This thread really has become a shrine to delay and frustration.
I’m really quite over the whole question of whether we’re getting something or not or what it’ll be. I’d just like some clarity about what’s going on.
I know it’s silly, but I end up reluctant to play Civ when I don’t know what’s going on. I don’t want to invest time in mechanics that are going to be radically changed.
The game still needs some updates (hello, Spearmen / Anti-Cav). Are we getting an update? If so, when? Should I wait for that, or double down on
@Sostratus ’s Mod. Or maybe this
new one from steam? Are we getting more content, and if so to what extent? Is the end game going to get better, or should I play Civ as a strategic 4X for 120 turns and then as either space race Tetris or city skylines for the rest of the game (which is what I currently do)?
I’m sure there’s some sort of marketing strategy going on here. But the way things are going, by the time there’s an announcement I’m likely to be pretty over it.
Anyway. While I’m here...
"Plague Doctors" were real in the sense that there were people hired by the cities to 'treat' plague victims - starting, by the way, with the Justinian Plague of the 6th century, so well before the infamous Black Death of the Medieval Era. However, if they cured anybody it was purely accidental, since most of them had no medical training at all: they mostly just kept track of the numbers of dead so the city could rebuild its tax and property rolls when the whole thing was over. The beak-like mask was so that aromatic herbs or flowers could be packed into the 'beak' to keep the 'noxious air' away, since the prevailing theory was that 'miasma' or bad air spread disease.
It makes a great graphic, but that's about all.
And in my experience, the correct phrase is: "Apostles can't spell, but they can cast aspersions . . ."
I like how health and sanitation and all those things are rolled into just "housing". That feels like the right level of abstraction for me.
I don’t get why people want disease in the game. It’s the same as slavery, that people also ask for. First, I don’t see how these mechanics actually improve gameplay - there’s nothing strategic here, just more stuff to go wrong and more pointless stuff to build. Second, given how abstract the game is generally, creating specific mechanics around things like plague or slavery ends up giving these things way too much emphasis versus their actual importance to history. To be clear, I’m not saying either isn’t significant historically, but I’m saying that they end up getting emphasised way beyond even that materiality. If you’re going to have disease, I think you need much more realistic mechanics around city growth, innovation that is generated around high density / economic concentration, and colonialism. If you’re going to have slavery, I think you need more mechanics around class and concentration of economic and political power.
If you want an example of what I mean, look at Volcanos and Nuclear Powerplant Failure. Yeah, the world has Volcanos, and they do produce more fertile land and have occasionally destroyed human populations; and yeah, nuclear powerplants do sometimes fail. But these things are pretty marginal in the real world, whereas in Civ 6 Volcanos are now a massive mechanic that really dominate gameplay - Volcano settles are easily as powerful as Natural Wonder settles (actually more so, became it’s always food and hammers, and likely good campuses from thermals) - and Nuclear powerplants are the ultimate in late game pointless micro.
I’ve said it before and I’ll say it again. Leave disease in a scenario. That’s the best place for it. Indeed, I could even maybe see a new scenario with disease in the modern world - like Pandemic. At most, I could see something like disease just being another random event like natural disasters, perhaps being implemented along with earthquakes and civil wars.
But there’s really no upside to adding these sorts of mechanics to the base game at least not as fully fledged mechanics - too granular for Civ 6’s approach to history and no real gameplay upside.
I feel the opposite, at first it sounds good but think about it, the more houses, the less appeal an area has.
High appeal areas bring wealth and skill and high quality people. A large amount of housing has the opposite effect.
Neighbourhoods (and Sewers) deserve to be better. I really want to build these more, but there’s just no reason beyond eurekas and memes.
I don’t mind appeal = housing, but agree it doesn’t make a tonne of sense. I like some of the weird synergies it creates though - like holy sites creating more housing.
I don’t know how this stuff can be improved. Part of the problem is that FXS haven’t found a balance where High Pop is useful enough that you want a few Cities with really High Pops (requiring investment in Housing and Amenities) but without ending up making every City to be huge. The late game is also just irrelevant, and real growth can’t happen until then, so the result is mega cities just come too late (even though historically they probably should come pretty late).
Basically, FXS need to fix the role of growth and improve late game / game pacing before they can make any meaningful changes to Neighbourhoods and Sewers etc.