Civ 4 VS Civ 6

intellectsucks

Warlord
Joined
Jul 18, 2014
Messages
109
I just downloaded Civ 6 with the free promotion from Epic games and spent the last week playing it. I've seen a few people ask about how they compare so I figured I'd share my thoughts as a long time Civ 4 player who has recently started on Civ 6.

The Good:

I find the sound to be a HUGE improvement. The sound track, the ambient sounds, and especially the combat sounds (no more annoying horn sounds when you win a round). Obviously Leonard Nimoy was the perfect person to read the new technology quotes, but Sean Bean is pretty great in his own right.

Though it was sort of annoying at first, I actually kind of came around to the combat style of Civ 6. Combat is almost always a multi turn process now (unless one of the combatants is an era or two above the other on the tech tree) and giving cities their own built in defenders was a welcome change for me.

The religion system is much more robust and interesting. I find the different tiers of religious units and the religious combat system to be cool and fun. Having the ability to use faith to buy buldings and units is a nice addition too.

I also really like the "district" system. Placing districts and wonders throughout your city's workable area makes it much more realistic and adds to the immersion in my opinion.

On tiles that have certain resources, civ 6 gives you the option of improving the tile (with a farm, camp, quarry, etc) for a permanent small yield increase, or to "harvest" the resource for big one time boost but lose the resource. I was torn on this but decided to add it to the good section. It adds another dimension to city planning and forces you to think about what is more important, short term or long term gain.

Another feather that I'm indifferent about is the system of "eurekas" and "inspirations". These offer boosts to your technology and civics (the civics system in Civ 6 is essentially a separate tech tree that improves through your cultural output) when you complete certain goals, for example killing 3 barbarians gives a boost to the bronze working tech. Personally I find them to be another way to get screwed by the RNG, but a lot of players who are better than I am find them very useful. Maybe you will too.

The Bad

Civ 6 only allows one unit of each type per tile, a BIG departure from Civ 4. I'm not sure of all the different types of units, but there are definitely distinctions between military, support, and great people. This means you can't have a huge stack of doom anymore. You CAN have different types of units on the same tile, for example a swordsman and a builder, but not a swordsmen and a knight. This in and of itself isn't necessarily a bad thing, but that one unit per tile includes the AI's units. With 7 other civs and up to 12 AI city states, the map can get very crowded very fast, turning army movement into a logistical nightmare. Moving any decent number of troops long distances is VERY tedious, as you can't really choose a destination more than 1 or two turns away because as new military units move into your unit's path, it will get rerouted or have it's movement interrupted.

Combine the above with what seem to be ABSURD movement penalties, and it is not uncommon to find a difference of 15-20 turns between one conquered civs territory and your next targets. Additionally, the military support units (siege towers) don't ever upgrade to something with better movement, turning what should be a blitz into a slog. I would have been fine with 1 unit per tile if they would have excluded enemy units and drastically increased movement speed as the game progressed.

Tile improvements are now done by builders. These units (initially) have 3 build "charges" and disappear after all three are used. Also, the production cost of builders increase with each one you build. This, coupled with the fact that many of the inspirations and eurekas are tied to making a certain number of improvements, means that you have to very carefully plan when you will produce builders, what they will improve and when they will improve it, all in conjunction with planning where your city goes. It's not enough to find a city spot that has the option for great tile improvements, you need to also figure out WHEN you can get a builder to that city to make those improvements. The improvements are done instantaneously, which I guess is a good thing, but I prefer the worker system used by civ 4.

I absolutely HATE the way that cities expand. Civ 4's Big Fat Cross made it easy to know which tiles your city would have access to, and the consistent growth formula meant that you could calculate exactly when you would have access to them. In Civ 6, growth happens one tile at a time, and which tile the growth happens on is random, though you an also use gold to purchase additional tiles. Oh and the tile growth also sometimes switches halfway through completing. This means that you will check your tile management view to see that a city is expanding to a certain tile, purchase a different tile based on the fact that you will get the first one for free, then have the growth randomly switch to a different tile meaning that you now have to purchase another tile to work the tiles that you had planned on. I don't mind the one tile at a time growth, as long as it is consistent and can be planned for.

Diplomacy is infinitely better in Civ 4. In Civ 6 AIs will declare war randomly, regardless of your relationship status with them. Some AIs will get mad at you for stuff that is completely outside of your control (the Aztecs don't like you because you have luxury resources?!? Seriously?!?). And declaring war outside of the ancient era comes with massive diplomacy penalties that can't ever be removed. Not that those penalties matter, since you can still make deals with the AI after they "denounce" you (the worst diplomacy rating you can get), which they will do on a regular basis if you are at all violent. The advice most players give about diplomacy is to ignore after a certain period of time. Civ 4 allowed you to strategically use diplomacy to form alliances and friends, even while warmongering, giving you a leg up on your competition. Civ 6 has other AIs who will probably all hate you.

