How does Civ 6 compare to Civ 4?

You want the human player to feel like the other civs are active participants in the game: that they are rival players the human fights to surpass.

The whole history thing is already out the window; in no way does Civ pretend to be anything resembling an accurate simulation of history.

Kind of not agree with you. Obiously, games always simplify reality. And CIV, becasue of the huge time frame, must simplify a lot more. But it should be far away form just logical game, with no references to the real history. It should be as accurate is possible, having in mind the gameplay simplifications neccesary.
 
Kind of not agree with you. Obiously, games always simplify reality. And CIV, becasue of the huge time frame, must simplify a lot more. But it should be far away form just logical game, with no references to the real history. It should be as accurate is possible, having in mind the gameplay simplifications neccesary.

How accurate is "accurate as possible"?

That's clearly not the design direction of the game. Many choices were intentionally made to make the game less realistic, even basic ones like 2 range units for most of the game and how the warmonger penalty is applied.
 
How accurate is "accurate as possible"?

That's clearly not the design direction of the game. Many choices were intentionally made to make the game less realistic, even basic ones like 2 range units for most of the game and how the warmonger penalty is applied.

We both know (I believe), that I cannot define that clearly without any doubts in interpretation. But for me 2 range units are far away to be called "accurate" and this design does not add gameplay value. It spoils it, as it is artificial. Warmonger penalty as idea is rather accurate, the countries or leaders which were agressive and expansionist were not liked (majority of situations). But implementation of the idea is rather not Ok, but it's another discussion.
 
So I played a lot of Civ IV, loved it but I also really like Civ VI and I didn't play much Civ V (couldn't get into it).

What's better about Civ IV:

- Currently its a more polished game simply because it's had more time to be tweaked
- It draws you in and you feel like you're part of the game even from a historical perspective
- I really liked leader traits, it really strategically diversified the leaders and allowed one to capitalize on good strategy options
- I like the focus on specialists
- A decent AI
- Vassal states

What's better about Civ VI:

- Each Civilization is highly unique and there is more attempt to play to their historical attributes.
- Districts, as a concept though it really needs to be tweaked better
- Policies to customize governments.
- Religion, as a concept though it really needs to be tweaked better
- Multiplayer is more fluid even if it's not exactly balanced.
- City states are pretty awesome when utilized correctly

My problems with Civ VI are really no different than the ones mentioned so far. First, it's the AI. It's really not challenging at all even on Deity. You merely have to fend off early game aggression by an AI that is really stupid with it's units and its smooth sailing from there. AI offers too many free settlers to take and has no concept on how to build proper units. This could be the result of a buggy tech tree which allows for beelines.

Balance would be my next issue. The Civs/Leaders in Civ VI are not balanced at all. Districts are the most important constructions a city can make and not every Civ has a balanced shot at this. The fact that some Civs get a 'free' unique district and others do not is already imbalanced as districts are so important in this game. At least if a Civ doesn't get a useful unique district give them some very powerful abilities which can compensate (like Scythia). Take Scythia vs Norway. Neither get a useful unique district but they are so imbalanced in terms of other benefits that it's not even comparable. In every scenario Scythia is just better and by miles too. I get that Norway is supposed to be a strong Civ on the sea but in multiplayer this matters very little since most multiplayer games are played on Pangea maps (they have to be for fear of an unreachable Civ -purely by luck of spawn - can run away with the game before opponents have diverted enough of their tech path just to reach them)

Districts: I love the idea of districts and spreading out cities but the district cap and exponential cost of them as you tech is a bit ridiculous, especially for Civs that do not get useful unique districts. Spain relies heavily on a religion which means they have to construct a Holy Site early. The Holy Site already eats up one of your district limits and is quite weak in the early game ( they don't even get faith bonuses for a Theocracy style play like Russia). This means that you have to delay another important district (commerce/harbor, industrial zone, campus) until you receive a higher population. On top of that your'e diverting your tech on the Astrology Path and Theocracy path which delays teching other paths for those more important districts. On top of that Spain gets a coastal bias and its usually harder to grow cities to higher populations for more districts if you're on coastal water and not fresh water. I get you can build a harbor district so you have the option of settling two tiles further inland but it's random whether you have fresh water access until an aqueduct. Districts are so powerful that they highly encourage ICS style play because of the raw yields rather than tall play which is a weaker multiplayer. Only Kongo can really get away with decent tall play but a decent player playing Germany will always out tech them just because of the ICS style play. Civs that can build more districts sooner also have a huge advantage thanks to the increased cost of districts as you tech up - which is a catch 22 - because if you don't tech up you'll get steamrolled in multiplayer but your districts get more expensive as you tech up and the less developed districts you have you'll still get steamrolled. This definitely needs to be tweaked better.

