Well, civilization series is famed for simulating progression, history of the human species from the dawn of time into the modern age. How do you see that without a technological progression by medium of a tech tree? Just curious.
I’ve been playing 5-6 back and forth too, so let me chip in.
1. The psychedelic colour trip of civ 6 needs to be dialled back. Maybe I’m an outlier, do tell me if that’s the case, but I never got used to extreme colours and their combinations. At later stages of the game I have trouble focusing on what’s going on, everything drowns in the soup of vividness. I get it that lightweight, low detail, primitive graphics enables Firaxis to access weak-power devices, like phones and tablets, but I’m sure there is a way to keep That while achieving more harmonious, easier on the eye colour combinations. Polytopia would be a good reference game, as it also follows primitive graphic, gameplay design, but presents itself much better visually.
2. The culture tree is an interesting idea in that it simulates progression towards more advanced government types by accumulating enough policies of a certain kind. I appreciate realistic feel of it. And yet I miss more nuanced specialisation that civ 5 provides, where whole branches can be avoided altogether if they don’t serve strategic goals. I am sure middle ground is there to be found by civ 7 creators. Civ 5 doesn’t force us to unlock ALL policies, but rather offers us to cherry pick permanent traits to make up unique cultural flavour. Picking policy cards can be engaging, but somehow it feels a more fragmented, gamey… simplistic experience, when certain traits can be stopped and swapped on a whim without serious repercussions for various elements of the state.
3. Unit movement is more challenging, I can appreciate that. And yet there exist glaring design issues, where user has to make an extra input to communicate to the unit that the turn is over. The testament to that failed design is a scout, who made it’s turn, has moves left, can’t move, but still asks you to move, even though there’s obviously no way to make a move, so you have to press ‘skip turn’. Two inputs, where 1 would be ample. Civ 5 is more streamlined design, as it requires less user input, when moving units and armies.
4. UI in civ 6 is so legacy it makes me ache at times. Constant full screen foreign leader interruptions, who come every other turn to make threats, demands and such. I think it would be more streamlined to make leaders pop up in the corner of the screen without interrupting appraisal of the map situation by the user. In other areas, far to many clicks & browsing menus are needed in order to perform simple things. In short, UI system doesn’t respect player's time in various areas. Minimap isn’t very clear, which gets exacerbated by insane colour combinations I spoke of in the first paragraph. Civ 5’s UI was also cluttered, but civ 6 is on a whole new level of tedious. UI is an area, which begs innovation.
5. I do enjoy the tree of unit rank progression. (Also, why does everything needs to hang on a tree in civ 6?) Anyway, less is more and the devs should re-apply the same civ 6 school of thought when designing unit military/civilian progression system for civ 7. Since the unit movement system is much more challenging, specifically for a player new to civ, I feel one of the first unit promotions must be the one granting movement bonuses. On hills, flat lands, near rivers, you name it.