Fixes needed

steve_indy

Chieftain
Joined
Feb 17, 2007
Messages
23
OK, I've been playing pretty heavily since CIV VI came out. Overall, there are a lot of great moving pieces here, and they definitely did a much better job with the game out of the box than CIV V. I'm pretty excited about where it seems like they'll be able to end up here. I've tried to withhold judgment until I really understood what was going on in the game. I think these are the things they need to fix along the way here:

1) Tech is too flat (Part I). If you have legions in 1600, they should not still be a viable unit. Modern units are not that impressive relative to early units (Corps and Armies go a long way to fixing this, I like that dynamic, but there is still something missing).
2) Tech is too flat (Part II). There are a couple of tech layers missing. Units jump from swords to guided missiles too quickly. There should be another infantry layer (rifleman, great war infantry, something?) and another cavalry layer before the atomic age, and another layer overall for end-game. Airplanes are especially meh, with Jet Bombers the top of the line (no stealth bomber, with stealth tech in the game??)
3) The victory conditions drive really weird late game behavior. I've two strong civs culturally, and to win domination had to sack them both equally on the way down to avoid backing them in to a culture victory. Also, religion gets plain weird in some circumstances, where you have to take civs out in the right order. I'm not sure the fix - maybe policies to mitigate those victory conditions when you get close with domination. If you can support providing a throw-away policy on it, you ought to be able to make those other victories incrementally tougher.
4) The AI is garbage (everyone already knows this, moving on...)
5) The AI is garbage (sorry, said I was going to move on...)
6) The religious missionary/apostle game is tedious. I've seen map screens where virtually every hex was covered in a religious unit. Will two Mormon missionaries really prevent my tanks from rolling through my own territory? Really? I'm OK with the dynamics of it, but just let units from the same civ occupy the same hex (a la CIV IV), or let my units displace them in my own territory. This can't be hard to fix and keep the same "flavor" for the religious game.
7) Give us an easy way to see where our amenities are going, and how many we need. I can't ever trade with anyone, because I can't tell what the hell amenities I need.
8) War monger penalty is broken. I know I'm not the first to say this, but really if you take a single city from someone ever (no matter who the aggressor is) you will have a war monger penalty that dwarfs all other diplomatic dynamics in the game, for the rest of the game. That's not interesting diplomacy.
9) War weariness is broken. I've had short efficient wars, with -7 amenities across my empire forever (literally until the end of the game, with the last 100+/- turns having no war) and I've had long, drawn-out wars, sometimes with multiple civilizations, and couldn't find a weariness penalty anywhere. I think this dynamic is broken, but I can't be sure as the mechanics for it are opaque.
10) Make trade routes easier to manage. I love trade routes - both having them and the whole dynamic in the game. Managing 25 trade routes late game is tedious, and there should be some master screen where I can tell them what to do (or even queue to do it when the next route is done). There is no reason this is so hard to manage right now.
11) Build queues. Come on, man.
12) Wait button is on "w", Center unit is on "c". Life has been this way since 1990, WTH Firaxis? Also, don't hit "F6" for the science screen (you were warned). You don't just change ages of UI for no apparent reason.
13) Demographics, statistics, etc. This is getting incrementally better, but half the fun for us geeks is being able to chart out production, population, unit counts, etc. and compare them to other civs. The currently available tools for this are seriously lacking. And no graphs???
14) Tech is too flat (Part III). The tech tree is too short, or narrow, or both. I know there are 2 tech trees, but it's just too easy to fly through the tree, and it seems like there is generally a lot of game left at the end of the tech tree. Civics side suffers from this as well - 30 social media and 30 globalizations as we try to finish up (whatever) is not that interesting, and in a game where I'm not leading socially.
15) Faster roads in late game. Why do I have to build aerodromes everywhere to move a couple of units (tediously, I might add), across my empire quickly in the Information Age? Also, as a back-line aerodrome is useless (I need planes on the front line, with my 2-unit carriers, and 1-unit cities), this is really the only reason I'm building them.

Most of these are coming from a place where I really enjoy the game, and I'm just hoping they can fix the most glaring issues. There are a lot of things they've done extremely well, which maybe I'll list some time as well.
 
Agree with all of the above. I've hit F6 a number times by mistake. Reloading the game with the incrementally longer load times later in the game becomes quite frustrating...
 
Agree with all of the above. I've hit F6 a number times by mistake. Reloading the game with the incrementally longer load times later in the game becomes quite frustrating...

