kaspergm
Deity
- Joined
- Aug 19, 2012
- Messages
- 5,735
First off, a disclaimer: The point of this thread is not to bash on Civ6 in general, I think it’s a great game with many good elements. However, I also think it has some major flaws, and that if we don’t discuss these, we and the developers can’t learn from them and make Civ7 even better.
The first flaw I’d like to address is the way cities can defend themselves in Civ6 (and also could in Civ5, I could add) without any actual military presence. With walls present, this defense also doubles as an offense, which only makes the problem worse.
So why do I think this is a problem? Well, it’s well known that you can go through an entire game of Civ6 and manage even a large empire with only a handful of military units. Even in a conquest game, you can conquer entire civilizations with only a small offensive force, while you leave your entire empire empty of military units. This is both unrealistic and very bad for game balance, and it favors builder civs (who focus on technology and/or culture) over militaristic civs.
Here I’ll try to list some specific points that I find problematic, how they interfere with other aspects of the game, and how they possibly could be improved.
The first flaw I’d like to address is the way cities can defend themselves in Civ6 (and also could in Civ5, I could add) without any actual military presence. With walls present, this defense also doubles as an offense, which only makes the problem worse.
So why do I think this is a problem? Well, it’s well known that you can go through an entire game of Civ6 and manage even a large empire with only a handful of military units. Even in a conquest game, you can conquer entire civilizations with only a small offensive force, while you leave your entire empire empty of military units. This is both unrealistic and very bad for game balance, and it favors builder civs (who focus on technology and/or culture) over militaristic civs.
Here I’ll try to list some specific points that I find problematic, how they interfere with other aspects of the game, and how they possibly could be improved.
- The city ranged attack (in Civ6 it requires walls, which is at least a small step in the right direction) is one of my pet peeves. This feature, probably more than any other, renders defensive armies all but obsolete. The fact that cities can generally take out contemporary units (particularly siege weapons) in only a couple of shots notoriously makes the AI all but unable to capture cities. My preferred solution would be to rethink how garrison units work: A city should only be able to range attack if a ranged unit is stationed in the garrison. However this creates a possible conflict with the desire to also station melee units in a city. Therefore I think the 1UPT rule needs to be reworked for cities, to allow you to station a number of units for city defense, possible scaling with presence of military districts and wall levels. This also ties into my next point.
- The city passive defense strength in Civ6 has long been a big thorn in my eye. The fact that city strength scales with technology and, even worse, the way that city strength magically jumps all over your empire once you build a unit with higher melee strength, is just really bad. My favorite obnoxious example: Build a melee ship to boost defensive combat strength of all your cities, even those inland. Really!? Rather, I think a cities combat strength should depend one some fixed parameters: Wall level, terrain, and melee combat strength of unit(s) stationed in the city. Walls should control damage taken from ranged and siege units as well as buffing against melee/mounted units, while combat strength of garrison unit should control interaction between melee attacks into the city and the garrison health.
- Another aspect I’d like to see addressed is the invincible garrison unit. Why is it that an archer placed in the city cannot take any harm from archers stationed outside shooting into the city, not to mentioned bombardments from siege units? Whoward69 made a mod for Civ5 called “collateral damage” which caused garrison units to take some fraction of damage offered to cities. I’d like this feature to be developed and generalized: Why can’t ranged units outside the city target a ranged unit inside the city? Obviously walls should offer a big defensive bonus, but none-the-less.
- Then there’s the question of the non-directional city walls and siege support units. By this I mean: A catapult stationed on one side can remove walls on ALL parts of the city, and ONE battering ram stationed next to the city will cause melee units on ALL sides of the city to cause full damage to walls. Particularly the latter one is a pretty serious balance issue - battering rams are plainly overpowered, even if they now have a narrow time window before becoming useless. Obvious solution is to make walls work in segments (one on each hex side) as well making battering rams/siege towers only work for units actually sharing their hex.
- In a completely different perspective, there’s the question of unit costs in Civ6. Because you need relatively few units, each unit has a very high production cost. This obviously ties into a bigger question of overall production costs in Civ6 (a problem that was never really fixed after the very early IZ nerf). In a version of the game where you’d ideally need at least one unit for defense of each city, and several units for defense of border cities, I think unit costs need to be toned down. This would also help defending civs, who might actually be able to muster an army. In order to balance this and prevent quick steam-rolls, I think military units need to tie into the city population system. This could either be done through a “one population loss per unit” system, or (and this would be my preference) by making a military unit require a citizen allocation, similarly how you can assign a citizen to work in a farm, in a mine, or in a campus. This would mean you’d actually have to provide food to maintain your population if you want to maintain a large army (plus it would give a neat twist of each military unit have a “home town”).
- And finally talking of steam rolls, I think there needs to be some mechanism to halt an offensive avalanche once you break through border defense. In Civ6, once you break one city, it’s generally very easy to quickly take over a handful more, sometimes even an entire empire, because the defender has lost his army. In order to prevent this, I think the population loss when conquering a city should reflects citizens and defenders fleeing to nearby cities, where some should spawn as military units for the defending civ. Not necessarily super equipped units - having three citizens flee one city and spawn as tanks in another city obviously feels a bit strange - but exactly how that could work would probably require an overall rethinking of the unit combat system, which could be a topic for another thread.