Civ5 vs Civ6 - what each of those games did better?

I feel like spying was cleaner in civ5- managing the spy network was less clicks.
As was trade route management, but only because we capped at 8 routes.
But civ5’s infinite wealth/research projects also meant a lot less clicks required to deal with late game empires.
The fact that I always have to DO SOMETHING every couple turns with every city is extremely obnoxious. I love building empires but not managing mature ones. It’s so many clicks that don’t have to happen.
 
CIV V Map Scripts -- IMHO the maps for 5 are so much better (generated) than the maps for 6. There are also more overall choices (I think).
CIV VI Music -- I'm of the minority that feels the score from 6 is better than 5.
CIV V Golden Ages -- Simplistic yes, but I really do not like the golden age system introduced with R&F.

bonus

CIV IV Leader Traits -- Sorry, I much prefer the raw number bonuses over the idea since Civ V that every Leader/Civilization must be a unique snowflake.
 
But civ5’s infinite wealth/research projects also meant a lot less clicks required to deal with late game empires.
The fact that I always have to DO SOMETHING every couple turns with every city is extremely obnoxious. I love building empires but not managing mature ones. It’s so many clicks that don’t have to happen.

Infinite projects should be brought back...but part of the game is managing cities.
 
I feel like spying was cleaner in civ5- managing the spy network was less clicks.
As was trade route management, but only because we capped at 8 routes.
But civ5’s infinite wealth/research projects also meant a lot less clicks required to deal with late game empires.
The fact that I always have to DO SOMETHING every couple turns with every city is extremely obnoxious. I love building empires but not managing mature ones. It’s so many clicks that don’t have to happen.

This. When the end game arrives and you have 5-6 cities that don't do anything directly for your victory condition there really needs to be the ability to repeat projects while you have nothing else to build.

The other thing that I think V does better is what happens when you take over a city. Puppet cities prevented a lot of mindless busywork in domination games and I really don't like how razing is instant in VI compared to the gradual razing in V.
 
Much has been written already. Yes, I prefer many aspects of Civ V, such as the World Congress, Social Policies, Ideologies, Cooperative Projects, Wonders, religion, diplomacy, specialists, espionage, and so on. I prefer some aspects of Civ 6 to Civ 5, such as Districts, Great People, and a big one - civ design and variety.

However, I want to point to a small thing, which I seem to be the only one who cares about:
Roads being built by traders. I really wish I got to make roads myself like in every other civ game. The traders don't necessarily go where I want, and I dislike having to move traders to less beneficial routes in the hope they will create the roads I need. Late in the game, I unlock railroads, and get to place those myself. However, at this point I usually don't care anymore, and it becomes just another feature I don't use.
 
I really wish I got to make roads myself like in every other civ game. The traders don't necessarily go where I want, and I dislike having to move traders to less beneficial routes in the hope they will create the roads I need. Late in the game, I unlock railroads, and get to place those myself. However, at this point I usually don't care anymore, and it becomes just another feature I don't use.

I prefer them appearing more naturally myself, based on where people outside of your control move. Having said that, from the moment you build Armouries in the medieval era, you can mitigate that with Engineers, long before railroads come along.
 
Fair enough, it's just a little bit of managment which I enjoy: figuring out the best way to connect your cities and move things between cities. There's an element of investment vs reward, cost efficiency versus flexibility, and it just feels satisfying to me. With Traders making roads, apart from the annoyance of having to move them away from the more productive routes if I want a specific road connection, I often find that there are situations where I simply can't make the roads I want, because my traders will insist on going by sea, and so I will have neighbouring cities with no roads between them. Compared to Civ 6's approach, I actually would have preferred a completely automatic system akin to Fallen Enchantress and Endless Legend, where roads are just created between every city once the required tech is discovered. But my first choice is definitely manual placement.

This is embarassing, but I actually wasn't aware Military Engineers could make roads, was it always so? I usually play peacefully, so Encampments and their buildings are a low priority.
 
I agree with most of your post fossar; but not this bit. All your yields in 5 were similar; and you could put the same improvements on almost everything; which just flattened it all out further. City yields in 6 vary far more (even before GS); along with how much rivers can be a good boundary and give more housing; and that makes placement much more meaningful.