The Ugly

The user interface is hot garbage. Critical information that was available with a mouseover in civ 4 is now obscured behind clicks or microscopic graphics (for example, in civ 4 you could mouseover different units to see which promotions and how much experience each had, in Civ 6 you have to click on each individual unit to get this info, then house over a different part of the units display). The scroll bars for various info screens are almost invisible. Info that should all be displayed together (I'm looking at you city screen!!!), is broken up into multiple displays. Some info is completely missing. Is there a spot to find your military power ranking vs other civs? If so I can't find it. All of this info was available and intuitively displayed in Civ 4. Same thing with the periodic alerts that pop up, such as a new barb village. They seem to disappear after a turn or two and I can't find a spot to review the previous ones.

I know I already moaned about diplomacy, but these rubbish diplomacy screens are really the best that Firaxis could do? All black with a static portrait? Really? Civ 4's AI interactions were so much better: dynamic, changing, and most of all ANIMATED!! It's been over a decade and they couldn't give us a better interaction with the world leaders?

Finally, the way the map is rendered makes identifying terrain and resources difficult, particularly for resources that are in the fog of war. The resource markers on the map get smaller as you zoom out, so scanning the map for a newly identified resources is much more difficult than in Civ 4, where the giant resource pins were easily identifiable at wider zooms. The sepia toned sections of map that is revealed but not currently visible, though a visually cool concept, make this even more of an issue. Having a feature that allowed you to quickly scroll through each revealed luxury and strategic resource would be a massive improvement that still worked within the same graphics scheme.

Overall

Ultimately, I think that Civ 4 is a better game overall, though I still think that Civ 6 is a great game. If you're new to the civ series, pick Civ 4 over Civ 6; it's got all of the complexity of Civ 6 without a lot of the issues of the newer version. If you're a Civ 4 veteran who is looking for a new challenge, you'll likely enjoy civ 6 as long as you keep an open mind; it scratches the same itch in your brain that civ 4 did but in a few different ways than its predecessor.

Moderator Action: Please mind your language, thanks! --NZ
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Last edited by a moderator:
When I saw over the top cartoonish graphics in Civ VI as well as reviews my many players saying they could beat Deity after a few games, I knew it wouldn't be the game for me. The reason I come back to Civ IV over and over is because 15 years later the game still challenges me in a major way. I guess one can play Civ VI online where the competition will be stiffer but Single Player is immensely important. Civ VI also requires much more powerful specs and I'm not willing to invest in a new graphics card or more than 8 GB of RAM because I don't play graphics intensive games in general.
 
Diplomacy is infinitely better in Civ 4. In Civ 6 AIs will declare war randomly, regardless of your relationship status with them. Some AIs will get mad at you for stuff that is completely outside of your control (the Aztecs don't like you because you have luxury resources?!? Seriously?!?). And declaring war outside of the ancient era comes with massive diplomacy penalties that can't ever be removed. Not that those penalties matter, since you can still make deals with the AI after they "denounce" you (the worst diplomacy rating you can get), which they will do on a regular basis if you are at all violent. The advice most players give about diplomacy is to ignore after a certain period of time. Civ 4 allowed you to strategically use diplomacy to form alliances and friends, even while warmongering, giving you a leg up on your competition. Civ 6 has other AIs who will probably all hate you.
You just need to understand the mechanics. Leaders have their own agendas, which make them act as they do. Play to satisfy them for positive diplo, if you trangress them, they will dissaprove.

Friendly or unfriendly attitudes will not affect their decisions to go to war with you if you appear weak, but if they are friendly, they will sign a Declaration of Friendship and that means mutual immunity from war, DoF partners can't declare war on eachother under any circumstances and this declaration cannot be renounced.

Higher step is different sort of alliances with different trade route bonuses, but they all also act as defense pacts, meaning you may get drawn into wars.

But on the whole it is rather simplistic and with various coding shortcomings. I agree that Civ 4 diplomacy gives you much richer experience.

I know I already shat on diplomacy, but these ****** diplomacy screens are really the best that Firaxis could do? All black with a static portrait? Really? Civ 4's AI interactions were so much better: dynamic, changing, and most of all ANIMATED!! It's been over a decade and they couldn't give us a better interaction with the world leaders?
Leaders ARE animated, with different animations for first time meeting, declaring war, peace, denouncement, etc. You can turn it on/off in the game settings, when turned off they appear as static portraits.