1UPT: I actually like the idea of 1UPT as stacks of doom were always stupid IMO. It makes the units you have more valuable and promotions more important. It also encourages better strategic play. I like the option of cores and armies available down the tech tree which is a reasonable answer to having too many units occupying tiles.

Melee and Ranged units only having a movement of 2 is really obnoxious with the new movement rules and makes Civs with Calvary unique units so much better than those without. (The reason Scythia is probably the best Civ right now is not even the unit selling bug because even with out it they still get a horse bias and can still build 2 for the price of one - less with the cav card - and all these are upgradible) Melee is rather terrible in this game and I'll avoid building them almost entirely. I think they should have a base movement of 3 to make them more viable against superior Cav but that's just a perspective I hold on the matter.

All mid/late game unique units should have an earlier counterpart that can be upgraded into them. Russia's cossacks and Arabia's mamluks can all be upgraded from horsemen and heavy chariots respectively while Victoria's Red Coat, the Garde Imperiale, and Rough riders have no earlier unit that can upgrade into them which makes these Civ's unique units even less viable, especially in a multiplayer environment. Why can some civs upgrade into their unique units while others are forced to build them from scratch and the ones that have to build them from scratch do not even have strong compensation bonuses (no unique district for America and France for instance)?

I think the game and the Civs should be balanced according to a multiplayer/pangea scenario since that's where the majority of the action occurs in any sort of competitive setting. Players playing against each other in a challenging environment will provide the best feedback in terms of balance issues, both small and large.

The great thing about Civ IV's leader traits is that it allowed for more flexibility. I think it gave the leaders less distinction and uniqueness but statistically made them stronger and more competitive. I like Civ VI's unique leader traits better but half of them absolutely suck.
 
So I played a lot of Civ IV, loved it but I also really like Civ VI and I didn't play much Civ V (couldn't get into it).

What's better about Civ IV:

- Currently its a more polished game simply because it's had more time to be tweaked
- It draws you in and you feel like you're part of the game even from a historical perspective
- I really liked leader traits, it really strategically diversified the leaders and allowed one to capitalize on good strategy options
- I like the focus on specialists
- A decent AI
- Vassal states

What's better about Civ VI:

- Each Civilization is highly unique and there is more attempt to play to their historical attributes.
- Districts, as a concept though it really needs to be tweaked better
- Policies to customize governments.
- Religion, as a concept though it really needs to be tweaked better
- Multiplayer is more fluid even if it's not exactly balanced.
- City states are pretty awesome when utilized correctly

My problems with Civ VI are really no different than the ones mentioned so far. First, it's the AI. It's really not challenging at all even on Deity. You merely have to fend off early game aggression by an AI that is really stupid with it's units and its smooth sailing from there. AI offers too many free settlers to take and has no concept on how to build proper units. This could be the result of a buggy tech tree which allows for beelines.

Balance would be my next issue. The Civs/Leaders in Civ VI are not balanced at all. Districts are the most important constructions a city can make and not every Civ has a balanced shot at this. The fact that some Civs get a 'free' unique district and others do not is already imbalanced as districts are so important in this game. At least if a Civ doesn't get a useful unique district give them some very powerful abilities which can compensate (like Scythia). Take Scythia vs Norway. Neither get a useful unique district but they are so imbalanced in terms of other benefits that it's not even comparable. In every scenario Scythia is just better and by miles too. I get that Norway is supposed to be a strong Civ on the sea but in multiplayer this matters very little since most multiplayer games are played on Pangea maps (they have to be for fear of an unreachable Civ -purely by luck of spawn - can run away with the game before opponents have diverted enough of their tech path just to reach them)

