Civ VI positivity

Note that the 'District' system has been grabbed by the new Humankind game as well, with the addition that by requiring Districts to be for the most part contiguous their resulting cities avoid much of the disjointed appearance of Civ VI.

To be fair to Amplitude they had a district mechanic first in Endless Legend. Now I'm not sure if Firaxis were influenced by that game when making their districts but they do operate very differently.

Humankind's district system seems more like an evolution of the one in Endless Legend.
 
To be fair to Amplitude they had a district mechanic first in Endless Legend. Now I'm not sure if Firaxis were influenced by that game when making their districts but they do operate very differently.

Humankind's district system seems more like an evolution of the one in Endless Legend.

Looked up the dates, and you are exactly right: Endless Legend was released about 2 years before Civilization VI (2014 versus 2016), so the on-map District system is Amplitude's, not Firaxis' in origin.
I find this most interesting, since I think Amplitude's system of interactions between the city and its surrounding map tiles much better than Civ VI's, but Civ VI has by far the more detailed elaboration of the District concept than EL has. Shows what different tracks the same concept can take in different studios and with game concepts . . .
 
The implementation of the district system in civ 6 is a great addition. But like others have already mentioned some parts do not feel right. In a next iteration of Civ it has the potention to become even greater.

Looked up the dates, and you are exactly right: Endless Legend was released about 2 years before Civilization VI (2014 versus 2016), so the on-map District system is Amplitude's, not Firaxis' in origin.
If RTS does count too district system was already implemented in Rise of Legends (2006) designed by Brian Reynolds, who was lead designer of Civ 2.
 
Districting and playing around with the adjacency, loyalty and the ages are great
I also like the emergencies (since Gathering storm). They were underdeveloped in Rise and Fall

also some great fun civs
- Eleanor aggressive loyalty
- Kupe tile porn
- Phoenicia settler spamming
- ...
 
- I also really like that some civilizations have disadvantages (Congo cannot found a faith, Mali has a production penalty, etc.). I think it needs to be progress in civ 7
- I like the ribbon of ages, I like how unique units / districts, natural wonders, other events are reflected on it (it's a pity that there are no unique pictures for the wonders of the world :mad:). Even though the ribbon is monochrome
 
Civ VI has many features which are good ideas with problematic implementations, such as districts and eurekas/inspirations. One thing I thing I don't have mixed feelings about, though, and which I think Civ VI does better than Civ V, is how the civs are designed. I think this is a big reason why I still get excited whenever there is a new First Look video. The civs in Civ VI offer a great deal of variety, both in terms of gameplay and flavour. In Civ V, if you asked me to name a civ which played differently from the rest, I would pretty much come up with Venice, and not really much else. Perhaps I'd give an honorable mention to the Shoshone as well. In Civ VI, however, I would bring up Mali, Maori, Maya, Inca, Gaul, and Kongo, just off the top of my head. Even the more "standard" civs have a good degree of variety about them, though, and this is an area in which I think Civ VI shines.
 
The problem is the game is really entertainiing in short periods but if you play 3 games in a row the game already start to seem repetitive. I mean I love playing Civ 6 but I always end up in a game that's very similar to the game I played before. Even if I just play random leaders the replay value in Civ 6 is just not as appealing as it was for me in Civ IV and V. So it just means I'm very postive about the game if I haven't played in a while but if I played a couple of games recently all the flaws of Civ 6 seems to become clear much faster than it used to.

When I haven't played for a while, I really like the overall game of Civ 6. I think the game is actually quite challenging in early state. Alot of early decisions to make along with city planning of district locations, is it worth going for a religion?, which governor/pantheon should I choose?, Should I build builder, scout, warrior?, what is my options for city states suzerain.

When I recently played a couple of games, the late state of the game is more clear in my memory and that's where all the flaws of Civ 6 starts popping up. AI combat becomes a huge problem and diplomacy is just worhless and the congress votings are so uninteresting.

Loyality (really missed culture pressure in V) and districts are the best implementation of course.
 
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I like districts but I don't like how specialized they are. Am I the only one who would like, prefer Districts to have no restrictions in what buildings you can construct in them, and get a theming bonus once they've been filled?

For me the fave aspects are the viability of going wide, the graphics, the general environment, the 1 wonder per tile rule, the interaction with the map and the good balance between asymetrical civs vs specialist civs. There are things which were better in other civ games, but upwards and onwards.
 
I like districts but I don't like how specialized they are. Am I the only one who would like, prefer Districts to have no restrictions in what buildings you can construct in them, and get a theming bonus once they've been filled?

For me the fave aspects are the viability of going wide, the graphics, the general environment, the 1 wonder per tile rule, the interaction with the map and the good balance between asymetrical civs vs specialist civs. There are things which were better in other civ games, but upwards and onwards.

I actually like that idea. Mostly because I feel that Civ 6 lacks the variety of buildings that Civ 5 had. It causes a tiny chain reaction, such as with Artefacts being left behind because you only have so much room to build them.

Now it's time for Civ 6 to steal back from Humankind xD
 
Well, what brings me back to Civ VI over and over again?
I set goals for each game and Civ VI makes it easy for me to come up with "individual" challenges.
This time I never declare myself. This time I won't chop. This time I wanna have at least 25 trade routes. Wonder Mongering... And on and on it goes. I love that. Playing to the strengths of the civ you're playing or vice versa is so much fun.
I love the music, I love the graphic style. I love the general feeling of the test of time theme from every Civ game.
Since GS the one more turn feeling is back for me, too. It was missing in the beginning and so that had really been a great addition. I like NFP more than I would have thought, although the new game modes need more polish. SS is my most favorite here because it helps create fractions from the beginning...
I'm coming back to the game over and over again besides all the flaws which obviously are there. And that's really a compliment...
 
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