Change for the sake of change

The one thing that screams out at me as (dumb) change for the sake of change is the movement mechanics. Civ 5's movement was already on the slow side, now getting around feels extremely sluggish, and it's just compounded by how little roads boost your movement. Having to manually end turns of units that still have movement points is an annoyance too.
 
But I'll take "not-aesthetically-pleasing roadspam" over roads costing maintenance any day of the week, even if the roads themselves are worse at actually helping units move. There is no end to my hatred for the idea of roads costing maintenance.

A bit of a weird stance. On your suggested bottom line, only building the minimum required roads, they still made you a ton of money. It was fun or not to time the laying down of roads with the moment a city grew to a population equal to its distance from your current network, and balance that in with your other worker tasks, according to personal preference.

Everything above that, 1gpt for tile is not a penalty, it's a price. You merely had to decide if extra movement was worth the price and if so, build the road. A road to a future conquest costs way way less than other "conquest taxes" in V, e.g. half of pop and buildings destroyed, turns of unrest, 100 hammers for courthouse, global science and happiness penalty kicking in before unrest ends — it would be easy to calculate the cost of turning conquest cities productive into the 1000s of gold per city. Roads to get to the city faster are virtually free in V compared to the other costs (even including dedicated unit main. for the workers building and removing them). Why would you fix your hate on road maintenance over those other costs…
 
Proven superior? Yuck, that language... What metric are you using? Who has it been proven to? What are you even talking about? Civ5 was Sid's highest-selling and most-played game. So if we're using popularity and profit as metrics, which would be quite wise, then its been proven that Civ5's features were "superior for gameplay".

While highest selling is an impressive achievement, it isn't a good indicator of best or superior. If nothing else it means that V appealed to the lowest common denominator more than other Civ's did.

I mostly agree on subject 1) and 2). I didn't think Civ5 system was perfect, but the new system is possibly worse. The fact that 1 resource is the difference between 0 and infinitely many of a unit is both crazy bad for balance and bizarre in terms of realism. Civ5 already was plagued by Iron deficit starts, but this is even worse in Civ6 I feel. I think a much better solution would have been - what someone modded - that you can always build all units, but that some suffer a combat penalty if you do not have access to the strategic resource (-5 strength for instance).

Can't see anyone building infinite units anytime soon. There are other factors like maintenance cost...

I can't recall a single time where bookkeping was an issue with regards to strategic resources in Civ5.

Oh come on, this is just silly. One quick glance at the top of the screen showed you exactly how many of each resource you had available. There is absolutely no 'bookkeeping' or 'keeping track' of anything here.

V and VI both have book keeping. In IV when you went to do a trade you could see how many you had of each resource imported or otherwise in the Trade screen. I was never sure in V whether I was trading away my last resource or not, until I got the Info Adicts mod(?) which allowed me -mid trade- to look at my resource screen or something like that. VI still needs to fix this most obvious flaw; but V was no better.

What bugs me a bit are the attempts to force the player to play a certain style.
I do not like that is no restart button
no no new seeds
or that you cannot decide the number of city states
or that you are forced to do diplomacy with the limited resources and also the clustering of luxuries.

I like to have choices and it feels like I am given fewer choices. Sure some of these are obvious cheats but I should have to option to do it if I want to

V tunneled people into one style of game far more than VI does!

"Forced to do diplomacy"... You are a head of State, in a world with other States. Diplomacy kind of comes with the territory! I think you're probably playing the wrong game. If you don't like it...go to war (or play as the Aztecs, who get the most out of what ever luxeries you have on hand).