While its true the quantity of yields was less variable in 5, there's a lot more to settling than that as I'm sure you're aware. Luxuries were infinitely more important and ensuring you had them on time was crucial (yes, happiness wasn't ideal but amenities can basically be ignored as a mechanic if you want and trading from the AI for them is so much easier in 6 to top it off). More important still was having a good balance of yields: a flat grassland city was just as useless as a city with only 2 flat tiles to grow from. My point on relative importance of food from my earlier page 2 post explains this further. I do like the rigid dynamic of prioritising fresh water but its not like this is totally new. Rivers especially were super important as the water mill, garden, and later hydroplant are all incredibly powerful buildings in their own right and I always settle with that in mind. I'll say though that a lot of this kind of stuff can depend on how we play individually; the things I've come to think are top priority to win might be different from others so I'm less trying to pursuade you I'm right than explaining why that's the case for me.
Having said all that, I was surprised when a new Era was added after the Information era. There was some speculation at the time that we might get an era in between the Renaissance and the Industrial; and I would have welcomed that, instead of the future era we got.

Some kind of Enlightenment Era would be an awesome addition! I could really see that fitting and having it's own vibe. Lots of changing up of religion and science, less emphasis on military, and extending the Renaissance exploration themes which are always fun.
I love Cultural Victory-playstyles, but apart from the relics of Civ 6 (and Natural Parks/Rock Bands), Civ 5 on the whole was just a lot better.
Why on earth did they for example take away the wide variety of theming possibilities?
The only things you can theme now are the museums, which rules out theming Great Works of Writing and Music, as well as theming wonders (some as early as Classic Era, like Great Library which could theme Great Works of Writing).
And the museums that you can theme (which only applies to art types and artifacts), all of them follow the same logic of "different civs, same era".
BORING!

Also, I don't see why Great Works of Music are even in Civ 6, since they are so garbage by themselves.
You hardly get access to them before the Industrial Era (unless playing as Russia), and even if you do, you have practically nowhere to store them until Broadcast Centers (apart from the odd garbage-tier wonders).
To top it off, the tourism bonus that GWoMs provide is laughable.

Firaxis, please expand theming and Great Works of Music to be more like Civ 5.
I really miss spending a lot of time to shuffle my great works around and trading for missing pieces in my collection.
I agree GWoM should give more tourism. On standard speed the first GMus costs 240 points, the first GWriter 60, 4x more; GWoM have 4 Tourism, GWoW have 3, 1.33x more. Seems unfairly small. I will say I'm cool with them not coming until later in the game though. That was the case with 5 and lets be honest it makes sense to stagger the great people arriving so you don't have to deal with everything at once.

Aside from that specific point though you've got lots of concerns about cultural great people more generally. While you're right the only buildings you can theme are the museums, about half your great works are probably in museums anyway so it's not an insignificant amount. I pretty happy the process for getting museums themed is different and its not all been made easier. Remembering all the different theming requirements for each wonder (which weren't in the Civilopedia to look up before you built the wonder) so I know whether I want to build it or not was awful, seriously. Artifacts work nearly exactly the same in terms of theming as in 5 and for artists rather than having civ and era requirements they have Artist and Type requirements. I can't see how the Civ 6 theming system is any less complex for Art and Artifacts.

While having theming mechanics for writing might sound like a good idea, I think most people would quickly get bored having to try and theme 20+ separate buildings in a game, especially in the early game when writers are around and there are lots of much more important things to think about. Possibly I'm in a minority about that I don't know, however with all the other micro-managing parts of tourism (tourism tile improvements, Nat Parks and Rock Bands, managing trade routes and open borders, policy cards, the whole relic mini-game) there's more than enough to think about and optimise.
However, I want to point to a small thing, which I seem to be the only one who cares about:
Roads being built by traders. I really wish I got to make roads myself like in every other civ game. The traders don't necessarily go where I want, and I dislike having to move traders to less beneficial routes in the hope they will create the roads I need. Late in the game, I unlock railroads, and get to place those myself. However, at this point I usually don't care anymore, and it becomes just another feature I don't use.

There's a few of us that have expressed opinions on this but there are a lot of posts to read on this thread! I find trader dominated roads as annoying as anyone else but I can see why they cut builing your own roads: half the reason camel archers and other move and shoot units were so powerful was because you could road 5x5 sections of the map and cycle 10+ camels per turn firing on a city which is stupid. Reducing the number of units that can attack and move as they've done does help but not all the way.