As for the UI, yes, it is rock-bottom of the entire franchise quality-wise. It is not user interface, more like temporary developer interface. There are useful UI mods in Steam Workshop though.

Ultimately, I think that Civ 4 is a better game overall, though I still think that Civ 6 is a great game. If you're new to the civ series, pick Civ 4 over Civ 6; it's got all of the complexity of Civ 6 without a lot of the issues of the newer version. If you're a Civ 4 veteran who is looking for a new challenge, you'll likely enjoy civ 6 as long as you keep an open mind; it scratches the same itch in your brain that civ 4 did but in a few different ways than its predecessor.
If you look for challenge in Civ 6, it is the challenge of reaching the victory screen as fast as you can. AI is not really playing for victory, either by design or difficulty to write an AI for such a complex game, so your only challenge is to get fast finish time. But it has lots of flexibility in how to do it and gives the player freedom and food for thought in a similar way like Civ 4. Map is really imporant, and despite loads of various issues, it is fun to play.

What I can recommend is to get the full game with expansions so far, Gathering Storm first of all. It makes the game much more interesting than plain vanilla.
 
Civ VI accomplishes the impressive feat of managing to suck and blow at the same time.

Agendas are bonkers. I've had paranoid AIs praise me one turn for not threatening me, then cowering in fear the next. Others are nonsensical. Trajan likes to expand as much as possible, but he also loves the player if they expand... until you expand into his space of course. It's basically impossible to be friendly with him unless you expand in the opposite direction. He hates you if you stay small, he hates you if you take more land near him. Why does Shaka get upset if I don't form corps or armies? Why do some AI leaders become barbarian allies? They essentially hate you for defending yourself from rampaging barbarians. They'll defend themselves from barbarians no problem though, obviously.

The AI is awful, districts seem cool but the amount of buildings has been severely reduced to compensate, amenities can be more or less ignored along with religion... It's not a fun or cohesive experience. I regret my purchase.
 
Also, in Civ VI, production is the only thing that matters. The main way to get research, culture, and gold is through production. It's possible to get a little bit with trade routes, but that is minimal. The game too one dimensional with everything having to do with production. You can't really have super science cities anymore because after you build the 3 science buildings in the campus district, you can't increase science in that city anymore.
Another thing is that there are no percentage modifiers like a forge or a library in Civ VI.

One thing I think is better about Civ VI though is strategic resources. It makes a lot more sense for each unit that requires a resource to use some of that resource to build, and improvements on resources give that resource per turn. It makes more sense to have a tank cost 1 oil to build and 1 oil per turn to maintain than to be able to build ten tanks a turn with only one far away source of oil. Another thing I think is better is Great People. There are more types of Great People and each specific great person gives their own unique bonus, usually based on the life and career of the specific great person. For example, Albert Einstein gives +4 science to every university. Great People points earned are also pooled together from every city, although the only way to earn GPP is by building buildings. More production. Sigh.

My least favorite thing about Civ VI though is there is no tech trading. It is one of the most crucial aspects in Civ IV and really fun to do. It gives another way to make friends and allows you to actually take something useful from the AI in a peace deal. It adds another dimension to the game and makes diplomacy more complex and important. In Civ IV, it matters what the AI civs think of you because if they hate you, they won't trade techs with you and you will likely fall behind in research. Also, it's not that unrealistic historically for friendly civilizations to share knowledge with each other.

Overall, Civ IV is so much more complex and enjoyable to play.
 
This isn't the correct place to get into the ins and outs of Epic and why it shouldn't be used. That said, if Old World appears on Steam then I would be more likely to try it out.
 
I just do NOT like one-unit-per-tile concept. It simply does not work because eventually the whole map feels like a congested mess where it is a struggle to move units. The AI is not programmed well to handle it also.

I also HATE that builders have stupid charges, and the diplomacy is just a joke.
 
I also played Civ 6 due to the Epic giveaway, and since I heard so many players saying that it was worse than 5 (which I like, but not as much as 4), I was prepared to dislike the game, but I was pleasantly surprised.

No more global happiness is a big, BIG improvement to me, since that's the main reason I couldn't love Civ 5. In that game the optimal strategy was having four cities under Tradition, and the rest of the game is just a hunt for more happiness. None of that nonsense in 6, you can actually have an empire this time around. However, I do think that 6 is too light on the penalty for expanding, as the only thing it does is increase the settler cost each time you make one. I think Civ 4 still has the best system to deter fast expansion without completely discouraging it.

