Because it is extremely unclear why you are suggesting the game is a beta. A beta is generally characterised by bugs and stability issues, but is feature complete. What you're suggesting is that it's not feature complete. Whether you feel you're discussing technical issues or not, you've brought technical issues into the discussion.
The other thing to keep in mind is that even if you have 100 people in the beta tests, playing for a month straight, 100,000 players with a release copy with dwarf that playtime within a day of release.
You really feel this game is feature complete, as you like to define it? Well, at least one of us. I don't feel that way from a design standpoint... like... at all.
Let me give you the most basic and petty example I can think of.... oh yeah, how about naming cities? or forming a Building queu (which is realistic, it's called planning)? or Double-clicking empire yields to get into the appropriate views? (such as economic view or cultural victory view). Or playing on a map resembling earth (I know this is coming... but it's not here yet... and it can be called a 'feature' by the definition of the word)
And as I said before, the District mechanic, difficulties, Placed wonders, automatic streets, inspirations & Heurekas and Leader behaviours are mostly very interesting mechanics but feel grossly unfinished from a development standpoint.
I ain't trying to hate and as a professional in analysing complex systems and program architecture... I can provide very quick an easy solutions for a few of these, although not all of them.
The district mechanic could be implemented inside the city itself... maybe like a city planer, maybe different with attacks towards the city causing them to be damaged and destroyed, cities not automatically regenerating health and instead requiring to repair the destroyed districts and buildings to heal. giving players a real reason not to want to fight on their own turf as well as not cluttering up the map any further. Plus, they could still get boni from adjacent fields... but only up to 6, giving reason to pick carefully with the numbers being limited by population, much like trade routes in BERT.
As for difficulties... I don't know what they did... but maybe it just needs a better surrounding system to work properly.
I LOVE the placed wonders... it looks awesome... reminds me of Civ 3's city view... just better... I can also understand and agree with the tile-type requirenment. But what they need to do is to drastically increase the bonus from wonders, given that now not only do they require production, but also remove the base yield of a tile and take up space, so that you are unable to build any type of improvement there. Heck, if they really wanted, they could implement a 1.0, 1.2, 1.5 multiplier to the production cost based on the vicinity to the city that builds it on top of that.
automatic streets... okay, I simply don't understand these yet, but I liked the 'city connection' mechanic... even without trade routes. I don't like trade routes tbh.
Inspirations and Heurekas are too powerful for what they are and tying into this... China's 60% isn't significant enough from what I have played. I think both of these issues could be fixed by reducing them to 30%... which is still significant and from what I can tell from the underlying code, shouldn't be difficult to implement. It also benefits china without any change, because they will simply get double that if they fulfil the conditions, giving them a strong reason to play to fulfil these.
(plus, since China's bonus doesn't seem to trigger when a City state triggers one, how about setting City-State Heurekas/inspirations to 45%? Better than a normal one for regular players and not quite as much of a punch in the groin for China players)
As for leaders... Look... I get it... 'friendship' is not an official agreement, but I still think that Leaders should act a little like they would. A trade civ might for example make you good deals when trading or send you small gifts from time to time while a Warmonger might gift you units or come to your aid in wartime, because it gives them an excuse to replace their older troops with new ones and go to war with a civ without losing face (i.e. without a warmonger penalty)
Heck, some leaders might even congratulate them for defending somebody weaker and not just be a world-class bully.
On the other hand... people who don't like you won't care and will make it difficult for you... for like they already do.
And don't tell me that's hard to implement, because the unit-gifting mechanic is in Civ 5 for city states (and probably here too, haven't gotten well enough along with one before they were all conquered)
Anyone arguing that this had better release than CIV V or BE. Please set a huge map. On Immortal, in continents and Marathon or Epic speed. Let me know if you do not get battered by turn 25, consistently
The slow game speed affects only the Player not the AI. Hence before you get your second warrior out, the AI has 4 cities and 8 units, thinking you are weak, and they come all together knocking your doors.
That wasn't an issue with CIV 5 nor BE on release, nor affects Standard speed on Civ 6.
And everyone who says CIV 5 had release issues to post them here. Because I played it since day 1, without issues.
Thanks for the info... that might be part of my issue, since I always play marathon... which honestly, is still too fast IMHO.
what are you smoking? lol It can't be worst than civ 5 vanill.
I hope your enjoying all the attention your getting by us replying to your troll thread.
Sorry to disappoint, but I am drug-free... no smoking, drinking or other such here. Although I don't mind if people do, as long as they are aware of what they are doing... and aren't sitting right next to me.