I suppose that's a fair point. Take a look at Xcom2. Without the internet and the ability to ask veteran players for good strategies, or watch them play on Youtube, I don't see how the average mortal could get anywhere in that game.
I do not understand how stack combat or anything in 4 can be considered a "grind" relative to future games. 4 objectively has far less inputs required on a per-turn basis (and because it's older + has less AI pathing/animations issues, rolls turns faster too), both because the stack moving + useful options like waypoints/queue mitigated the tedium and because you could actually end turn without being forced to command every non-fortified unit without exception. One of the reasons 6 is so slow is exactly because you need several times the inputs on a per turn basis, many of them unnecessary in a better-designed UI environment. Civ 4 gave you tools such that you could manage 50 cities with fewer inputs than you can manage 15 or less in civ 6. That's part of the reason why I don't hesitate to call this game's UI pathetic, because it's not the only issue with civ 6 UI.
Sharing tips speeds up the process by which a player who doesn't enter a state of perpetual intermediacy learns. It also helps to crowd source to cover obvious design failures like discovering the rules of the game (thread on S&T about combat damage per strength differential, tourism math, that kind of thing). If anything, if you want to make a case that someone is cheating, it is the developers/game itself, because the game is hiding its own rules and the player is asked to learn the RULES through trial and error...one of the most basic forms of the fake difficulty trope.
Why should I or anybody else respect a "sense of wonder" in a game that mails it in wrt UI and its core gameplay rules?
This is so true and one of the things I miss about Civ4. Civ games tend to drag on towards the end, but at least in 4 I knew I could wrap up an end game war in a reasonable amount of time, say an hour or two. I would spend 5-10 minutes setting my build ques in my cities, and another minute setting up my waypoints, and that was it, I was finished. From then on, every time I hit "end turn" I would have a whole pile of reinforcements ready to go and I'd spend my turns actually fighting. Even though there was no such thing as capital sniping I could still finish a late game war on a huge map after dinner, before bed time.
In 5, though, forget it. Not only do the turns take longer but I'm constantly forced to fly around the world and tell my cities what to build. Launching an intercontinental invasion in 5 was a chore...holy smokes... sometimes I'd have to sit there for 20 minutes just telling my units where to go just to get in position for the war.
It seems, so far, that 6 hasn't done much to address this issue.
Agreed as to all. I miss Civ IV's gameplay....though the atmospherics could use some work, obviously (no leader screens, dramatic peace agreement transition animations, etc).
If we're talking atmosphere, I miss the advisers from 2, and the throne room. I miss the leaderheads progressing through the eras in 3. I miss the music changing based on the era - and hearing electric guitar solos as jet fighters engaged in air to air combat. I miss the units speaking in their language.
At least wonder animations are back. I haven't even finished a game of 6 yet to see if victory animations are back, I hope they are. They don't even have to be very elaborate...just something more than a popup saying "you win".