This shouldn't even need explaining but here goes. In situation one, you can trade your iron away in Civ5 but cannot in Civ6. In situation two, you can trade your iron away in Civ5, but doing so in Civ6 puts you back in 'situation 1' status, meaning you have to resort to encampments, which is limiting and slow. So let's create a situation 3, where you have 3 hexes of iron in your territory for both Civ5 and Civ6. In Civ6, you have ONE IRON to trade away. That's it. One transaction. In Civ5, you had as many trades as you did individual copies of iron. This matters because it helps you get the best deal for your iron, helps improve relations across multiple civs, and improves your chances at getting multiple copies of luxuries. Having ONE IRON to trade away means only one potential lux, only one potential friend made, only one transaction. It's less rich. It's less diverse. It's less. It's worse. Thus my first and second points are valid.
...
Because each hex of iron is 'infinite', there are far fewer hexes of iron.
Because there are fewer hexes of iron, there would be far fewer cities with the forge available to them.
Because there would be far fewer cities with the forge available to them, the building would just essentially be another snowball device, ie. "dude with 3 iron in his early empire also gets access to this rare, specialized building that speeds up his production..?"
Or, you make the building relatively weak, in which case why even include it at all?

What forge?
It's fair that you do not like encampments; but that does not make the changes unsound. I find I have plenty of resources to trade regardless. I have more resources that other Civs want. In too many games in V, no one wanted what I had.

The line of issues above stem from the first statement, that each hex of iron is now infinite. The only other thing I could think of would be making more hexes of iron available anyway. Ok, now everybody is back in situation 2 or 3, meaning we're essentially back to Civ5 (producing units without encampment), yet two flaws have arisen;

1. Everyone has infinite swordsmen, therefore iron isn't really a 'strategic' resource anymore.
2. Iron is useless as a trade commodity, since everyone has multiples.

The definition of strategic isn't tied to a limited use (though this infinite idea is plain stupid); or else all your luxury resources would now be strategic. The definition of strategic resources for the purpose of the game is a resource which allows you to build specific units or buildings that you could not otherwise. It is a catagory.

What I'm saying is that this choice shouldn't be tied into my road network. The choices should be two separate things. Trade route management and road networking/pathing are two very different thought patterns, and forcing them into one thought pattern creates a coerced ineffectiveness, which is bothersome in a game that's largely based on effectiveness. I want to send a route from city A to city B to help whatever project I'm working on, but must send it from city D to city A if I want to finish my empire's road network. Great, thanks.

Sounds like a great argument in favor of letting workers build roads like in Civ5, just without the maintenance cost.

Sounds more like roads in IV to me ;)
1 - How "roads" are built in VI is very true to life
2 - Having opportunity costs makes for more interesting decisions. I'm not saying that the whole game should be done that way...but in the area of roads (which are hard to implement in a game with the scope of Civilization accurately) I think it works just fine :)

Everyone generally agrees this is a slower game movement-wise besides you. And spamming the map with ugly, do-nothing roads doesn't do anything to alleviate that.. it's still a slower game, and I argue it's slower because of the road system. Not many Deity/MP players had trouble moving units around in Civ5 with the awesome, customizable, super-impactful roads and great general bombs.

I agree it is a slower game. It's more interesting as a result. A bit like liv above, if you're playing Civilization, and wanting speed...maybe there are better game choices.
 
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On the subject, upthread, about what would be an intuitive mechanic for strategic resources, I will just report what my expectation was the first time I made a pasture on horses in V:

Each tile should just grow you 1 usable copy every so many turns, you have a bank limit for grown-but-not-used copies (about 10 at start), used copies do not have any reversion to surplus upon death.

With V's resource spread this would have been too powerful but with VI it would be a great fit. Trading consists of "renting" out one tile, so the player renting gets the surplus growth from that tile, but still wants to get more than one copy most of the time.

I remember sitting there the first game I played, wondering why my pasture wouldn't grow more horses, was it night time like the sunflowers in Plants V Zombies
 
Reverting to the old strategic resource system was disappointing, but not as disappointing as the increasing irrelevance of strategic resources - they weren't that important in Civ V and seem to be less so now. No buildings require them at all in this iteration, niter and uranium are used by very few units and those mostly not very relevant, and iron has its eternal problem of being an early-game resource whose few units become obsolescent rapidly. Aluminium is mostly used for aircraft, which are of limited use. Only horses seem actively worth going after.
 