Districts: I love the idea of districts and spreading out cities but the district cap and exponential cost of them as you tech is a bit ridiculous, especially for Civs that do not get useful unique districts. Spain relies heavily on a religion which means they have to construct a Holy Site early. The Holy Site already eats up one of your district limits and is quite weak in the early game ( they don't even get faith bonuses for a Theocracy style play like Russia). This means that you have to delay another important district (commerce/harbor, industrial zone, campus) until you receive a higher population. On top of that your'e diverting your tech on the Astrology Path and Theocracy path which delays teching other paths for those more important districts. On top of that Spain gets a coastal bias and its usually harder to grow cities to higher populations for more districts if you're on coastal water and not fresh water. I get you can build a harbor district so you have the option of settling two tiles further inland but it's random whether you have fresh water access until an aqueduct. Districts are so powerful that they highly encourage ICS style play because of the raw yields rather than tall play which is a weaker multiplayer. Only Kongo can really get away with decent tall play but a decent player playing Germany will always out tech them just because of the ICS style play. Civs that can build more districts sooner also have a huge advantage thanks to the increased cost of districts as you tech up - which is a catch 22 - because if you don't tech up you'll get steamrolled in multiplayer but your districts get more expensive as you tech up and the less developed districts you have you'll still get steamrolled. This definitely needs to be tweaked better.

1UPT: I actually like the idea of 1UPT as stacks of doom were always stupid IMO. It makes the units you have more valuable and promotions more important. It also encourages better strategic play. I like the option of cores and armies available down the tech tree which is a reasonable answer to having too many units occupying tiles.

Melee and Ranged units only having a movement of 2 is really obnoxious with the new movement rules and makes Civs with Calvary unique units so much better than those without. (The reason Scythia is probably the best Civ right now is not even the unit selling bug because even with out it they still get a horse bias and can still build 2 for the price of one - less with the cav card - and all these are upgradible) Melee is rather terrible in this game and I'll avoid building them almost entirely. I think they should have a base movement of 3 to make them more viable against superior Cav but that's just a perspective I hold on the matter.

All mid/late game unique units should have an earlier counterpart that can be upgraded into them. Russia's cossacks and Arabia's mamluks can all be upgraded from horsemen and heavy chariots respectively while Victoria's Red Coat, the Garde Imperiale, and Rough riders have no earlier unit that can upgrade into them which makes these Civ's unique units even less viable, especially in a multiplayer environment. Why can some civs upgrade into their unique units while others are forced to build them from scratch and the ones that have to build them from scratch do not even have strong compensation bonuses (no unique district for America and France for instance)?

I think the game and the Civs should be balanced according to a multiplayer/pangea scenario since that's where the majority of the action occurs in any sort of competitive setting. Players playing against each other in a challenging environment will provide the best feedback in terms of balance issues, both small and large.

The great thing about Civ IV's leader traits is that it allowed for more flexibility. I think it gave the leaders less distinction and uniqueness but statistically made them stronger and more competitive. I like Civ VI's unique leader traits better but half of them absolutely suck.

Pretty much agree with this 100%. My current game is as Japan, and the Samurai is entirely useless. It's off the main tech path, you can't upgrade units into them, and they're obsolete by musketmen almost immediate (or before!) you can even build them. The only way they have any use is if you don't have niter around, but then again, you only discover niter at the same time as musketmen come into play, meaning they still lock out samurai. Japan's other bonuses are good enough that even without a useful UU, they're still a good civ, but feels like I should have Samurai running around for a long time, not just 5 turns.
 
Pretty much agree with this 100%. My current game is as Japan, and the Samurai is entirely useless. It's off the main tech path, you can't upgrade units into them, and they're obsolete by musketmen almost immediate (or before!) you can even build them. The only way they have any use is if you don't have niter around, but then again, you only discover niter at the same time as musketmen come into play, meaning they still lock out samurai. Japan's other bonuses are good enough that even without a useful UU, they're still a good civ, but feels like I should have Samurai running around for a long time, not just 5 turns.

Exactly. It's absurd that half the Civs in the game get their unique units off the tech path in an awkward spot and they can't even be upgraded into. It really makes going for that unique unit not even worth it because by the time you can produce them in large numbers they are largely obsolete given the pace of the game especially on online speed.