I don't think roads should be reverted to Civ5 style but having the way traders work its very difficult to connect your empire and that's not great either. I'm a huge fan of Rome's road ability, perhaps a once-per-city project to build an overland road to the capital scaling in cost with the number of tiles (and possibly terrain) would be a good solution? The project could be pretty expensive so its not like you'd want to do it in every city and traders could still do the job. Further roads between satellite cities would still have to be done by traders.

Finally, while @nzcamel is right that Military Engineers can build roads before Steam Power, it would be ridiculous to suggest that its sensible to road your empire with them since they're silly expensive and it costs 1 out of their 2 charges at that point in the game (according to the wiki). After that railroads are a huge drain on pretty vital coal strategics so it's unlikely to be worth connecting more than 1 city for era score if that. In other words, its not suprising you didn't realise they were a feature cos they're bad and have highly situational use cases and so rarely used or discussed.
 
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Fair enough, it's just a little bit of managment which I enjoy: figuring out the best way to connect your cities and move things between cities. There's an element of investment vs reward, cost efficiency versus flexibility, and it just feels satisfying to me. With Traders making roads, apart from the annoyance of having to move them away from the more productive routes if I want a specific road connection, I often find that there are situations where I simply can't make the roads I want, because my traders will insist on going by sea, and so I will have neighbouring cities with no roads between them. Compared to Civ 6's approach, I actually would have preferred a completely automatic system akin to Fallen Enchantress and Endless Legend, where roads are just created between every city once the required tech is discovered. But my first choice is definitely manual placement.

This is embarassing, but I actually wasn't aware Military Engineers could make roads, was it always so? I usually play peacefully, so Encampments and their buildings are a low priority.

I completely understand how you feel; and I too have those moments where I want a trader to go across land to create a road...and it just won't! However... if you use an engineer (which yes, have built roads since they were introduced) to build the first couple; often a trader will suddenly decide that route is more viable, when it wouldn't previously.

While its true the quantity of yields was less variable in 5, there's a lot more to settling than that as I'm sure you're aware. Luxuries were infinitely more important and ensuring you had them on time was crucial (yes, happiness wasn't ideal but amenities can basically be ignored as a mechanic if you want and trading from the AI for them is so much easier in 6 to top it off). More important still was having a good balance of yields: a flat grassland city was just as useless as a city with only 2 flat tiles to grow from. My point on relative importance of food from my earlier page 2 post explains this further. I do like the rigid dynamic of prioritising fresh water but its not like this is totally new. Rivers especially were super important as the water mill, garden, and later hydroplant are all incredibly powerful buildings in their own right and I always settle with that in mind. I'll say though that a lot of this kind of stuff can depend on how we play individually; the things I've come to think are top priority to win might be different from others so I'm less trying to pursuade you I'm right than explaining why that's the case for me.

Lux's were more important in 5; but I don't think that pushes city placement ahead of 6. It's about the only thing that mattered with city placement in 5; which meant your whole city placement strategy was built around that (and strats as they came to be revealed) and you had no trade off choices to make. In 6 there are more variables to consider.

Finally, while @nzcamel is right that Military Engineers can build roads before Steam Power, it would be ridiculous to suggest that its sensible to road your empire with them since they're silly expensive and it costs 1 out of their 2 charges at that point in the game (according to the wiki). After that railroads are a huge drain on pretty vital coal strategics so it's unlikely to be worth connecting more than 1 city for era score if that. In other words, its not suprising you didn't realise they were a feature cos they're bad and have highly situational use cases and so rarely used or discussed.

See what I said above :p
 
I completely understand how you feel; and I too have those moments where I want a trader to go across land to create a road...and it just won't! However... if you use an engineer (which yes, have built roads since they were introduced) to build the first couple; often a trader will suddenly decide that route is more viable, when it wouldn't previously.

Lux's were more important in 5; but I don't think that pushes city placement ahead of 6. It's about the only thing that mattered with city placement in 5; which meant your whole city placement strategy was built around that (and strats as they came to be revealed) and you had no trade off choices to make. In 6 there are more variables to consider.

