run out of prophets.
Very limited slots for specialists who do not generate great people points (rather the district does itself) which makes playing tall even less appealing. In Civ VI you’re better off spamming cities if you want to generate great people instead of growing tall with infrastructure in fewer cities. It’s counter intuitive
It's counter to the Civ V approach at least, but nothing in Civ VI rewards going tall and the district system is fundamentally inimical to doing so as it stands, since going tall reduces the number of duplicate districts you can produce. I can sympathise to a degree - it was an interesting idea for Civ V to play with the tall vs. wide dichotomy, but as it turned out, tall just doesn't work well with Civ's basic mechanics: if you don't have many cities, you simply don't have very much to do.
- A limited pool of great people that will vanish by Era (if not claimed) make great people strategies even less appealing.
The intent actually appears to be to push them - since you get them now or they're gone. I think the system has potential but it's pretty horribly balanced. It's bewildering that Great Admirals made it into Civ VI given how limited and unpopular they were in Civ V. All prophets, (most) merchants and cultural GPs do the same thing as one another so there's no incentive to choose between them just to get a Great Work or a luxury with a different name The system works well with engineers and scientists though there are evident balance issues (+1 appeal to a few tiles or a space race boost?) - hopefully they can diversify a bit more with the other types over time. Mary Anning is perhaps the most interesting example of the system's potential for linking GPs to strategic choices - I had one game where I played for cultural dominance and she was a must-have I actively fought for, and another where I ignored archaeology and passed her (the space race GPs are in a similar position, but are far too strong if you are going for science victory especially as any AIs not doing so won't compete for them).
- Lack of overall strategy depth. Currently the game has no great strategies as every game seems monotonous regardless of the Civs you play or policies you adopt. Build wide – get science seems to be the mantra which ignores infrastructure and means your early game will be just pumping out settlers. Civ 5’s social policies were restrictive in their own way but as they developed they really allowed for some diverse gameplay right out the door which increased the fun of the experience.
In this Civ VI is actually reverting to type - this is the basic game progression of all Civ games pre-Civ V, which didn't really favour 'tall' as an option (save in the specific case of chasing cultural victory). Unfortunately it's not evident that Civ VI has any of the depth to make that approach interesting - it really seems to just want to address common complaints with Civ V levelled by players of the older games without really understanding why those worked well.