Japan isn't a particularly great Civ in my personal opinion ( of course I could be wrong). The only thing Japan has going for it is the Meiji Dynasty which is pretty decent and fun to play around with. The half cost of the Holy Site and Theater Squares are meh and since they're not unique districts they still count towards the district cap (which isn't Japan's fault but more of the District rules as they currently are). The Holy Site and Theaters are the weakest unique districts IMO at this time (at least in multiplayer). Maybe if religion was improved in Civ 6 the value Japan has can go up which is definitely a possibility. The cheaper encampment isn't bad and probably the most valuable in that trio of discounted districts. I'd rather see Japan get unique encampments than a discount on all three. Currently Japan seems fairly mediocre but there is potential there if the Districting rules were improved and the tech paths/upgrades were better.
 
I think it's trying to pillage your cities. I've had Russia try to do that, and I let them run around for a bit without killing them and they started pillaging my Districts. It is a sound idea. I do that sometimes just to cripple an AI if I don't want the Warmonger penalties of taking its cities. The AI already retreats far too often when it shouldn't. It's trying to achieve something. It just sucks at it.

I take it you've never tried a pillaging war.
I didn't mention it pillaging because it did not pillage.
Your taking I never tried a pillaging war is wrong. I tend to call it raiding and war of attrition, though, and I use units that are good at it such as submarines usually. Sometimes I use a land unit, get fired upon, pillage, get fired upon, and then I retreat (unless I pillaged a farm which healed me in which case I can pillage more).The AI does nothing of that. It may pillage one tile at best but if it loses 8 units, it's losing the attrition war.

This intellectually rude. It doesn't make sense to quote a point then not address the point made.
Regarding not addressing a point, you did exactly that to one of my posts before. My point is you are being dogmatic. You say that a game should/must be done in a certain way without providing any justification for that. I'm saying that no, a SP game featuring opponents does not have to have them play as humans. There is no reason for that because the ruleset is not the only thing that matters in a game. To you it seems that everything should be subject to respecting the ruleset, and any design that doesn't allow AI's to behave in a way that is not in their benefit is bad. I posit that the AIs are elements of the game and not the most important thing. I understand one could design rules that make sense for the players to cooperate in some areas while fighting in others (like Kongo wrt religion). I don't thinkall games must be made from that mould or it's the only way to design games.
You systematically say my "immersion" argument is a non sequitur, we'll have to disagree. To me, it is the only thing that matters.

This analogy is non-sequitur and nonsensical. The motivation, decision process, and context are all different.
You're dodging the point. You pretend I can role play playing settler but when I point out you are inconsistent when you pretend the AI is playing by the same rules as the player, I am nonsensical? And I am the one supposed to be intellectually rude? You give them bonuses = they don't play by the same rules. The game mechanics may remain the same, but the rules do change. Do you understand that role playing can be more interesting when there is a challenge, and uninteresting when there is none? Which is why most RPGs have developped all kinds of systems in which the players can fail their actions?
 
You say that a game should/must be done in a certain way without providing any justification for that.

No, I said that players in the game should play that game, and not a different game entirely. In situations where players not playing the game is desirable for some reason from a design standpoint, that's a strong clue that something isn't aligned properly in the design.

All the artwork and voice acting aside, major civ AI is still defined as a player. Why is making it play poorly on purpose, game throw, or self harm considered positive? These are childish behaviors that would not be tolerated against people. If the game's historical theme really meshed with its design, the motivations the AI uses in its algorithms would be reasonable to history. "This landlocked civ has no navy so I'm going to attack them with my naval based civ for that reason only" is not good design, is not historical, and is often the opposite of self serving. It's a burden on the game and a design flaw. The game might succeed in spite of it, but it's still poor design.

It's worth pointing out that historical motivations relied on the anticipation of some conferred benefit...the exact opposite of what a lot of this "role play" stuff causes in practice. That someone would intentionally do something against their benefit from a historical perspective is *absurd*. Only the true crazies in history did things while believing a bad outcome would be the result. The position that this is "role play" or "historical" isn't even consistent. Perhaps I didn't make that clear earlier.

You systematically say my "immersion" argument is a non sequitur, we'll have to disagree. To me, it is the only thing that matters.