Fair point that there are more efficient ways of using Engineers than spamming them. Regardless, I don't see any peaceful situation in which that's worth it for 170 production (maybe you get two different roads from it but you can't build half an engineer) and if I'm going military I'd rather have a Knight and forget mirco-managing a road.

As I've explained luxes aren't the only reason I enjoy settling more in 5 and I have to strongly disagree that its the only thing that mattered in 5. Yes, the rule of 1 lux per city was a thing but you still had 19 tiles to choose from if you wanted it within the second ring which you have to admit leaves a fair few options, and that's on the basis you can't afford to wait for the lux and have no double lux cities to give you more freedom. The extra district placement minigame is definitely an important and interesting part of 6. However, the greater emphasis on city density means that your viable settle spots are restricted (I would argue as much as if not more so than luxes restrict you in 5) along with the reduced value of each individual city in your empire becuase wide is better means the decisions around each variable is less important to your overall success.

But hey, settling cities in both games is fun don't get me wrong. I probably have around 1k hours of 5 but only in the region of 50hrs of 6 so maybe I haven't quite figured out all the nuance yet. I think my issue is closer related to the notes on Gravitas, the settling game in 6 is likely just as complex as 5, but it feels less important to me.
 
BNW better at: diplomacy/relations, how cultural and diplomatic victories should work, making warmongering not OP, world congress, city states mechanics, more balanced tile yields, overall better mechanics since VI has some terrible stuff which should not be there (war weariness, housing, casus belli--not that these are ever useful anyway since a surprise war itself tends to profit the aggressor almost every time).

Civ VI (GS) better at: district adjacencies, religion/faith generation, great people variety, interesting tile improvements, "AOE" effects such as Coliseum, Jebel, powerplants or national parks which make layout planning interesting.
 
So, Civ VI I do prefer (especially after expansions fleshed it out a bunch). Civ VI does do a lot better than Civ V:
- Districts are great
- The spy system is meaningful compared to Civ V. Yes I have my gripes with it, but spies in V were next to useless, you parked them in an opposing city and hoped it had enough intrigue to steal a technology in a useful time, or you parked them in a city state for influence. Otherwise, they did nothing and did not improve the game.
-I like the flexibility of governments over the static and often meta-controlling Social Policy choices in V, but I do miss feeling like my culture was developing with regard to V, so V has a leg up there.
-Global Happiness was the worst mechanic in V and I was so happy they scrapped it in favor of amenities.
-The Civ designs were outright terrible for the most part in V. Whereas in VI I feel like I can find a niche and use for each Civ and enjoy playing each of them to some degree, there were a slew in V that I just refused to use. America? Lol +1 sight and 50% tile purchase discount! India's was hands down the most god-awful as well. And don't get me started on not letting every civ have a unique infrastructure - hands down one of the most impactful things in a Civ is their building/district/improvement (well...mostly. looking at you, Tlatchli!) because you KEEP it, whereas you upgrade military units after a certain time.
-Honestly...I prefer the music in VI. The licensed music being recycled for every era (or just shaking instruments for the American natives) never felt immersive and I frequently turned off the music entirely and played my own choices. The Civ VI music is lush and creative.
-Multiplayer in VI is infinitely more stable than V - V was abysmal.
-The art style has it's charms with the exaggerated animations so battles feel less bland in how they are animated. Also, small sidenote of appreciation for the artists adding little soldiers with the Mech Infantry unit - always annoyed me that the only part of the mechanized INFANTRY displayed in the past was the "mechanized" part.
-Trade routes aren't abysmally tied to a few technology points and incredibly limited - it makes gold more useful and available.
-We are getting more underseen civs/regions represented and putting the end to blobbing more than V. V did a pretty good job starting it, but VI took it to the next level.
-I prefer the resource stockpile introduced in GS (even though most of the time it seems limitless) to the artificial hard limits of V's resource mechanic.
-no more wonder hoarding.
-Corps and armies and support units really helped the one-stack limit feel less clunky in VI than it did in V.
-Vanilla launch was vastly superior.
-City states are better, and less annoying to deal with and keep track of with envoys instead of that weird influence bar.

