Civ VI: Now the Second Wait Begins

What would be your most urgent fixes for Firaxis to make to Civ VI?


  • Total voters
    163
I love this OP, you basically covered everything I've been feeling about the game, which I have been enjoying greatly- without getting bogged down in "1UPT!" or "CIVIV FOREVER" derailment ha ha.
 
I just added your UI and Pre-Game Options as suggestions as categories for the poll, dturtle1, because frankly they'd been on my mind some as well; I just didn't bring them up in my (already lengthy) original post. Also, I raised the maximum number of things you can vote for to 5, because I realize that a lot of people have their own wish lists. :)
 
You didn't list movement in the poll, so I selected other. I don't like the current movement system and saw nothing wrong with the Civ V system. Bluntly, I want to go back to the Civ V movement system, but even more than that, I want Scouts to ignore terrain penalties. Horsemen are better scouts than scouts in Civ VI. Yes, the first two promotions help scouts a bit, but they're still stopped dead at every river. The fun of exploration has taken a major hit with scouts obeying all terrain penalties.

Also, I really don't like the current promotions system. While a handful of individual promotions are okay, there are many that are not particularly useful. I seriously miss the Civ V promotions.

Hopefully a MOD will appear to rid scouts of terrain penalties. I imagine changing all the promotions, if possible, would involve a lot more work.
 
You didn't list movement in the poll, so I selected other. I don't like the current movement system and saw nothing wrong with the Civ V system. Bluntly, I want to go back to the Civ V movement system, but even more than that, I want Scouts to ignore terrain penalties. Horsemen are better scouts than scouts in Civ VI. Yes, the first two promotions help scouts a bit, but they're still stopped dead at every river. The fun of exploration has taken a major hit with scouts obeying all terrain penalties.

Also, I really don't like the current promotions system. While a handful of individual promotions are okay, there are many that are not particularly useful. I seriously miss the Civ V promotions.

Hopefully a MOD will appear to rid scouts of terrain penalties. I imagine changing all the promotions, if possible, would involve a lot more work.

Actually unit movement was covered in the third option in the poll: The Unit Auto/Rotation/Movement. At any rate, thanks for your feedback and everyone else's here; I'm sure that targeted requests like we've seen here and elsewhere in the forums will greatly help Firaxis to determine the most pressing needs for Civ VI going forward.
 
One of my three votes was for "Other" at first, but that really goes to the newly available option: UI Tweaks.
 
First, fix the exploits. Fix the God of the Forge pantheon, fix the Reliquaries belief, fix trade negotiations, get rid of unit selling, make chopping and harvesting scale down with distance. None of this should take too long.

Second, fix the AI. By this I mean, make the AI always protect its Settlers and expand rapidly on high levels. Make it upgrade its units properly. Make the AI be competitive in Science and Culture output into the late game. If that means cranking the AI bonuses up, fine. Just make the game hard again.

Third, fix the diplomacy. There are a LOT of negative modifiers that need to be pared down. Right now, everyone hates everyone 90% of the time. The warmonger penalty is the most conspicuous culprit here, but agenda modifiers and "troops near the border" modifiers need to be softened, too.

Third, do some rebalancing. Buff water tiles and nerf internal trade routes. Make spearmen and swordsmen faster and stronger. Nerf archers and crossbows significantly. Make unique improvements worth building. Make unique districts take up a district slot. Generally speaking, increase all tech costs and lower production costs, especially from the Renaissance Era on. Make district costs and tile purchasing no longer scale with tech. Make city borders grow faster. I also wouldn't mind toning down Eurekas (maybe to 40%, with China getting 50%), but I'm sure that won't happen.

Fourth, I'd like to see the tactical combat AI be more aggressive. Too often enemy units mill around near my cities, afraid to attack. Make the AI take some chances. If their units are going to die, at least have them die trying to accomplish something, rather than just sitting there while my archers bombard them.

The UI is only fifth on my priority list because this is something modders can pretty easily fix. They've already improved it quite a bit. But it would be nice to have a visible unit XP bar. It would also be nice to see which tile my borders were going to grow onto.

Lastly, and only after fixing all the above stuff, some individualized art for policy cards and great people would be nice.
 
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