You can remove that hotkey easily. I hit F6 a few times too and I decided to remove it.
 
Completely agree with all but no.12 is the stand out in silly design decisions!
 
3 Points for the tech tree and only 2 for the AI?

Point 8 is untrue... I keep repeating this in soo many threads. Way to emotive, clearly a domination player who hates the fact that they should be hated for steamrolling. If you just take capitals with enough turns in between you can manage... but perhaps in deity thats just too tough. Deity is not supposed to be a nice game for ya.
 
3 Points for the tech tree and only 2 for the AI?

Point 8 is untrue... I keep repeating this in soo many threads. Way to emotive, clearly a domination player who hates the fact that they should be hated for steamrolling. If you just take capitals with enough turns in between you can manage... but perhaps in deity thats just too tough. Deity is not supposed to be a nice game for ya.

I get what you're saying, and I'm guilty of favoring domination. However, it's literally true that if you take a single city from someone, that will be the biggest single factor of your diplomacy from that point forward. You can't get out of a war with a city with less than about 30 warmonger penalty, and no other favor or factor will touch it. It can easily be over 100 with just one decent war, which will remain the single determining factor (not just the biggest) for the rest of the game. I stand by that failing to be interesting diplomacy, which was the accusation (not hating the fact that I'm hated for steamrolling).
 
Yes, I get your point. All I was saying was 30 warmonger points takes 30 turns to remove. If you got 100 in a war it was either a late non casus declaration or you took more than 1 city.
I just smack the hell out of them, raise all their lsnd then ask for a city, job done.
Domination is different, I am actually with the deity domination guys as in yes warmongering will male everyone hate you... Just stop crying about it, steamrolling is fun so enjoy it and sod all those other civs you will kill soon enough.
And yes you have to kill them in the right order or you will win a cultural victory... Thats because you are supposed to take capitals for domination.... There is no genocide option.
 
I've stepped away from Civ6 until some of these issues are fixed. I skimmed the Fall and Winter patch notes. It seems like there are still no build queues. Is that right? How's trade route management? I get the feeling that I'll be waiting til tne next patch before I'm excited about returning :)
 
Many are returning because its a more engaging game now, Try the TSL map for example. Sure the build queues are missing and if that is really sinking your boat because you are a long game player then fair enough. Shorter games its not such an issue. With the harbour nerf you do not have so many trade routes and as long as you do not pick up super short routes you are fine.
 
I quit playing CVI completely about three months ago, after 200+ hours of playing failed to interest me enough to complete a single game.

Reasons were most of the above from the OP, plus the fact that over-all, the game is for me Broken in Basic, Fundamental ways.

They reduced the number of Techs and then provided 'Eurekas' to speed up Tech progression, and then people wonder why Tech is too fast?

They reduced the number of military units, used inane ones with artificial 'progressions', kept 1UPT when Civ V already showed that their brain-dead AI (which they also kept) can't handle it at all, and you wonder why Domination Victory and combat in general is broken?

Apparently, the Hidden Agenda of the AI opponent trumps everything else in Diplomacy. I can't think of another reason why, in three consecutive games, Declared Friends declared war on me when I had not done anything specific to provoke it - sometimes 3 Declared Friends at once so I can't think of anything I could have done to provoke them all equally! After that, I stopped paying any attention to Diplomacy, because from the player's point of view, it is utterly Random.

So, let's see: Tech progression is no fun, domination/combat is no fun, diplomacy is no fun, religious 'wars' look like a bad fantasy combat game sneaked into a purportedly 'historical' game, what's left in the 4X genre? I can eXplore the map - done in 50 - 100 turns max, which is about how long most of my games lasted.

I went back to playing Civ V before Christmas, haven't played 25 turns of CVI since and don't plan to.
 
Many are returning because its a more engaging game now, Try the TSL map for example. Sure the build queues are missing and if that is really sinking your boat because you are a long game player then fair enough. Shorter games its not such an issue. With the harbour nerf you do not have so many trade routes and as long as you do not pick up super short routes you are fine.

Thanks. Build queues for me are a big deal because of big civs, not so much short games vs. long. Same with trade route mgmt. I *like* a healthy amount of micromanagement, but I don't like not being able to execute a build strategy without memorizing a bunch of details.

Unfortunately I agree that the game is semi-broken, but I'm trying to work with it. I avoided Civ5 completely because of 1UPT, and it seems like it is still an unworkable approach. I'm hoping for a rethink/rewrite by Firaxis to save the day :)
 
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