We obviously disagree regardless, but you're wrong on this one. Using "immersion" as an argument is ducking presenting an actual argument. It is literally no different from saying "my preferences are the only thing that matters". It seems that you're okay taking that argumentative position, but it's unsound. No single individual's preferences hold water as the basis for design unless you have a 1 man development team, and even in that scenario the developer will do a lot better by considering how the game will play out for the players. Even the people who made this game themselves didn't operate on such a premise, not even on some of the more obvious design mistakes.

So yes, "immersion" is non-sequitur and non-argument. "This way is better because I like it" gives no useful information beyond simply stating "this way is better".

You're dodging the point. You pretend I can role play playing settler

Because you *objectively can*. In fact you can role play *at any difficulty*. But that's not your standard, is it? You seem to be implying that you should be able to role play exactly how you like, despite that such is necessarily different from how other people role play, and that your rule set is the only one that matters. I have nothing nice to say about that position. It isn't worth giving the time of day.

And I am the one supposed to be intellectually rude?

Yes, even now.

You give them bonuses = they don't play by the same rules. The game mechanics may remain the same, but the rules do change.

Rules change between difficulties. Rules change between civ choices. Rules change by pre-game setting. But once the game starts, you still have rules and victory condition(s). You have a game with a defined set of actions that are allowed and a win condition. My position is that in the framework of the advertised game, its participants should by default play that game, not another game. Your position is that some of the players should deviate from that game, in a way that you like, and that way needs to allow you to play as you see fit. Your enjoyment of that experience is the only thing that matters to you, *per your own words*.

I don't know what "role play" you seek that you can't do if the AI declares on you when you're near victory. For that matter, if you're role playing why do you even care about victory, unless operating on self imposed constraints? If you're doing that, why do you care if the AI tries, and why should it be credible to anybody if the definition of role play and immersion you use are relevant only to you?

These are not the facets on which a good civ title relies. Civ 4, 5, and 6 each have different rule sets that define their core gameplay. The choices allowed within those frameworks are what makes the strategy aspect of the game interesting. The players of the game ignoring that strategy entirely to play a different game at random, self-inconsistent whim will not and has not made any of the games better.
 
That someone would intentionally do something against their benefit from a historical perspective is *absurd*. Only the true crazies in history did things while believing a bad outcome would be the result. The position that this is "role play" or "historical" isn't even consistent. Perhaps I didn't make that clear earlier.


While I agree with some of your points, I do not agree strongly with one. Obviously the AI main goal and the agenda should be victory. But doing something against main goal is not absurd. People do irrational things very often, becasue of love, religion, hate, desire to be be famous, psychopaty, revenge and many others reasons. And psychopaty is even more comon amongst the leaders than in rest of the society, by the way. And we can name a lot of irrational wars or political decisions in the history.

I do not know if you discussed it here, but different decisions come also from personality. Let's mention risk apetite. The decisions may be different because of that trait. And we cannnot say with 100% ceratanity if taking risk is good before having result. Becasue of those reasons, to reflect somehow reality, AI leaders can have some "personalities/agendas". But from the gameplay perspective those should not, I believe, influence negatively behaviour in very singificant way. Spain can like the nations with same religion a little bit more, but the main goal should be still to win, when it's threatened in the end of game it should stop to be important. Montezuma can be more aggressive with war, taking more risks, but if still rational - it would add flavour without hampering the game.

To be clear in the end - I do not like how agendas are designed in CIV 6.
 
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So I played a lot of Civ IV, loved it but I also really like Civ VI and I didn't play much Civ V (couldn't get into it).
I get that Norway is supposed to be a strong Civ on the sea but in multiplayer this matters very little since most multiplayer games are played on Pangea maps (they have to be for fear of an unreachable Civ -purely by luck of spawn - can run away with the game before opponents have diverted enough of their tech path just to reach them)

I'm quite curious about that. What is it about Pangaea that disallows isolation especially? If a Civ is behind a row of very defensible mountain ranges, wouldn't that essentially be isolated? What about Islands? If every Civ is on an island and they're all connected by shallow water, what's the diff?
 
While I agree with some of your points, I do not agree strongly with one. Obviously the AI main goal and the agenda should be victory. But doing something against main goal is not absurd. People do irrational things very often, becasue of love, religion, hate, desire to be be famous, psychopaty and many others. And psychopaty is even more comon amongst the leaders than in rest of the society, by the way. And we can name a lot of irrational wars or political decisions in the history.

