Civ 5 and 6 consistently suffer from weak AI, or perhaps it is simply too easy to defeat them in detail.
I believe the issue is to do with 1 unit per tile. My second Civ 5 game I won on deity; and my third Civ 6 game was also victory. In general the AI simply can not overcome the limits of not being able to throw massive numbers at the human. I saw a good mod for civ 4 that used logistics per tile. It very effectively limited the unit stacking without crippling game play. Just take the time to properly teach the AI to use it right.
Amenities is overly complex and half hidden behind text and tab walls. Simplify the numbers and make it have a clearer. Remember how clear and straight forward civ 3 happiness was? Even if we do not go for that level of simplicity, it should definitely be that simple to see what is happening with a mouse over.
Districts should be destroy able. My 3 thousand year old city should be capable of change. Industrial centres move and neighbourhoods are abandoned. District should absolutely be replaceable, although perhaps at some cost.
The environment and weather systems are fantastic additions to the game. The global flooding is horrible. IRL the earth's ice caps are not melting despite 40 years of "everything will melt and we will flood in 10 years." We are still here.
However, I do feel that Civ 7 could go further into environment effects. Some cities/nations around the world suffer from stupid decisions they made. Disease and pollution of surrounding tiles should be back. Introduce water limits. Metropolises consume vast amounts of water.
Over clearing forests could create dust bowl or desertification. Some cities in the world are sinking under their own weight having been built on marsh. Others are suffering from having drained the natural aquifers dry. Some are sinking into the sea because their ground water has been pumped out. Some are choking on their own smog.
There are a lot of options in this area. Plus some of these, especially around the forests and desertification do no only apply to late game. Want to chop EVERTHING for an early rush? Yea, 20 turns later the desert has started eating your farm land.
But all environment effects should come with tools to mitigate them at least to some extents. Mankind's history of building has been a steady Conquest of nature. Floods have dams, desertification can be reversed, and rivers can be cleaned etc.
1. Logistics per tile, NOT 1 unit per tile.
2. Clear the fog of amenities
3. Districts replaceable/destroyable/relocatable.
4. Remove global flooding; BUT greatly expand on environment effects. Especially human impact on our local environment through time.
4.1 Water as a limited resource.
Soil, water and other resource depletion, if done in a way that isn’t Paradox Games obtuse and annoying should be in the game
This has happened many, MANY times over the course of human history. Easter Island, Chaco Canyon, the Mayans etc. Even within living memory; I’m old enough to remember Lake Erie being on fire. Iraq used to be The Fertile Crescent (thanks Mongols). The Caspian sea is now a polluted marsh etc
I’m not sure about whether humans ruined the Sahara, but it wouldn’t surprise me
These things should be in the game; if nothing else it would help balance Chops, which has always been a problematic mechanic
Even Civ3’s Random Pollution was better than what we have now.
I would rather ask if anyone actually enjoys war with 1upt? I avoid war because I hate moving all the units. Stacks of doom might be simple, but it was faster and helped a great deal to combat endgame fatigue.
Having to solve a sliding tile puzzle to move your units is agonizing tedium, and AI is hopeless at it
I’ve tried stacking mods and it immediatly makes the AI far more dangerous (more so in V than VI).
1 UPT also makes ranged units broken.
The worst part about this, is that this is a *solved design problem*
Consim board games of the SPI heyday iterated rapidly to three units per hex as the sweet spot of flexibility, utility and management. Three units can easily be depicted graphically without needing any seperate “stacking” interfaces, same thing with selecting and moving units. It allows you to create different flavours of armies without any other mechanics.
I’ve tried 3UPT for both V and VI and it works really well, even given that neither game was designed for it
I also agree bonuses and decisions should be more permanent and mutually exclusive: If I choose communism I should not be able to choose liberalism. You should be able to change your government but have to face some repercussions such as revolts, non-electability of certain civics and so on.
I definitly enjoyed the civics in V and IV a lot more for this very reason