SupremacyKing2
Deity
I recently loaded up a new game of civ4 for the first time in years. So I thought I would write a short post with a few thoughts about civ4 all these years later, compared to civ6 which I am playing regularly now.
Overall, I feel like civ6 has added a lot of good gameplay mechanics from districts and loyalty to governors and better civ unique abilities. civ6 just feels more mature or sophisticated. Districts are a big example of a good mechanic that civ6 added. With civ4, you are just picking another building to boost your science, culture, gold etc. Districts add more strategy by forcing the player to think about where on the map to put that district. You have to consider adjacency bonuses, yields on that tile that you will lose etc... There is more thought put into your city in civ6 than in civ4. And Gathering Storm will add even more good mechanics in civ6 like grievances, environmental effects, etc...
One thing I do like about civ4 is how "fast" things happen. I can spam settlers and get a wide empire going pretty quickly. I am meeting new civs and interacting with them quicker. I can spam units and go to war quicker. I can fight an entire war in civ4 in the same time it takes just to build a few units in civ6. Basically, I am getting to the good stuff of empire building faster. Whereas in civ5 and civ6, it feels like it just takes longer to get to the "good stuff" of empire building. It feels more deliberate and piece meal, slowly getting that extra city, slowly getting a few districts up, slowly meeting another civ, until eventually, you go "wow, I an starting to get a little empire here!".
One more thing. I would be remiss if I did not mention the big difference between civ4 and civ6: 1upt.
There is no doubt that 1upt in civ6, which is better than 1upt in civ5 IMO, adds a lot more tactical and strategic planning to war. You have to carefully plan unit movement and which units should attack which enemy units and when. In civ4, you just need to have a bigger stack and attack. One thing I do like about stacks in civ4, is that it does make it easier to move units. You can stack the units that you need for an invasion and move them together with one click instead of moving each unit individually. Moving a lot of units in civ6 can be a pain in the you-know-what. I also really like that feeling I get in civ4, that I have a large army marching off to war. It feels epic. In civ5/6, it never really feels like I have a large army.
Last but not least, it occurred to me that the real problem is not stacks per se. Having a stack of say 5-6 units would not necessarily be bad. The issue with so-called "stacks of doom" is not the "stacks" part, it's the "doom" part. The problem is that there is no serious game mechanic to discourage the player from ever stop building more military units. So the player has every incentive to just keep spamming units. The economic cost does not work because if the player is duly improving their civ's economy, they should always be able to afford a bigger army. This will create the dreaded "stacks of doom" because players will want to keep building more units ad infinitum. I actually think we could have stacks (just 4-5 units) in a civ game as long as there was a serious mechanic to prevent unit spamming in order to prevent super huge stacks.
Overall, I feel like civ6 has added a lot of good gameplay mechanics from districts and loyalty to governors and better civ unique abilities. civ6 just feels more mature or sophisticated. Districts are a big example of a good mechanic that civ6 added. With civ4, you are just picking another building to boost your science, culture, gold etc. Districts add more strategy by forcing the player to think about where on the map to put that district. You have to consider adjacency bonuses, yields on that tile that you will lose etc... There is more thought put into your city in civ6 than in civ4. And Gathering Storm will add even more good mechanics in civ6 like grievances, environmental effects, etc...
One thing I do like about civ4 is how "fast" things happen. I can spam settlers and get a wide empire going pretty quickly. I am meeting new civs and interacting with them quicker. I can spam units and go to war quicker. I can fight an entire war in civ4 in the same time it takes just to build a few units in civ6. Basically, I am getting to the good stuff of empire building faster. Whereas in civ5 and civ6, it feels like it just takes longer to get to the "good stuff" of empire building. It feels more deliberate and piece meal, slowly getting that extra city, slowly getting a few districts up, slowly meeting another civ, until eventually, you go "wow, I an starting to get a little empire here!".
One more thing. I would be remiss if I did not mention the big difference between civ4 and civ6: 1upt.
There is no doubt that 1upt in civ6, which is better than 1upt in civ5 IMO, adds a lot more tactical and strategic planning to war. You have to carefully plan unit movement and which units should attack which enemy units and when. In civ4, you just need to have a bigger stack and attack. One thing I do like about stacks in civ4, is that it does make it easier to move units. You can stack the units that you need for an invasion and move them together with one click instead of moving each unit individually. Moving a lot of units in civ6 can be a pain in the you-know-what. I also really like that feeling I get in civ4, that I have a large army marching off to war. It feels epic. In civ5/6, it never really feels like I have a large army.
Last but not least, it occurred to me that the real problem is not stacks per se. Having a stack of say 5-6 units would not necessarily be bad. The issue with so-called "stacks of doom" is not the "stacks" part, it's the "doom" part. The problem is that there is no serious game mechanic to discourage the player from ever stop building more military units. So the player has every incentive to just keep spamming units. The economic cost does not work because if the player is duly improving their civ's economy, they should always be able to afford a bigger army. This will create the dreaded "stacks of doom" because players will want to keep building more units ad infinitum. I actually think we could have stacks (just 4-5 units) in a civ game as long as there was a serious mechanic to prevent unit spamming in order to prevent super huge stacks.