But V has it's own points of greatness:
-AI is more challenging (by the end of the cycle), I agree. The plus side to VI being a bit easier is that I was able to get more friends into learning so we can have weekly MP Sessions.
-Ideologies exist. Now...I have my gripes with ideology in V because usually whoever got to it first would dominate and the rest of the world's happiness would suffer accordingly because of the stupid public order mechanic that just wasn't very transparent in how it worked. But tourism and happiness did feel more meaningful with ideologies attached. Also...the fact that the AI would usually pick Order (or at least it always felt that way) and that Order was almost always the best to use. It was very one-sided unless you had a very small empire and insane culture for freedom, or you were halfway to conquering the world and picked Autocracy.
-Unit choice is far greater. I appreciate the nuance of the unit gap system in VI (and the upgrades can be less nonsensical than V, like how Pike>Lancer>Antitank Gun lmao), but the fact of the matter is that there were units for everything. Almost too many (I'm sorry, we didn't NEED composite bowmen), but the granularity was beautiful. Also, of the fantasy units added to the game, I loved the XCOM unit and would be happy to see it return. And the unit balance is a bit better.
-Archaeology and tourism are vastly more meaningful.
-Specialists are incredibly meaningful and you can actually play Tall. I don't like how V forces you tall as much as it does and VI forces you wide as much as it does (though they both made some strides in minimizing that railroading a little bit), but I honestly am less of a warmonger and expansionist so V really let me have that builder itch and just enjoy the tallness.
-Religion is less clunky and a chore. I don't think there needed to be a religious victory in VI.
-Again, I liked the aspect of social policies that your culture felt like it was progressing and evolving. I disliked the railoading/meta and inflexibility, but I appreciate the social policy system of V more than I don't.
-Xpack launches were a bit better.
-World Congress came at the appropriate time and felt more impactful. I dislike that you could dominate it with gold (seriously, just play Venice and you've basically already won the DV), but it felt more impactful (ramkhameng repeatedly declaring gems sinful aside).

There's a lot more I could think of, but I think this is plenty of writing for now. In short, I prefer VI and really haven't gone back to V much, but there's some stuff from V that they should REALLY consider looking back at.
 
Civ VI > Civ V
Districts/City Planning
It's hard to even imagine going back to cities and tile improvements being the only infrastructure on the map. District and wonder placement add an almost entirely new layer of gameplay, but do so in a way that compliments, rather from distracting from the mechanics that existed in previous editions.
Unique City States and Great People I think these are seriously underemphasized improvements that make their respective systems far more interesting and add a lot of game to game variety.
Climate Change A great addition to the endgame, both thematically and mechanically.


Civ V > Civ VI
Ideologies and Tourism
In CIv V, tourism was a major lategame mechanic, providing a nonmilitary theatre of conflict between competing ideologies (and thus giving players a mechanical reason to care about other civs ideologies. A civ focused on cultur would see benefits while progressing towards that victory, and a civ focused elsewhere would still benefit benefit from tourism as a means of protection. Removing all of these impacts makes the late game less engaging and makes tourism feel like an unnecessarily complicated score system, rather than a meaningful game mechanic.
World Congress/Diplomatic Victory Civ VI's world congress votes are simply a mess with too many options relative to the number of voters and an A/B system linking options in a way that's unlikely to reflect any civ's actual preferences. Having a couple diplomatically powerful civs choose resolutions for everyone to vote on made far more sense. The idea of building towards diplomatic victory through city state support and resolutions like world religion/ideology was also a compelling one, or would have been if throwing money at city states didn't trivialize every other consideration.

Religious Combat/Religious Victory These mechanics simply don't work without being propped up by the AI's incompetence. WIthout massive reworks, the game would be better off ignoring these and returning to religious spread being solely a means to other ends.
Strategic View Perhaps a minor point, but strategic view in Civ V was much easier to use, with different shapes, textures, locations and color palates corresponding to each of the different things that might be found on a specific tile. Civ VI's strategic view seems to be trying much harder to replicate the standard graphics in two dimensions, which results in some nice art, but ultimately makes things noisier, less organized and harder to interpret.

