One thing that has always bothered me is technological disparity damage. For example, I have developed technologically to the point where I can build helicopters. I then use those helicopters to attack a swordsman and the swordsman is able to cause damage to my helicopter. Um, how the f does this happen? I am shooting the dude from a thousand feet in the air. Am I supposed to believe that a swordsman can throw his sword (or spear or javelin or pike or whatever) that far to damage my helicopter or aircraft? This is something that I think really needs to be dealt with in future iterations of the game. I am a person who focuses heavily on science and technology development in my game strategy. As a result, I am often one or two eras ahead of the rest of the world technologically. Inevitably, some douche bag decides to declare war on me and when I attack with my superior military units, they are damaged unrealistically by very primitive weapons. A swordsman is NOT going to do any significant damage to a tank. I mean, seriously, scratching the paint on my tank should not be considered damage. My aircraft should not ever be receiving damage from non-ranged ground units that aren't using gunpowder weapons. Contrary to what Hollywood would have you believe, it is laughable to believe a tank, even the most modern we have today, can shoot down a jet fighter. Maybe a sub-sonic aircraft like a helicopter or a P-51 Mustang, but not a jet. That is what you have anti-aircraft guns and mobile SAMs and Stinger missiles for. The combat system really needs to be overhauled to be a bit more realistic. I don't care if you have a thousand swordsmen attacking one Panzer, they simply aren't going to damage it beyond scratching it.
Spying should be somewhat automated. I like that there is support the ”rogue state” playstyle. Espionage and counter-espionage missions could be launched to an area from diplomacy menu once civ has trained at least one spy. Other espionage options could be available in dialogue with other nations, would always require a free spy. Spies would earn experience in Total War Shogun / Medieval style and could be lost in action.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?
spies are very important, take for example the Cold War, and all the work of spies, take for example the u2 spy in 1956 or the operations in East Berlin throughout the Cold War . of course you could change the spy as a unit moving between cities create a less direct more abstract medotoA 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?
spies are very important, take for example the Cold War, and all the work of spies, take for example the u2 spy in 1956 or the operations in East Berlin throughout the Cold War . of course you could change the spy as a unit moving between cities create a less direct more abstract medoto
Umm... Francis Walsingham?I disagree that spies are important historically. Sabotage, stealing funds, artworks and the like are of no consequence on the scale of Civ games. Actual information gathering can be more important but even that is often overrated.
Part of the attraction of Alternate History is that no one really knows how it might have turned out. Without Walsingham or any of the other 'Great Spies' of history, it might have made no difference at all, because another person stepped into the spot, or the Leader or other people in the Civ made other moves that negated his influence. It's a great canvas for the novelist (some of whom have, in fact, specialized in it, like Turtledove or Piper) but a can of worms for the historian or even semi-historical game designer.Umm... Francis Walsingham?
I feel like England/Great Britain would have been radically different from today if he wasn't as successful as being Elizabeth's "spymaster".
If you are going to have some sort of diplomacy in game, I think espionage at least should be a factor and be present.
I disagree that spies are important historically. Sabotage, stealing funds, artworks and the like are of no consequence on the scale of Civ games. Actual information gathering can be more important but even that is often overrated.
But also despite dozens of very credible indications from regular military intelligence, diplomatic and clandestine spy apparatus that the Germans were going to attack the USSR in 1941, Stalin refused to react because it didn't match what he wanted to have happen.Britain made amazing use of them ever since "The Great Game". World War 2 alone was such a masterclass by the British that the US just up and copied them to create the CIA. The invasion of Sicily was over in days thanks to a spy operation by the British convincing Hitler the invasion target was Greece, moving tons of troops away from southern Italy. Not to mention the entire reason the USSR managed to produce an atomic bomb just a few years after the US was spies in the manhattan project/etc.
But also despite dozens of very credible indications from regular military intelligence, diplomatic and clandestine spy apparatus that the Germans were going to attack the USSR in 1941, Stalin refused to react because it didn't match what he wanted to have happen.
Which, I think, brings up the basic problem with 'spy operations' in game compared to Real Life. The operations you describe require that the opponent be Fooled. Given the amount of information available to the gamer in-game, how does the game present False Information to him that is both credible and doesn't feel like the game/AI is Cheating? You can see where the enemy units are wherever you have sight to the tile, you don't have to consult spies, or radio-intercept, or any other mechanism. IF the game presents fake graphics showing no unit or a bunch of units where there are many or none, most gamers will not be Thrilled.
On the other hand, 'fooling' the AI is already far too easy: whatever it 'knows', it doesn't react in any meaningful or effective way most of the time, so 'spy operations' become meaningless.
To make Spies work, then, will require, I suspect, a revision of the AI as well as the Diplomacy system as well as the entire system of presenting information about units and movements on the map, complete with 'fake' movements and units. That last will especially complicate the game and everything the gamer does, which makes it a marginal mechanic to introduce.
Remembering that the whole 'spy operations' thing has to avoid Micromanagement to little purpose, which was the original complaint. Converting the 'spy' into an ordinary Reconnaissance Unit with Stealth capability might do that, but also leaves out some of the other spy operations like Industrial/Scientific Espionage or Assassination or Subborning of military/civilian Leaders. Whatever gets left out, some would-be John LeCarre or Alan Furst among the gamers will complain . . .Yeah, I mean the "steal technology" is straightforward, but I'm not sure how you do other thing. Maybe a spy could just be a physical unit, one that can see other spies when close enough, but is otherwise invisible, allowing you to reveal the fog of war and see what people are working on and where their units are and etc. That's really what most spying was about anyway, and it would make it far less abstract and much more interactive. Spy hunts spy, and if you don't have them the enemy has a site advantage on you.
Remembering that the whole 'spy operations' thing has to avoid Micromanagement to little purpose, which was the original complaint. Converting the 'spy' into an ordinary Reconnaissance Unit with Stealth capability might do that, but also leaves out some of the other spy operations like Industrial/Scientific Espionage or Assassination or Subborning of military/civilian Leaders. Whatever gets left out, some would-be John LeCarre or Alan Furst among the gamers will complain . . .