stealth_nsk
Deity
I've recently returned to Civ5 after playing Civ6 for a long time and it was totally new perspective, especially considering potential release of Civ7. Some observations:
1. Civ5 and Civ6 take concept of playing the land differently. While Civ6 great job at spreading cities with on-map districts and wonders, it sacrifices the importance of resources, especially bonus ones, which you often just destroy to leave space. Combining both worlds could be great - districts and wonders require planning, while focusing on particular resource types could require adopting your playstyle to the land. To make both work, the game needs some ways to encourage more sparse city positioning, like:
- No district adjacency bonuses from other districts (which encourages building cities nearby)
- More value from regular resource usage
- Less districts per city (also helps with specialization)
- Some other ways to implement bonuses from area affecting buildings like Factories. For example, Entertainment complex buildings could produce specific amenities for limited number of cities per building
- Probably some wonders built on top of resources, like Ruhr Valley which could be built on top of Coal and serve as mine in addition to wonder
- If nothing else works, city radius (or just minimal distance between cities) could be increased
2. Speaking about resources, I like how Civ5 pantheons play with them even more than those of Civ6. But pantheon is just a single thing in the whole game. It would be cool to see more similar elements, something like Policy cards (or whatever Civ7 will have instead) to play around particular resources, further specializing the civilization and forcing adopting various gameplay styles.
3. Civ5 workers - I really like them. They are part of the flow "there's always something happening in your civilization", even if you're at peace and manually constructing road network is really fun. Sure, to work that way, they need some space (see point 1), but also there could be some more work for workers with upgradable improvements. Roads to railroads already work that way in Civ5, but I believe other improvements could also have at least 1 upgrade without bloating the game too much.
4. Civ5 wide vs. tall is surely overtuned towards tall and increased culture cost of policies is not fun. But I really like the beauty and simplicity of Civ5 global happiness. Could be cool to see similar system in play.
1. Civ5 and Civ6 take concept of playing the land differently. While Civ6 great job at spreading cities with on-map districts and wonders, it sacrifices the importance of resources, especially bonus ones, which you often just destroy to leave space. Combining both worlds could be great - districts and wonders require planning, while focusing on particular resource types could require adopting your playstyle to the land. To make both work, the game needs some ways to encourage more sparse city positioning, like:
- No district adjacency bonuses from other districts (which encourages building cities nearby)
- More value from regular resource usage
- Less districts per city (also helps with specialization)
- Some other ways to implement bonuses from area affecting buildings like Factories. For example, Entertainment complex buildings could produce specific amenities for limited number of cities per building
- Probably some wonders built on top of resources, like Ruhr Valley which could be built on top of Coal and serve as mine in addition to wonder
- If nothing else works, city radius (or just minimal distance between cities) could be increased
2. Speaking about resources, I like how Civ5 pantheons play with them even more than those of Civ6. But pantheon is just a single thing in the whole game. It would be cool to see more similar elements, something like Policy cards (or whatever Civ7 will have instead) to play around particular resources, further specializing the civilization and forcing adopting various gameplay styles.
3. Civ5 workers - I really like them. They are part of the flow "there's always something happening in your civilization", even if you're at peace and manually constructing road network is really fun. Sure, to work that way, they need some space (see point 1), but also there could be some more work for workers with upgradable improvements. Roads to railroads already work that way in Civ5, but I believe other improvements could also have at least 1 upgrade without bloating the game too much.
4. Civ5 wide vs. tall is surely overtuned towards tall and increased culture cost of policies is not fun. But I really like the beauty and simplicity of Civ5 global happiness. Could be cool to see similar system in play.