Civ VI ? Civ V
Civ Abilities
In CIv V, civs had a smaller number of unique features. Often, this gave us relatively clean designs, where a Civ had one game changing ability tto play around. In Civ VI, civs tend to have a lot more going on. Sometimes, this leads to really interesting civs, but at other times it leads to civs being pulled in a lot of different directions with no clear identity. It also means there's really no such thing as a simple civ. I think the game would be better off if the developers tried to balance civs in terms of overall power but didn't fixate on giving them all the same numbers and types of unique features. This way, you could have uniquely complex civs, like the the Maori, existing alongside simple yet effective ones.
Civics I really like having a civics tree alongside the tech tree, but I do miss the idea of making distinctive, long term strategy choices by investing in policy trees. The policy card system can be interesting at times, but does have a ratio of micromanagement to interesting strategic choices that's a bit higher than I like. And both games' policy systems have some definite balance issues that detract from their potential and from the game as a whole.
Happiness This is a system that doesn't differ nearly as much between the two games as one might think, since luxury distribution does a lot to smooth out amenity levels in Civ VI. The main difference is in actual balance parameters, which I think are much better handled in V, where penalties for unhappiness had some serious teeth, and extra cities game at a happiness cost, rather than being more efficient, as they are in VI. I do appreciate that VI's system makes excess amenities in a particular city useful, though, and its presentation avoids the complaints Civ V got because the mechanics didn't match peoples expectations of happiness.


Regarding eras and pacing, I agree that things are too heavily weighted towards modern history. I'd prefer for the industrial revolution to be the beginning of the late game, not the game's middle era. Lower turn counts in later eras might push the industrial era later relatively later, but actual playtime has the opposite effect, since you're managing so many more cities and units in the late game than the early game.
 
Civics I really like having a civics tree alongside the tech tree, but I do miss the idea of making distinctive, long term strategy choices by investing in policy trees. The policy card system can be interesting at times, but does have a ratio of micromanagement to interesting strategic choices that's a bit higher than I like. And both games' policy systems have some definite balance issues that detract from their potential and from the game as a whole.

I totally agree with your feelings here. I like the existence of the civic tree, but I don't like it's shape.

It's too bad that most players will unlock most civic along their culture progression. A civic tree should not be like tech tree - same width, only a few leaves. It should be wider, with a lot of subtrees and leaf nodes.

Each era should present the player a plethora of civics to choose to develop, and it should be too slow for someone to try to get them all. By a plethora I mean each era should have like 8 civics to "enter" and if you get enough (3-4) you can proceed to next level. And some civics unlock some subtrees that you can invest more in.

As I said in the other thread, in current games I can do Communism - Theocracy - Democracy easily, without any pain. I know I eventually want Democracy, but Communism have some science boost and its inspiration is easy. Before switching to Democracy I want to do some faith purchase so I switch to Theocracy shortly, then finally Democracy. By making this too easy it feels cheesy. If one has to invest a few thousand culture in one Tier 3 government to fully unlock its power, then it will be a lot more serious for people to switch government like that.
 
I think the Civic Tree in Civ VI and Social Policies in Civ V are pretty much completely different things. The former is a type of research tree which plays into the Government system, while the latter is a permanent bonus tree. Civ V doesn't really have a government system, and Civ VI doesn't really have a bonus tree (unless you count the Secret Society promotions). I think both are pretty good, but both have been done better in other games. My favorite Government system is that of Alpha Centauri, and Civ IV did something similar. As for bonus trees, I actually think Beyond Earth had a pretty good one in its Virtues.
 
Happiness This is a system that doesn't differ nearly as much between the two games as one might think, since luxury distribution does a lot to smooth out amenity levels in Civ VI. The main difference is in actual balance parameters, which I think are much better handled in V, where penalties for unhappiness had some serious teeth, and extra cities game at a happiness cost, rather than being more efficient, as they are in VI. I do appreciate that VI's system makes excess amenities in a particular city useful, though, and its presentation avoids the complaints Civ V got because the mechanics didn't match peoples expectations of happiness.

I agree that lack of happiness in VI isn't punishing enough; but V's was the worse system as it made little sense.
 
Very short answer: Civ V did nearly all aspects of actual gameplay better, not to mention the UI; Civ VI does most of the flavour (other than the persistent lack of AI personalities and the dreadful leader screen style) better.