I was hopeful when I first read how roads would work in Civ 6 but I have to say that in combo with all the other movement changes (rounding movement down, why? :( ) it actually added up to more tedium.

That said, I always play with the Rocketboots mod enabled now (all units get +1 Movement). It honestly feels to me like the way the game is supposed to be played. I wish the devs had agreed. In any case, at least mods fix it.
 
A bit of a weird stance. On your suggested bottom line, only building the minimum required roads, they still made you a ton of money. It was fun or not to time the laying down of roads with the moment a city grew to a population equal to its distance from your current network, and balance that in with your other worker tasks, according to personal preference.

Everything above that, 1gpt for tile is not a penalty, it's a price. You merely had to decide if extra movement was worth the price and if so, build the road. A road to a future conquest costs way way less than other "conquest taxes" in V, e.g. half of pop and buildings destroyed, turns of unrest, 100 hammers for courthouse, global science and happiness penalty kicking in before unrest ends — it would be easy to calculate the cost of turning conquest cities productive into the 1000s of gold per city. Roads to get to the city faster are virtually free in V compared to the other costs (even including dedicated unit main. for the workers building and removing them). Why would you fix your hate on road maintenance over those other costs…

Because I'm an economic player, not a warmonger (especially since the switch to 1UPT). Managing workers in V was incredibly annoying due to road limitations and 1UPT. Yeah, I could build roads to make that easier, but I'd have to pay a silly maintenance cost, something which was never required in a past Civ game, and I felt the Worker turns are cost enough. Building roads is time-consuming! Add onto the fact that you couldn't even stack workers in Civ V to build roads more quickly... it was horrid.

Though the inability to quickly shuffle my units around the cities due to road limitations and such was also problematic. You say 1GPT isn't problematic, but in the crucial early-to-midgame, every gold piece counts, and so does every worker turn. Was it really necessary to tax us both ways? Especially when making it hard to utilize worker turns efficiently? At least Civ VI realized that builders are much better for 1UPT than workers.
 
At least Civ VI realized that builders are much better for 1UPT than workers.
I don't like to back and forth rather than let you think your own thing, but…

Builders are pointless in VI. The game should just let you dump the hammers straight into instant improvements if the unit is going to die anyway. (Edit: i.e. by having a production item called "workforce," mousing over a tile anywhere in empire, having the tile auto-improve x turns based on how many tiles away it is. So clean, and actually represents the trade-offs in VI without requiring a dozen extra movement decisions)


Obviously the useful thing about bees is that they do a lot more than just sting their guts out the second they leave the hive
 
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I don't like to back and forth rather than let you think your own thing, but…

Builders are pointless in VI. The game should just let you dump the hammers straight into instant improvements if the unit is going to die anyway.

Obviously the useful thing about bees is that they do a lot more than just sting their guts out the second they leave the hive

They aren't pointless. They function perfectly adequately for their given task, which is to place improvements on the map and have a unit that you move around and use to do that.

They certainly could move away from workers/builders and towards a "public works" system where you invest a resource towards developing the land rather than having a unit do it, but that would be a rather radical departure. I'm not totally against it either, though it does feel like it's moving away from the "board game" feel Civ has always gone for. But builders? They do their job well.

But don't let me stop you from "thinking your own thing", since you clearly don't like them for whatever reason.
 
Strategics are fine in concept. Everyone gets every resource doesn't create the tension that limited available resources does. Civ VI needs some tweaking in this regard, the resources aren't useful enough yet, but if you are going to warmonger, if you have horses and no iron, or vice versa, it will affect how you play the game. I certainly prefer this way of handling resources better than CiV, where getting resources was incredibly easy, but unfortunately I don't think the resource system will grow into itself until after an expansion that adds more buildings and units. Speaking of buildings, I agree I miss having the unique buildings like forges, though I think with limited resources, it's even better. It makes locating and settling resources all that more important. If you have a Forge building that gives a 10% production boost or a flat +5 or +10 production, you better believe I will go to war to take that iron location from my neighbor, particularly before he gets whatever tech is needed to turn that city into a production beast. Again, it just adds more incentive for conflict.

