If Civ6 was announced today, after Civ7 had already been out for ages...

Olleus

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Civ6 looks like it's going to be a forced narrative game. Before, you could choose the path your civilization was going to take, now you're forced to stick to the same civilization for the entire game! That massively narrows the sandboxing ability of putting together an empire from different pieces, and instead forces us into a narrative of having a single pure culture. Same thing about locking leaders to single civilizations. So many limitations to player choice, hard pass!

Splitting the generic districts into yield specific ones is also removing player choice. Before we could mix and match which buildings went where. By having certain buildings locked to certain districts the player is going to be compelled to heavily specialise cities. This is something that ought to be gently encouraged with game mechanics, not rammed down the player's throat. Not to mention that having a (scientific) Campus be the first district unlocked back in the stone age gets history completely wrong and is utterly immersion breaking. Worse change ever in a Civ game!

Talking about historical accuracy, by removing the synchronised ages we're going to have the old battleship vs spearman again. That's a problem that had been around in past Civs which had finally been solved, and now they're bringing it back. Terrible design that takes us backwards!

On the subject of going backwards and being historically inaccurate, looks like we're going to be shuffling pops again. It's removing an interesting strategic gameplay element and adding in tedious micromanagement. I guess because the devs think it's completely historically accurate for peasants to pack up their bags (and villages), move a long way to a completely different side of a province, and go from being farmers to miners at a moment's notice. Terrible idea!

They're also removing a ton of content. In Civ7 civilizations and leaders were complex, multifaceted things with many bonuses and attributes that you could improve or swap out with each new age. In Civ6 the civs are static and much more streamlined (which is dev talk for "dumbed down"). Boring! Beyond that, by removing the crisis mechanic they've turned a 3 age game into a 1 age game. That's 2/3 of the content removed! Now we're going to have 1 phase of exploration (rather than 3) and 1 phase of expansion (rather than 3) and 1 really boring long end game (rather than 3 crisis mitigation periods). Sounds like it's going to be a terrible game!

By removing Denuvo Civ6 is going to have tons of pirates who play the game without paying. That means that we (the paying fan base) are essentially going to subsidise the game development for freewheeling scroungers. So unfair!

Spoiler :
In case it wasn't obvious, this is satire inspired by things like this or this. It's not targeted at anyone or meant to accurately represent any specific opinion, but is a comedic take on a lot of the discussions that have taken place on here. If it has a point beyond pure humour, it's to show how much a switch in perspective completely reframes how we see changes.


Add your own if you can think of any!
 
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Moderator Action: [snip] - please keep the discussion civil --NZ

How about:-

"Wow they decided to return the game to its roots instead of splitting it into three seperate campaigns which no one asked for. This is great, it's like returning to a sandbox instead playing house with firaxis complete with structured and forced narratives."

or

"Hmm looks like they removed Civilization swapping. I'm okay with that considering how many fans absolutely hated this feature and had no interest in the series because of the change. Now instead spamming Ls at the reveal trailer because of the mechanics the entire sequel is built around, they're just spamming Ls at the art style. "
 
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1-Portugal still not in the base game, hard pass!:wallbash:
2-Hope the narrator doesn't die out mid game!:lol:
3-The f is this faith yield for!?...hapiness is much more simpler!...Uuuuh I can pray for an insta amor, cool I guess:cool:
4-I'm not gay but this Gilgabro got me thinking
5-Un nav igha bale rivers, you freaking kidding me:mad:
 
Wait, you gotta move all those military units one by one without being able to share the same tile at all?? No reinforcements?? Do they really want me to give each unit a separated promotion that I can easily lose if they happen to die in the middle of the game!?

Yeah, and not just that, but when attacking the units seem to move forward, exchange fish-slaps, and then go back to their hexes. No battle lines or anything like that! It's like the developers failed middle school history, I hope they all get fired and are never allowed to work on a civilization game ever again.
 
What's with the game-map-covering flood of missionaries and apostles? And the ridiculous lightning-bolt combat between them? Were the developers on real Opiates instead of religious People Opiates when they designed this religion system?
 
Wait, the leaders that are locked into each civ have been wildly characterized and personify each civ in a fun, relateable way? That's...actually kinda cool and way more interesting than rotely running down a list of historical cults of personality like Napoleon, Hannibal, Washington, etc.

Oh wait again, they still have oddly single-minded agendas and bad AI? Hmmmmmm...
 
Excellent gameplay premise where you actually can build an empire/civilization that stands the test of time. 👍
 
It saddens me that they definetely went through simplification route. Leaders are tied back to civs, building can be build only in specialized districts. And if the former at least makes sense, while removing some of player freedom, the latter is just silly. All the civs significantly lost in their uniquness. No more unique culture trees. And considering that there seem to be no switch to a different culture at any point, the game looses a lot of its depth.

It's, of course, understandable why they have to do it - less complexity means its easier to make AI somewhat capable, but at this point I'm kind of giving up hope that we will ever have decent AI in Civ game. They promised the same thing for Civ 7 and we all know how well it ended.

I'm particularly sad about the removal of commanders. Yes, they intoduced a lot of cheesy opportunities to completely devastate AI's army on the march. Yes, several youtubers exploited that to a ridiculous degree. And yes Firaxis failed to fix it. But I hoped they would put extra effort for the next game instead of abandonning the mechanics, all together.

Workers are back. I'm not sure how I feel about it. Granted, managing both production and growth queues for every city was a bit anoying in the late game, but I'm I don't think this makes it better. Once again I hoped they refine the system instead of basically going back to an old one. If the choice of what exactly to build on a given tile has some really important consequences, then it can make sense, but I'm afraid it's going to be just a bit different yields with some being clearly worse than others.