Civ V has superior economy, AI, strategic decision-making, interaction with other civs, and more tightly and sensibly linked game resources and mechanics (no 'tourism is just a victory counter' or 'having faith and pantheons has nothing to do with whether you're likely to get a religion'). Systems that Civ VI has imported wholesale that don't really add anything to Civ VI gameplay in many cases (much of the religion system, Great Works and archaeology) obviously made more sense in their original context. Civ V was criticised at release - and not infrequently thereafter - for being just a bucket-filling exercise. While this is a bit of an odd complaint against a Civ game, since that's always been the basic game structure, that's only got more true with Civ VI - more and more buckets, many of which are there just to be filled rather than because they contribute meaningfully to gameplay (tourism, diplomatic favour and - unless going for a religious strategy - faith all being prime offenders). The only real gameplay advantages Civ Vi offers are the separate culture and science trees, and the individually distinct Great People (although I prefer Civ V's system for actually generating Great People).

For its part, while the lack of AI personalities makes many games of Civ VI flavourless and play out very similarly, the game scores significantly over Civ V in 'world flavour'. Civ V treated its world as a large board to play a big computer board game - this harkened back to the original Civ gameplay of the pre-Civ III entries, and as an old-schooler I loved it. But at the same time Civ VI has named geographical features (a touch I love), a greater diversity of music (I prefer the era progression in general to war vs. peace themes, but more than that the greater diversity of civs is great musically and has increased my tolerance for civs like Australia and Scotland that I never wanted in the game but whose music I like), and generally better map scripts (despite teething problems earlier in the game's history). The district system isn't very significant gamewise, since for the most part adjacency bonuses work much like having cities on comparable tiles in Civ V, but it's a big flavour boost - to the extent that I've struggled to go back to Civ V with its packed districts and Wonders just as I struggled to go back to Civ IV with its stacked armies; each was a better game than its successor but feels dated by comparison. It also has potential for better execution in future, as many of the new districts are more interesting designs than "stack three tiers of the same production building here". I like the era score system, even though loyalty didn't fulfil its early promise of being a particularly relevant constraint on expansion and consequently Dark Ages haven't mattered very much. Similarly, the civic system owes its appeal more to flavour than strategic usefulness - mainly suffering from Civ VI's endless succession of minor decisions that have little significance, and with a host of options that are barely ever useful - but I do prefer it to Civ V's social policies, even though the latter is so objectively superior as a gameplay framework that it's been cloned in many modern 4x games (even Civ VI re-added it as governors). That may however be because Civ V's actual implementation of the system left something to be desired. Also, while I don't like the style of the leader screens - and the voice acting isn't as good as in Civ V in my recollection - I do quite like the expressiveness the style allows some of the leaders, especially John Curtin.

Ultimately, Civ VI wants to be a sandbox, with the difficulty lowered to match and a philosophy that the decisions on offer are there to give the player freedom to do what they want rather than as a puzzle to find the best route through the game. Also ultimately, the Civ game structure is very poorly-suited to being a sandbox: it doesn't really feel much different if you have civic X rather than civic Y., and everything in the game is designed to revolve around winning. For a sandbox you also need meaningful interaction with AI opponents, and Civ VI is perhaps uniquely lacking in this regard across the entire franchise - there is very rarely any incentive even to trade with an AI unless you're min-maxing gold production (which goes against the spirit of sandboxes), you can pacify them indefinitely with easily-obtained friendship and - a limitation of the series as a whole - there isn't much to do with them other than fight them.
 
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CIV5 > CIV6: GRAVITAS
Forget about art style, there is something deep under the skin of civ5 which makes it more serious, somber and majestic, which is a plus for me - we are building a civilization to stand the test of time, after all.

This point I agree with strongly. On this point, a few seemingly minor aspects that really resonated with me personally:

1. Getting full backgrounds of landscapes and thrones for leaders. I think the new art style and half-screens are unique and wonderful but I can't help but feel the immersion better with full backgrounds

2. Fog of war as smoke. Again, the Civ 6 map is arguably way cooler and evokes that love for old maps that myself and many others here have. But something feels more realistic and immersive about fog for me.
 
This point I agree with strongly. On this point, a few seemingly minor aspects that really resonated with me personally:

1. Getting full backgrounds of landscapes and thrones for leaders. I think the new art style and half-screens are unique and wonderful but I can't help but feel the immersion better with full backgrounds

2. Fog of war as smoke. Again, the Civ 6 map is arguably way cooler and evokes that love for old maps that myself and many others here have. But something feels more realistic and immersive about fog for me.

I think V's art deco art style and orchestral music is largely what gave the game its gravitas. Both are intrinsically linked with monumentality.
 
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