I do not know if you discussed it here, but different decisions come also from personality. Let's mention risk apetite. The decisions may be different because of that trait. And we can to say with 100% ceratanity if taking risk is good before having result. Becasue of those reasons, to reflect somehow reality, AI leaders can have some "personalities/agendas". But from the gameplay perspective those should not, I believe, influence negatively behaviour in very singificant way. Spain can like the nations with same religion a little bit more, but the main goal should be still to win, when it's threatened in the end of game it should stop to be important. Montezuma can be more aggressive with war, taking more risks, but if still rational - it would add flavour without hampering the game.

To be clear in the end - I do not like how agendas are designed in CIV 6.

Your point is reasonable, and it's also worth noting that even at higher levels of play or MP people approach the game pretty differently. There is plenty of room for variance in the context of attempting to reach a win condition (more variance being viable is a sign of good design). It's also true the AI will struggle with basics like moving units, so optimized play-to-win AI is unlikely.

So there are practical limitations in addition to some variance desirability. At the end of the day it should still be trying though, not throwing on purpose. Trying to win with religious can reasonable even if it isn't optimal, same for other VC. Hating someone's guts because of an arbitrary continent divide in an otherwise amicable scenario...not so much. Refusing to make favorable deals for your own nation come hell or high water, again that should not be typical behavior. "Joint wars" with some of the belligerents having never met...wat.

I'm not a fan of maphacking for warmonger-hate-on-contact either. A game over a decade old did a better job with that, what gives that civ 6 can't manage?

It's that kind of stuff that doesn't sit well with *my* immersion, not that anybody should care, but that an AI would forfeit a good trade partner because it somehow knows someone got wiped out by the target 2000 years ago before it met either doesn't mesh well. Its evaluation should be on whether the benefits conferred to me are worth allowing in exchange for improving its own position, not some game-throwing butthurt that doesn't even make sense.

Do you see what I'm saying? I'm not against personality flavors per se', but they shouldn't be the direct cause of AI idiocy. If they are something's off. The AI plays badly enough without being instructed to do so directly.
 
I loved civ 4. Civ 5 was a huge disappointment for me. Civ 6, well it's civ 5 minus everything I didnt like about civ 5. Great sequel IMO. My more casual friends can play it, but I don't have to play some dumbed down game for their sakes.
 
Your point is reasonable, and it's also worth noting that even at higher levels of play or MP people approach the game pretty differently. There is plenty of room for variance in the context of attempting to reach a win condition (more variance being viable is a sign of good design). It's also true the AI will struggle with basics like moving units, so optimized play-to-win AI is unlikely.

So there are practical limitations in addition to some variance desirability. At the end of the day it should still be trying though, not throwing on purpose. Trying to win with religious can reasonable even if it isn't optimal, same for other VC. Hating someone's guts because of an arbitrary continent divide in an otherwise amicable scenario...not so much. Refusing to make favorable deals for your own nation come hell or high water, again that should not be typical behavior. "Joint wars" with some of the belligerents having never met...wat.

I'm not a fan of maphacking for warmonger-hate-on-contact either. A game over a decade old did a better job with that, what gives that civ 6 can't manage?

It's that kind of stuff that doesn't sit well with *my* immersion, not that anybody should care, but that an AI would forfeit a good trade partner because it somehow knows someone got wiped out by the target 2000 years ago before it met either doesn't mesh well. Its evaluation should be on whether the benefits conferred to me are worth allowing in exchange for improving its own position, not some game-throwing butthurt that doesn't even make sense.

Do you see what I'm saying? I'm not against personality flavors per se', but they shouldn't be the direct cause of AI idiocy. If they are something's off. The AI plays badly enough without being instructed to do so directly.

Agree. I can make a long list of nice mechanics that civ5/6 implemented that should improve gameplay over 4. But they do not, as they very often not well designed, or designed in a way that AI cannot handle them. Thus the result is that 4 offers much more in many areas, not by ideas it has, but how they are desinged to be vialby used by AI. Agree - it would be nice to have traits/agendas that work (add flavour, not hampering behaviour), but it is much better to have no traits with decent standard AI. But unfortunatelly we are few, that prefer gameplay over the shiny new mechanics which only work on paper.