One clear improvement is the wonders building loop. It's very impressive that they made it so gradual that we can see individual bricks being put. But was it really worth the effort? Definetely not how I'd prefere Firaxis to allocate their resources.
 
Yea I can choose the Civ I want to play instead of some "random" one , large maps again , hot seat ,

One game instead of playing three small separate mini games

Ai thou .. best wait for Civ 4
 
Civ6 looks like it's going to be a forced narrative game. Before, you could choose the path your civilization was going to take, now you're forced to stick to the same civilization for the entire game! That massively narrows the sandboxing ability of putting together an empire from different pieces, and instead forces us into a narrative of having a single pure culture. Same thing about locking leaders to single civilizations. So many limitations to player choice, hard pass!

Splitting the generic districts into yield specific ones is also removing player choice. Before we could mix and match which buildings went where. By having certain buildings locked to certain districts the player is going to be compelled to heavily specialise cities. This is something that ought to be gently encouraged with game mechanics, not rammed down the player's throat. Not to mention that having a (scientific) Campus be the first district unlocked back in the stone age gets history completely wrong and is utterly immersion breaking. Worse change ever in a Civ game!

Talking about historical accuracy, by removing the synchronised ages we're going to have the old battleship vs spearman again. That's a problem that had been around in past Civs which had finally been solved, and now they're bringing it back. Terrible design that takes us backwards!

On the subject of going backwards and being historically inaccurate, looks like we're going to be shuffling pops again. It's removing an interesting strategic gameplay element and adding in tedious micromanagement. I guess because the devs think it's completely historically accurate for peasants to pack up their bags (and villages), move a long way to a completely different side of a province, and go from being farmers to miners at a moment's notice. Terrible idea!

They're also removing a ton of content. In Civ7 civilizations and leaders were complex, multifaceted things with many bonuses and attributes that you could improve or swap out with each new age. In Civ6 the civs are static and much more streamlined (which is dev talk for "dumbed down"). Boring! Beyond that, by removing the crisis mechanic they've turned a 3 age game into a 1 age game. That's 2/3 of the content removed! Now we're going to have 1 phase of exploration (rather than 3) and 1 phase of expansion (rather than 3) and 1 really boring long end game (rather than 3 crisis mitigation periods). Sounds like it's going to be a terrible game!

By removing Denuvo Civ6 is going to have tons of pirates who play the game without paying. That means that we (the paying fan base) are essentially going to subsidise the game development for freewheeling scroungers. So unfair!

Spoiler :
In case it wasn't obvious, this is satire inspired by things like this or this. It's not targeted at anyone or meant to accurately represent any specific opinion, but is a comedic take on a lot of the discussions that have taken place on here. If it has a point beyond pure humour, it's to show how much a switch in perspective completely reframes how we see changes.


Add your own if you can think of any!

Bah, can we hurry up and publish civ 4? 🥳 Or alpha centauri? With better graphics?

This civ 6 is just like civ 7 but with the same civ throughout the game. That's certainly a step ahead, but the split science/culture trees should be merged. Culture should be distinct from science. It could - WAIT - it could push your borders and allow you to take over enemy terrain and even cities! 🙂

And instead of traders building roads we could introduce "builders" that you move to build roads. And espionage will be just gold that you don't invest in science or treasury, but in espionage. It will give you surveillance of the enemy, that'll be cool

And to make exploration more exciting, we'll allow players to trade tech. Sure, that's unbalanced, but just imagine researching ships early and exploring the world to find your friend in multiplayer games.

And we'll make cool wonders like citizen defense force or hunter seeker algorithm. Not some bland +x culture wonders no one cares about.
 
@Arent11 tbf, switching cities with culture was a fun concept, but rather odd when thinking about history. Not that it never happened, but still a strange concept (as is the idea that a civ would have one cultural identity). More wealth/economic opportunities/trade/luxuries would have been a better grounded to make cities join another civilization.
 
@Arent11 tbf, switching cities with culture was a fun concept, but rather odd when thinking about history. Not that it never happened, but still a strange concept (as is the idea that a civ would have one cultural identity). More wealth/economic opportunities/trade/luxuries would have been a better grounded to make cities join another civilization.
And exactly how does expanding borders with culture work anyway? Someone finishes composing a song, so a forest that nobody lives in or works in decides to join my city? Crazy ahistorical nonsense, should never have been in a game.


Why i MUST have frederick as my leader if i want to play germany? Thats really narrows down the gameplay possibilities.
Because Civ6 is all about forcing the player to play a certain way. They're forced to have the same civ through out, forced to have the one leader from that civ, forced to build single-yield district that forbids them from constructing most buildings, etc... Why can't Civ6 have the same sandboxing freedom that Civ7 allowed?
 
@Arent11 tbf, switching cities with culture was a fun concept, but rather odd when thinking about history. Not that it never happened, but still a strange concept (as is the idea that a civ would have one cultural identity). More wealth/economic opportunities/trade/luxuries would have been a better grounded to make cities join another civilization.

I just want culture to be different than science. Movies, art, games, books should *convince* people that your civilization is great and they want to join it.

It could be helpful to convince a city state to join you, to have population from enemy towns migrate to yours, to have heroes and mercenaries ask to join you, to have merchants in events offer you tech or artifacts, to have opponents have a better impression of you, to make opponents vote for you as planetary governor, to offer to become your vassal.

Staging a theatre play should not "research" anything, it should unify your people and make them happy.
 
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