The districts are very interesting, although they are not this big paradigm shift that people seems to imply. If you put them in the right spot you get rewarded, and if you ignore it you won't get punished for it, so it's no big deal. At the end of the day you can still make most buildings in every city just like in previous games, but they add a new dimension to city management.

I'm not a fan of limited workers, but this is just preference. One of my favorite aspects of Civ 4 is worker management, and in 6 is not that prevalent due to the limited worker charges, having less terrain to improve due to districts using space, and the fact that workers can't make roads anymore. I feel like I have less things to do per turn besides chosing what to build and move a few soldiers around.

Trade routes work pretty much the same as in 5, and I like them as a concept, but just like in 5 they are so tedious to manage. Instead of asking me every few turns where to place them (on which I usually just send them to the same city as before, because that's why I send it there in the first place) the game should have a proper trade route management screen on which I can set the routes indefinitely while still offering the option to switch them after a few grace turns, kinda like the spy screen from 5. Right now it feels like a huge time waster just to give the illusion that you are making choices. Big pet peeve of mine.

I like unlocking civics in a separate tree, and I like the civics cards in theory, but in practice I think that there are way too many cards to choose from, with most of them having negligible effects like +1 hammer in every city or +1 gold or underwhelming stuff like that. Civ 4 had less choices, but you could inmediately feel the change from Barbarism to Bureaucracy.

I'm indifferent regarding combat. I'm not a warmonger and I'm not a fan of either Civ 4's or 5's combat, and the combat in 6 seems mostly unchanged, so eh.

I not a fan of the art style. I thought it was going to grew on me after a few games but I'm just not a fan of it, sorry. The paper map style of the fog of war is nice in theory, but in practice it makes it difficult to "read" the map. The revealed terrain looks kind of nice but the resource icons are too small in my opinion, so I find it hard to get a glimpse of what's on the map while zoomed out. I prefer 5 in this regard. Love the day/night cycle, though.

The interface is pretty but doesn't show all the info. You have to press an extra button to check which tiles you are working on a city, for instance. Even more so than in 5, I feel like most of my time I'm fighting against the interface instead of making actual decisions. Civ 4, even without the BUG mod, wins when it comes to usability, hands down. You can build multiple stuff in a city by shift clicking, make stuff indefinitely by alt clicking, select multiple cities and add stuff to all queues at the same time, you can set rally points, etc. That's the thing I appreciate the most in Civ 4, since I'm mostly an RTS player so I like to expend as little time as possible giving orders. The game respects my time, unlike newer entries. At least in 6 you can change the hotkeys in-game, which I appreciate, but unfortunately you can't have the same key on different actions, even if they are mutually exclusive, so no more "sleep" and "fortity" on the same key, despite being mechanically the same thing.

I think vanilla Civ 6 is better than 5 with expansions when it comes to actual game mechanics, but I still prefer to play Civ 4. I'll try the expansions when they are on sale.

especially the combat sounds (no more annoying horn sounds when you win a round)

You can safely delete the horn sounds from the game files. Your ears will appreciate it :)
 
Last edited:
A lot of good thoughts in here, just a few I wanted to share:

  • In 4, it feels like the AI can keep up with you, and you only really beat the game when you have, well, beat the game. In 6, almost inevitably you beat the game well before you have technically gained victory. But there are some sneaky ways to win in 6, like religious victories, where you can feel like you had a bad game and still come out with the W - and that's kind of nice. However, that also means a willingness to just grind out a victory.
  • One improvement that 6 has over 4 that I don't see get discussed are the maps. I think the Civ 6 maps are a huge improvement, just in terms of how geography is laid out, including choke points and river systems. If there is any reason I'll play 6 over 4, it's this.
  • Plus, there are some factions that make 6 worth playing: like the Maori and the Malians. These feel like they break the game in a fun way. In general the uniqueness of faction design in 6 is overplayed. The traits in 4 are, despite not being unique to a Civ, much more impactful on your gameplay than the way 6 design works. With that said, much of the faction design in 6 is pretty boring to me.
Ultimately 4 just feels like classic Civ, the kind that I grew up playing. 6, especially with districts, feels like a weird different kind of game.
 
In my brief bit of 6 play quite some time ago I did indeed find those civic cards rather clunky...rather quite clunky. Lot of thought put into minimal gains.
 
In my brief bit of 6 play quite some time ago I did indeed find those civic cards rather clunky...rather quite clunky. Lot of thought put into minimal gains.

It's just such an odd aesthetic. 25 years into being a video game, let's very self-consciously make Civ feel like a board game.
 