By the way, I do not know if you remember, but CIV4 leaders had small parameter that made them to like/dislike some other civs. But the modifier was small, it did not influence the whole gameplay in any significant way.
 
Agree. I can make a long list of nice mechanics that civ5/6 implemented that should improve gameplay over 4. But they do not, as they very often not well designed, or designed in a way that AI cannot handle them. Thus the result is that 4 offers much more in many areas, not by ideas it has, but how they are desinged to be vialby used by AI. Agree - it would be nice to have traits/agendas that work (add flavour, not hampering behaviour), but it is much better to have no traits with decent standard AI. But unfortunatelly we are few, that prefer gameplay over the shiny new mechanics which only work on paper.

By the way, I do not know if you remember, but CIV4 leaders had small parameter that made them to like/dislike some other civs. But the modifier was small, it did not influence the whole gameplay in any significant way.

That parameter was not based on civ, but rather on other AI leaders. AI opinion of the human players was always the same base value wrt that parameter.

It was called "peace weight", and was why often you'd see Monty hate Sitting Bull instantly. Each leader had a standard base peace weight, allowed to go higher or lower for that particular game at start by RNG. Extreme ends of the spectrum basically always hated each other, those more towards the middle could veer off far enough to be worst enemies on contact or centralize enough to start pleased, if the RNG hit just right.

I would argue that due to how the "worst enemy" mechanic was implemented, these rolls could actually have drastic consequences on your diplomatic planning in the early game, namely bordering worst enemies were priority targets while if they were pleased and otherwise unit spammers you'd best get ready if you want to survive on high levels.

That was...ok as an implementation. It didn't make the AI fundamentally game throw like some of its other "flavor" weights (like an AI on immortal managing 3 cities only to another's 12, with plenty of space for both). It was shallow, but functional enough to provide some variety, especially when paired with religion and other factors.
 
That parameter was not based on civ, but rather on other AI leaders. AI opinion of the human players was always the same base value wrt that parameter.

It was called "peace weight", and was why often you'd see Monty hate Sitting Bull instantly. Each leader had a standard base peace weight, allowed to go higher or lower for that particular game at start by RNG. Extreme ends of the spectrum basically always hated each other, those more towards the middle could veer off far enough to be worst enemies on contact or centralize enough to start pleased, if the RNG hit just right.

I would argue that due to how the "worst enemy" mechanic was implemented, these rolls could actually have drastic consequences on your diplomatic planning in the early game, namely bordering worst enemies were priority targets while if they were pleased and otherwise unit spammers you'd best get ready if you want to survive on high levels.

That was...ok as an implementation. It didn't make the AI fundamentally game throw like some of its other "flavor" weights (like an AI on immortal managing 3 cities only to another's 12, with plenty of space for both). It was shallow, but functional enough to provide some variety, especially when paired with religion and other factors.

I see you remember much more, than I do:).
 
Although I might play VI from time to time, I really don't understand why they used the "Civ" name for V or VI. Archers that can shoot from France to England, troops that cannot possibly walk through each other, the micro management of troops due to the 1UPS... it's just not a game about world domination, but more of provincial dominance. I understand that stacks might not seem like fun, but I would have preferred a solution as in Civilization I, where you simply get punished for stacking. From a realistic point of view, stacks (or mergable armies) are simply unavoidable.
 
Although I might play VI from time to time, I really don't understand why they used the "Civ" name for V or VI. Archers that can shoot from France to England, troops that cannot possibly walk through each other, the micro management of troops due to the 1UPS... it's just not a game about world domination, but more of provincial dominance. I understand that stacks might not seem like fun, but I would have preferred a solution as in Civilization I, where you simply get punished for stacking. From a realistic point of view, stacks (or mergable armies) are simply unavoidable.

Agree, the name does not reflect content.

Carpet Manager 2, what do you think?
 
Civ6 has good graphics but it's an unfinished game: AI, UI and game balance have serious issues. There are some good game design ideas, but they are currently crippled by a poor/unfinished implementation. Finally the game is not polished, there are hundreds of small issues that are a cause of frustration and ruin the flow of the game.
This.
 