Roads I think are tied directly to giving workers limited charges. If you understand the worker to builder change and why that happened, you can imagine that change came first followed by some designer asking "how do we handle roads with these units having charges?" Which led to trade routes making roads. The historical basis is solid, it makes for interesting early game decisions with traders. Not so convenient for the player though. Personally I'm kinda eh about this change, but I can't say it's change for the sake of change. It's just a direct result of no more worker units, which is a change the devs have thoroughly explained the reasons behind.

Now the FoW, that one I wonder about. I can see two reasons for the change, and both aren't very compelling. Was it simply an artistic decision, this whole faded map concept, and it was just taken too far? Or was it a technical reason? Improvements are animated. The map rotates and everything is textured 360 degrees. Lighting effects. Was it graphically too much to show the entire map with these effects, just darkened in the FoW, or did they need a way to reduce the amount of horsepower or VRAM needed to run the game, especially on huge maps? This I'm not all that sure about. I don't know if the fow is a filter overlaid and everything is still being rendered, or if the fow is a replacement and items aren't rendered fully with textures etc. unless exposed. Either way, not a fan personally. Looks cool unless you need to actually understand what you are looking at in the fog. 150 hours played and I still cannot tell most terrains apart in the fog.
 
I think Civ V made strategic resources so plentiful that they were close to meaningless. I think a combination of Civ VI's model (where having strategic resources is not a given) and Civ V's model (where quantity of strategic resources matter) would be good. Maybe you could go back to the Civ V model, but make strategic resources more rare and make each Encampment grant 1 of each strategic resource (after you've researched the necessary technology).

Regarding roads, Civ V and Civ VI are both disasters. Let me build as many roads as I want, wherever I want, and don't penalize me for it beyond the necessary investment in worker turns. V was better than VI here, but IV was much better than V. Road maintenance was a horrible idea, and so is not being able to place your own roads most of the game.
 
While highest selling is an impressive achievement, it isn't a good indicator of best or superior. If nothing else it means that V appealed to the lowest common denominator more than other Civ's did.

I brought this up to Magil because he/she was being arrogant and baseless about 'superiority'. There is no objective superiority when it comes to games, so arguing it is pointless. Everyone here has an opinion that they're going to hold onto and defend, regardless of being faced with logic or reasoning that exposes flaws in their current opinions. If you ask me, I'd say the popularity of a game tells me more about how well it's features and systems work than what the game's devs feel about those features and systems.

What forge? It's fair that you do not like encampments; but that does not make the changes unsound.

What do you mean 'what forge'? Have you been reading the posts so far? I never said I don't like encampments.. Please clarify your points, maybe re-read some of the conversations so far.

I find I have plenty of resources to trade regardless. I have more resources that other Civs want. In too many games in V, no one wanted what I had.

You'll have to be more specific. Are you talking strictly about strategics? What map size do you play? What difficulty? Resources set to standard? It's not reliable to bring up anecdotal evidence. The fact is the numbered strategic system of Civ5 brought with it more opportunities to trade, objectively. Not going to repeat myself, just re-read the posts so far.

The definition of strategic isn't tied to a limited use (though this infinite idea is plain stupid); or else all your luxury resources would now be strategic. The definition of strategic resources for the purpose of the game is a resource which allows you to build specific units or buildings that you could not otherwise. It is a catagory.

True, but doesn't change the point of my post. In the situation I listed (creating more iron hexes per mapgen to better balance hypothetical Forges), the overabundance of iron would make the resource pretty much useless. If there's iron everywhere on the map, why require it for a unit? Why not just make the unit restriction-free? The only reason the unit should require the resource is if there's a fair chance you won't have the resource in your empire, or else the restriction is arbitrary and meaningless.

