CritterCipher
Chieftain
- Joined
- Sep 18, 2021
- Messages
- 6
A lot of the speculation threads lately have been focusing either on new features that people want to see or old features that people dislike strongly and want to see removed. I wanted to focus on something different instead: what are the features of Civ that you don't really dislike strongly but wouldn't mind losing in a future version of the game? Here are a few that come to mind for me:
1) Spies. In real life, the primary purpose of spying is to gather information about enemy activity. In Civ, this is the least useful thing that spies do. The Spy unit in Civ 6 is a jack-of-all-trades who can harm your enemies directly (stealing Great Works, sabotaging Industrial Zones and Spaceports) but at other times just happens to sit in enemy territory while raking in money or helping you to catch up on your research. If spies only did offensive operations and counter-spying, and those offensive operations were a significant part of the mid-game and late-game, their inclusion might make more sense, but, as the system is now, it feels like fan-service is the primary motive for its inclusion.
2) The Corps/Army/Fleet/Armada system. I don't really mind having the system in the game, but I don't feel like it adds much, and I suspect that Firaxis included the system in Civ 6 just to pay lip-service to 1UPT haters. "Look, guys! We brought back unit stacking--sort of!"
3) Support units. I like the premise, but I hardly ever built them. Why build a Battering Ram when a Warrior is much more versatile and can function on its own? If support units were significantly cheaper than normal military units or they were the only way to compensate for certain weaknesses that normal units have, they might be more valuable, but I would be fine having a Civ game without them.
4) Archaeology. As it is now, archaeology is just another modern-era minigame that you can ignore safely if you're not pursuing a culture victory. Removing it might make the late game a little less tedious.
5) Individualized Great People. Having unique abilities certainly makes Great People more interesting, but it also makes the system much less scalable. (Firaxis couldn't just add 500 new Great Person names in a single patch if every one of them needed some distinguishing feature.) On top of that, it seems a little weird to have Great People who help you with things outside their specialization (e.g. Sun Tzu writing The Art of War).
6) Multiple leaders for some civilizations. Another feature that feels more motivated by fan-service than by the goal of adding depth to the game.
7) Eurekas and Inspirations. They make the process of earning techs and civics a little more fun, but they also add an extra layer of human-AI asymmetry to the game since AI players don't use them.
8) The ability to levy City-States' militaries. I think I only ever levied a City-State's military once in all my time playing Civ 6, and that was to get an achievement.
New versions of Civ always scrap some of the old content to make room for new mechanics, so what are the features that you wouldn't miss?
1) Spies. In real life, the primary purpose of spying is to gather information about enemy activity. In Civ, this is the least useful thing that spies do. The Spy unit in Civ 6 is a jack-of-all-trades who can harm your enemies directly (stealing Great Works, sabotaging Industrial Zones and Spaceports) but at other times just happens to sit in enemy territory while raking in money or helping you to catch up on your research. If spies only did offensive operations and counter-spying, and those offensive operations were a significant part of the mid-game and late-game, their inclusion might make more sense, but, as the system is now, it feels like fan-service is the primary motive for its inclusion.
2) The Corps/Army/Fleet/Armada system. I don't really mind having the system in the game, but I don't feel like it adds much, and I suspect that Firaxis included the system in Civ 6 just to pay lip-service to 1UPT haters. "Look, guys! We brought back unit stacking--sort of!"
3) Support units. I like the premise, but I hardly ever built them. Why build a Battering Ram when a Warrior is much more versatile and can function on its own? If support units were significantly cheaper than normal military units or they were the only way to compensate for certain weaknesses that normal units have, they might be more valuable, but I would be fine having a Civ game without them.
4) Archaeology. As it is now, archaeology is just another modern-era minigame that you can ignore safely if you're not pursuing a culture victory. Removing it might make the late game a little less tedious.
5) Individualized Great People. Having unique abilities certainly makes Great People more interesting, but it also makes the system much less scalable. (Firaxis couldn't just add 500 new Great Person names in a single patch if every one of them needed some distinguishing feature.) On top of that, it seems a little weird to have Great People who help you with things outside their specialization (e.g. Sun Tzu writing The Art of War).
6) Multiple leaders for some civilizations. Another feature that feels more motivated by fan-service than by the goal of adding depth to the game.
7) Eurekas and Inspirations. They make the process of earning techs and civics a little more fun, but they also add an extra layer of human-AI asymmetry to the game since AI players don't use them.
8) The ability to levy City-States' militaries. I think I only ever levied a City-State's military once in all my time playing Civ 6, and that was to get an achievement.
New versions of Civ always scrap some of the old content to make room for new mechanics, so what are the features that you wouldn't miss?