No, I said that players in the game should play that game, and not a different game entirely.
What do you think of Kongo which does not play by the same rules as the rest? I suppose by "play the game" you mean "try to win", which is only one way of playing a game. I'm ok with it being the value at highest difficulty level, but I'm sure people who play at lower difficulty levels don't want that. I think the difficulty levels would be better named not as difficulty levels but as ways to play (casual/competitive), and AI could be adjusted accordingly.

All the artwork and voice acting aside, major civ AI is still defined as a player.
That's the crux of our disagreement. In my opinion, AIs are not players. In RPG terms, they are non-player characters (NPCs). They obey rules of the game which are tailored for them only (such as the diplomacy warmongering penalty) and don't apply to humans. As such, I consider the rules that bind them (like the silly warmongering penalty) to be part of the overall rules. You don't like a game where NPCs have specific rules to bind them.
To explain why I think Civ V failed when trying to have players behave like humans:
Civ V tried to hide these rules that bind the AI, while IV and VI show them somewhat.
The AI diplomacy will be bound by some rules. These rules are either explicitly shown to the player (warmongering penalty, trust, etc.) or not (Civ V vanilla), but they exist. Even if you try to code the AI to win, to behave like a player, you're setting some rules which are the AI algorithm. You may not show it to the player, or let the AI lie to the player about it (the way humans do). This is Civ V way of doing diplomacy and it's received lots of hatred. Or you may show it to the player, who can then exploit that naivete and actually know the rules of the game.

My position is that in the framework of the advertised game, its participants should by default play that game, not another game. Your position is that some of the players should deviate from that game, in a way that you like, and that way needs to allow you to play as you see fit.
My position is that they are not players.
 
I think the difficulty levels would be better named not as difficulty levels but as ways to play
(casual/competitive), and AI could be adjusted accordingly.

Not practical. It's hard enough to program one AI and make it decent.

What do you think of Kongo which does not play by the same rules as the rest?

I addressed this earlier, it's the same concept as changing VCs in options or playing with/giving handicaps.

I suppose by "play the game" you mean "try to win", which is only one way of playing a game.

The defined victory conditions are the object of a game, and the presumption when playing it is that the players attempt to do the object of a game. If you're playing scrabble, you're trying to get points. If you're playing soccer, you're trying to score goals, and so forth. Players have different levels of physical potential in soccer and some of them play differently from one another, but that doesn't mean or justify that it would be good for a soccer game if one of the other players grabbed the ball and started dribbling it in an attempt to role play basketball.

In my opinion, AIs are not players. In RPG terms, they are non-player characters (NPCs).

No, NPC is not a good analogy here. The "rules" you mention are AI decision algorithms, not rules at all (how much war weariness you get when killing a unit or how much food working a tile are examples of rules). Calling the warmonger penalty a "rule" is like calling the AI's choice of where to move its units a "rule".

To explain why I think Civ V failed when trying to have players behave like humans:
Civ V tried to hide these rules that bind the AI, while IV and VI show them somewhat.

The more obvious explanation is that the AI did not, in any patch, even come close to successfully behaving like a remotely competent human player. Not tactically, and not strategically. The civ 5 AI failed at it because the developers never gave it algorithms that could meet such a goal. One could make a case that such a goal wasn't realistic, but that's a different discussion.

The AI diplomacy will be bound by some rules. These rules are either explicitly shown to the player (warmongering penalty, trust, etc.) or not (Civ V vanilla), but they exist.

These are not rules, they are (poor) decision algorithms for the AI, stopgap systems the development team couldn't implement well. When they tried to shoehorn in the CB concept from EU/CK, they seem to have forgotten a few important components of said CB concept...namely their impact on how wars are fought and tangible reasons you'd prefer one or another even in a 100% PvP environment. To cover this design flaw, they make the AI act differently rather than run the mechanic in a way where the incentives are decent.

If CBs and warmonger hate were sound mechanics, they would have noticeable impact in MP games too.

You may not show it to the player, or let the AI lie to the player about it (the way humans do). This is Civ V way of doing diplomacy and it's received lots of hatred.

Again, civ 5 is not a viable example of an AI attempting to win, not in vanilla, not in BNW. It is unreasonable to expect anybody to accept that notion, given its performance overall and its choices in various scenarios.

My position is that they are not players.

Yet there's not much substantive basis for considering them anything other than that.
 
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