Sounds more like roads in IV to me ;)
1 - How "roads" are built in VI is very true to life
2 - Having opportunity costs makes for more interesting decisions. I'm not saying that the whole game should be done that way...but in the area of roads (which are hard to implement in a game with the scope of Civilization accurately) I think it works just fine :)

1. So it's not 'true to life' for a nation/state to hire workers to build road networks? Highways? Railroads? Being able to dictate where the roads go hex by hex is much, much, much more true to life. I don't think you thought that one through.

2. We're not talking about opportunity costs. We're talking about tying in two different systems' opportunity costs. Imagine if you had to sell three units every time you switched social policies. You'd have to combine your thinking regarding your military units/status and your cultural advancement, to make sure you always have 3 junk units hanging around a turn ahead of a policy switch. What a random and awkward combination of systems right? Having to choose trade routes based on both yield and desired road networks is just like that. We should instead choose trade routes strictly based on yield, and build roads strictly based on movement. And no, it's not hard to implement... Civ5 did it perfectly. Simply remove roads from trade routes and give builders the option to build roads.


I agree it is a slower game. It's more interesting as a result. A bit like liv above, if you're playing Civilization, and wanting speed...maybe there are better game choices.


Odd that you seem so sure of this. So let's do the "0 to 100" test that I like to do with my studio concepts. You're saying slow is more interesting, and speed doesn't belong in Civ games. Let's take that to both extremes so see if that statement actually holds weight (which it doesn't).

0, meaning your statement is assumed false to the extreme - Game advances too quickly for eras to mean very much. Wars are won with just a couple of units, since damage and movement has been ramped way up. More long-term systems like culture and religion are useless. Pretty much a flash game at this point.

100, meaning your statement is assumed true to the extreme - Game is incredibly slow. Every tile on the map requires all movement points for every unit, even water. Workers again require turns to complete improvements, much worse than Civ5. Roads don't do anything for movement, just there for aesthetics. Systems like religion and culture are so slow-moving that they're useless, as their costs are simply too high. Game is unplayable.

See what happened there? We discovered that speed is necessary for Civ games. We learned there's a happy medium between fast and slow. So let's stay away from broad blanket statements that don't contribute anything meaningful to the discussion, and instead progress with points we can debate with one another straight forward :)

My notion is that Civ5's movement system felt fine. Therefore, I believe Civ6's combined changes of increasing movement point costs and nerfing road systems so strongly has made the game feel a little too slow, as I said in the post you quoted. I also said, in the post you quoted, that I'd like to see roads be more customizable and give more of a movement impact. Agree/disagree?
 
I brought this up to Magil because he/she was being arrogant and baseless about 'superiority'. There is no objective superiority when it comes to games, so arguing it is pointless. Everyone here has an opinion that they're going to hold onto and defend, regardless of being faced with logic or reasoning that exposes flaws in their current opinions. If you ask me, I'd say the popularity of a game tells me more about how well it's features and systems work than what the game's devs feel about those features and systems.

I don't think anyone is simply saying that we go with what the Devs want over other factors. Their opinion is clearly relevant from the POV that they have a responsibility to deliver a good product for 2K. I guess if we take your rationale on popularity and look at say Monopoly, then that game must be brilliant! But it isn't...it's pretty awful compared to most other board games.

What do you mean 'what forge'? Have you been reading the posts so far? I never said I don't like encampments.. Please clarify your points, maybe re-read some of the conversations so far.


I believe you said this:

"Because each hex of iron is 'infinite', there are far fewer hexes of iron.
Because there are fewer hexes of iron, there would be far fewer cities with the forge available to them.
Because there would be far fewer cities with the forge available to them, the building would just essentially be another snowball device, ie. "dude with 3 iron in his early empire also gets access to this rare, specialized building that speeds up his production..?"
Or, you make the building relatively weak, in which case why even include it at all?"

You're complaining about the effect of a forge (from V?) as a snowball device; when it isn't included in VI anyway. So what is the problem?