I think choosing a form of government was a good idea and presented an interesting choice for the upcoming era; should my nation be a more economic focused merchant republic, or a more combat focused monarchy? However, policy cards are boring to manage and cumbersome to work with. You're prompted to change them everytime you research a new civic, so no attachment is made, and your entire government can be readjusted every few turns. Instead of proactive gameplay (I have a plan and I will execute it thusly) it leads to reactive gameplay (this has happened, what card can I use to minimise/maximise the effects). After a few games, it's just... boring.
 
I'm not super active on CF, but I'm a younger player who started with Civ 4, and who's organically followed the series since then. I got into Civ 4 from my dad, who was much more a classic 1-3, kill everything player. Civ 4 is the first one to really make non-conquering wins viable, so as he faded from it, I picked up the series since I love science snowballing and building that Centari ship. However, my dad was never negative over these changes, he just kept with the ones he loved. In contrast, I think some users approach in this thread is too negative, and are adopting too much of a scorched earth policy with the new games, which I think is a shame, it keeps potential new players at arms length (although I'm sure someone's written a paper on how this attitude dominates the modern internet in all genres and media).

The biggest thing I love about 4 is the aesthetics, you feel like the world is real. And of course, the music is gorgeous, for a "licensed" soundtrack (as opposed to 6's more original or civ based music), its fantastic, its what got me into John Adams. The game is also very solid, its a cornerstone Civ game that finally, truly got Civ into the modern PC age.
That being said, every time I boot up a game of Civ 4 to get a rush of nostalgia, playing the game chips away at that feeling. I don't mean this in, "I hate the game when I play it" no the stuff I dislike just comes rushing back.

Civ 4 combat is terrible, attacking is a nightmare (almost every battle I fight, the opponent is getting a +20-60% defense boost that makes attacking suicidal) and even being up a level in tech isn't a guarantee of having the better unit. Some might call that "challenging and intriguing", I call it needlessly random. The worst part is the fact that you can lose the entire unit in one fight. I think there's a fairness in the one per tile system, you get a much better idea of what will happen vs 4's terrifying percentages. The unit classes are also much more fleshed out, in 4 every unit after musketmen is "gunpowder" and that, in my experience, overwhelms the bonuses against cav or melee. In contrast, the melee/anti cav/light cav/heavy cav is much better at conveying the usage and purpose of the units, especially non-cav. Just in general, every time I fight a war in 4, it just feels so random, and the combat odds interface is basically a mirage. In a less combat, the civs just have more identity in 5 and 6, its much less picking the traits you want (expansive, industrious) and actually playing with the advantages that culture/civ had. 4 is the final game of "Every civ is basically a palate swap".

My biggest complaint is that the moments civ games are the worst when they punish not playing a certain way, and Civ 4 is also the last in the old 1-3 civ line of punishing players who don't go for war and expansion. Diplomacy and the flurry of cancel deal demands makes peaceful games arbitrarily challenging. With the muti-unit tiles, spending time on buildings is a death wish, since any meagerly aggressive AI is doing just pumping units every game (any wonder I conquer an AI city and there isn't even a granary). Later games certainly give big bonuses for playing tall, but it never felt like it was punishing wide players. I like peaceful, scientific games, and 4 just makes that much harder to do, in a way that frustrates, rather than challenges me.

All of this being said, I just think saying one is worse or comparing two to put down or raise up another game ends up being pointless, or can shut out other groups who like specific things. We all play these games differently, and indeed as 4 fades deeper and deeper back, the need to assure oneself that 4 is sooo much better than the new games can isolate this community from newer players looking to give 4 a shot. Civ 4 is great fun and especially breezy but indeed a challenge; Civ 6 is more accessible but also packs more layers with stuff like loyalty and strategic resources. Just reading this thread, to me some of the users have a bitterness about how the game has moved in a new direction, and I just feel like its a bad way to view the new games. Everyone has their own, and this is a fantastic series. Its the variety between entries that makes it worth coming back to, and in my case, getting it passed down from generation to generation.
 
Last edited:
(any wonder I conquer an AI city and there isn't even a granary). .

Good analysis above, but the lack of improvements in conquered cities in 4 is not because the AI didn't build. Conquest leads to most buildings being lost - perhaps someone can confirm, it seems random, sometimes the odd building survives...if you lose one of your own cities and then reconquer you can see this.[/QUOTE]
 
Last edited by a moderator:
I think it's a random chance for buildings to survive (possibly a relatively low chance since yes, buildings do get destroyed). But all buildings that create culture are always destroyed (except if it's civ-dependent; I think a captured Terrace can survive as a granary), and barracks and drydocks are destroyed.
 
Back
Top Bottom