And:

"This shouldn't even need explaining but here goes. In situation one, you can trade your iron away in Civ5 but cannot in Civ6. In situation two, you can trade your iron away in Civ5, but doing so in Civ6 puts you back in 'situation 1' status, meaning you have to resort to encampments, which is limiting and slow."

So you are okay with Encampments; so again; why this ^^^ comment? If Encampments are fine as they are, what's the problem?

You'll have to be more specific. Are you talking strictly about strategics? What map size do you play? What difficulty? Resources set to standard? It's not reliable to bring up anecdotal evidence. The fact is the numbered strategic system of Civ5 brought with it more opportunities to trade, objectively. Not going to repeat myself, just re-read the posts so far.

I'd say it's more luxuries that other Civs are after, but every now and then they want a strategic resource too.
I play huge, current game King - next game I'll be Emperor, Resources standard. Oh, I like you ;) - like you don't do anecdotal evidence as far as anyone can see here! lol
I disagree that V brought with it more opportunities to trade when compared with VI. I suppose for anyone trading in single units you may have a point...but as I understand it some consider that an exploit; which needed fixing anyway.

True, but doesn't change the point of my post. In the situation I listed (creating more iron hexes per mapgen to better balance hypothetical Forges), the overabundance of iron would make the resource pretty much useless. If there's iron everywhere on the map, why require it for a unit? Why not just make the unit restriction-free? The only reason the unit should require the resource is if there's a fair chance you won't have the resource in your empire, or else the restriction is arbitrary and meaningless.

The great thing about III was that when it introduced strategic resources actually allowing for specific units etc it did create tension that hadn't existed before. IV ramped this up; and commonly wars were fought over startegic resources. With how common resources became in V; I would say it was that game that reduced this very real world situation. With that in mind, VI has taken a different approach. One that hasn't completely worked, say from the POV of AI not being able to upgrade its units etc.
In short...I don't see the issue you're raising as being specific to VI.

1. So it's not 'true to life' for a nation/state to hire workers to build road networks? Highways? Railroads? Being able to dictate where the roads go hex by hex is much, much, much more true to life. I don't think you thought that one through.

Not in 500AD, let alone 1000BC! I don't think you've thought this through ;) The Romans were the clear exceptions of course. Sure, heading into the medieval era others had picked it up, and some roads were planned; but most just followed the existing tried and true tracks that had been laid for centuries by traders and travellers. It wasn't until the modern era that genuinely new roads were often planned that had never existed before. So I think the game has it about bang on :)

Maybe engineers should have one more charge. Or even an infinite ability to build roads; but that function will (like a worker) take them more than one turn.
But the pre modern set up for road building is very immersive.

2. We're not talking about opportunity costs. We're talking about tying in two different systems' opportunity costs. Imagine if you had to sell three units every time you switched social policies. You'd have to combine your thinking regarding your military units/status and your cultural advancement, to make sure you always have 3 junk units hanging around a turn ahead of a policy switch. What a random and awkward combination of systems right? Having to choose trade routes based on both yield and desired road networks is just like that. We should instead choose trade routes strictly based on yield, and build roads strictly based on movement. And no, it's not hard to implement... Civ5 did it perfectly. Simply remove roads from trade routes and give builders the option to build roads.

But we don't. You keep doing this - making up complicated scenarios to knock something that is much more simple.
I can get on board with what you're suggesting as a "solution" in the industrial era; but not before.

Odd that you seem so sure of this. So let's do the "0 to 100" test that I like to do with my studio concepts. You're saying slow is more interesting, and speed doesn't belong in Civ games. Let's take that to both extremes so see if that statement actually holds weight (which it doesn't).

0, meaning your statement is assumed false to the extreme - Game advances too quickly for eras to mean very much. Wars are won with just a couple of units, since damage and movement has been ramped way up. More long-term systems like culture and religion are useless. Pretty much a flash game at this point.

100, meaning your statement is assumed true to the extreme - Game is incredibly slow. Every tile on the map requires all movement points for every unit, even water. Workers again require turns to complete improvements, much worse than Civ5. Roads don't do anything for movement, just there for aesthetics. Systems like religion and culture are so slow-moving that they're useless, as their costs are simply too high. Game is unplayable.

See what happened there? We discovered that speed is necessary for Civ games. We learned there's a happy medium between fast and slow. So let's stay away from broad blanket statements that don't contribute anything meaningful to the discussion, and instead progress with points we can debate with one another straight forward :)

No...I didn't see what happened there. You did the same thing again where you over complicated things without much nuance to...I dunno lol. I have no idea why, as there are plenty of shades of grey here and not just two poles!

I like what they have done with movement. Maybe it's because I remember pre IV when pretty much everything (cavalry aside) moved 1 square at a time. Those games weren't a fail because their slow units moved at that "speed". I remember the reason given by Soren for workers getting a second move point in IV; and it was nothing to do with speed; and everything to do with feedback they got that people would forget what they were going to do with that worker (how you did that pre IV...I dunno!!) when the next turn rolled around. So in IV you could move the worker, and then start it on it's next action in the same turn. Your non cav fighting units in IV still only moved 1.
V "sped" things up...I have no problem with VI restoring the status quo a little ;)

My notion is that Civ5's movement system felt fine. Therefore, I believe Civ6's combined changes of increasing movement point costs and nerfing road systems so strongly has made the game feel a little too slow, as I said in the post you quoted. I also said, in the post you quoted, that I'd like to see roads be more customizable and give more of a movement impact. Agree/disagree?

Mostly disagree as stated; but I'm okay with some changes to how roads are handled in the late game.
Thank you for the in depth discussion :)
 
Just Get rid of 1 UPT and give us our beloved Civ back. Its the root problem of everything.
 
V tunneled people into one style of game far more than VI does!

"Forced to do diplomacy"... You are a head of State, in a world with other States. Diplomacy kind of comes with the territory! I think you're probably playing the wrong game. If you don't like it...go to war ).
I am playing civ6 - is that the right game? And if there are features in it that I do not like or that I do not think work the way they should I can express my opinion. I think the developer wanted to stop all the possible exploits in civ 5 being done by deity players (and others) and by doing that they left those of us who do role playing behind with very few options from the very beginning of the game.
 
The one thing that screams out at me as (dumb) change for the sake of change is the movement mechanics. Civ 5's movement was already on the slow side, now getting around feels extremely sluggish, and it's just compounded by how little roads boost your movement. Having to manually end turns of units that still have movement points is an annoyance too.
Well, I'm not sure it's really "change for the sake of change". The new movement system does a few things that I would say are good - for example making Woods actual defensive positions that Ranged Units can take against approaching (non-Horseman) Melee Units and differentiating better between Normal Melee and Cavalry without having to give Cavalry ridiculous amounts of movement.

But I agree, the downside is that combat feels a lot slower now (if you don't abuse Great Generals that is). I still can't quite tell which system I like better. I think the old Movement rules with some amendments ("If a unit doesn't have enough movement points to attack a tile it has a 50% combat penalty") would be ideal.
 
for example making Woods actual defensive positions that Ranged Units can take against approaching (non-Horseman) Melee Units and differentiating better between Normal Melee and Cavalry without having to give Cavalry ridiculous amounts of movement.
While another ranged unit can still fire into the hill or forest even if it started three tiles away? Melee was already weak against ranged in V so I'm not sure how making them weaker was good for balance. 50% suggestion seems like a perfectly fine compromise, though I don't know if it would ever inspire a player to make different decisions. Some units in endless legend actually got a bonus for having a running start (attacking with movement points used up) so really anything could work once we dispense with the VI maxim of "slow every unit down a ton for no reason"
 
But that's just number-tweaking, it doesn't change the fact that the new system makes the Melee-Ranged-Gameplay more dynamic based on terrain if implemented right.
 
I thought the "strategic resource quantities" in Civ5 were fun. Would be nice to have that apply to Luxuries as well.
 
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