GrumboMumbo
Warlord
- Joined
- Jun 20, 2018
- Messages
- 140
I think Civ 6 is currently lacking in strategic depth, and I am determined to tackle this.
The inspirations/eurekas make the game formulaic. Every game ends up treading the same ground because it is always optimal to manage boosts and focus on doing the same tasks in a very similar order. Boosts being 40% of the tech tree is too large a number to ignore. The game becomes more about ticking lots of small checkboxes instead of making more meaningful broad brushstrokes that lead to grand strategy.
Tall vs Wide debate. So I've already seen this argued plenty from both sides. Personally I don't take a particular side, but I do enjoy having a diversity of different strategies in which to adopt in any given game. In Civ5 tall was 'tradition' (pun intended) but it wasn't the only optimal strategy available. The way I currently see it, (and I really want to be proved wrong here) in Civ 6 early expansion (as many cities as possible) is always the most optimal play. There are many reasons for this which I'm sure everyone is already aware of, but I will list them anyway;
- no science/culture penalty for multiple cities
- all district buildings have flat yields/some great people also amplify flat yields
- no GPPs for specialists
- buildings/wonders with area effects (benefits multiple close cities)
- wonders and districts take up tile space which is needed for larger cities
- inspirations/eureka's are easier to fulfil with a wide empire
Now there are some minor reasons to build tall (Pingala/Oxford Uni/Rhur Valley) but these bonuses are far too few to compete with the overwhelming reasons to go as wide as possible. Don't get me wrong, I don't want there to be penalties for having multiple cities (I think this is what Civ5 did wrong), but if so there needs to be sufficient incentives to having larger cities as well.
The 40% District discounts (and to a lesser extent district adjacency bonuses and policy cards) adds a huge amount of complexity and micromanagement to the game, but adds very little or nothing to the strategic depth of the game.
So to sum up, a lot of the mechanics in the game lead to overly mathematical solutions with less room for grand strategy. With this being said, here are some possible solutions to the issues above:
1. Reduce inspiration/eureka boosts from 40% down to 20%
2. Add/Change Government plaza buildings;
E.g. Central Science Laboratory - Cities with a governor give 25% science to the city
Research Camps - Libraries in your empire give +1 Science
(think wide vs tall)
Something similar could be made for Culture/Faith/Gold based Government plaza buildings
(this would also make up for the science/culture lost from reducing eureka boosts) Obviously this would need balancing, but I am sure that could be resolved.
3. Add/Change some policy cards to give some value to larger cities
e.g. 50% science to Cities over 30 pop (or just increase Rationalism's bonus 50% science to 30 pop instead of 10 pop cities)
Again same goes for culture/faith/gold etc
Maybe there could be a policy card that adds +1 Faith per population, and another that increases % of faith in a city (think tall combos)
4. Wonders should be built in Districts instead of on an individual tile (one of the main advantages of having centralised production is building wonders) e.g. Great Library is now built in the Campus itself. (some wonders could remain on single tiles where it suits better.)
5. Add GPPs to specialists
6. Remove the 40% District discounts and the cumulative cost increase as tech/civics are researched. Instead have district costs increase by a small percentage for every District in you empire. First district you build is base cost. District 2 has 1% increase. District 20 has 20% increase etc (maybe this value could be slightly higher, this figure is off the top of my head)
The inspirations/eurekas make the game formulaic. Every game ends up treading the same ground because it is always optimal to manage boosts and focus on doing the same tasks in a very similar order. Boosts being 40% of the tech tree is too large a number to ignore. The game becomes more about ticking lots of small checkboxes instead of making more meaningful broad brushstrokes that lead to grand strategy.
Tall vs Wide debate. So I've already seen this argued plenty from both sides. Personally I don't take a particular side, but I do enjoy having a diversity of different strategies in which to adopt in any given game. In Civ5 tall was 'tradition' (pun intended) but it wasn't the only optimal strategy available. The way I currently see it, (and I really want to be proved wrong here) in Civ 6 early expansion (as many cities as possible) is always the most optimal play. There are many reasons for this which I'm sure everyone is already aware of, but I will list them anyway;
- no science/culture penalty for multiple cities
- all district buildings have flat yields/some great people also amplify flat yields
- no GPPs for specialists
- buildings/wonders with area effects (benefits multiple close cities)
- wonders and districts take up tile space which is needed for larger cities
- inspirations/eureka's are easier to fulfil with a wide empire
Now there are some minor reasons to build tall (Pingala/Oxford Uni/Rhur Valley) but these bonuses are far too few to compete with the overwhelming reasons to go as wide as possible. Don't get me wrong, I don't want there to be penalties for having multiple cities (I think this is what Civ5 did wrong), but if so there needs to be sufficient incentives to having larger cities as well.
The 40% District discounts (and to a lesser extent district adjacency bonuses and policy cards) adds a huge amount of complexity and micromanagement to the game, but adds very little or nothing to the strategic depth of the game.
So to sum up, a lot of the mechanics in the game lead to overly mathematical solutions with less room for grand strategy. With this being said, here are some possible solutions to the issues above:
1. Reduce inspiration/eureka boosts from 40% down to 20%
2. Add/Change Government plaza buildings;
E.g. Central Science Laboratory - Cities with a governor give 25% science to the city
Research Camps - Libraries in your empire give +1 Science
(think wide vs tall)
Something similar could be made for Culture/Faith/Gold based Government plaza buildings
(this would also make up for the science/culture lost from reducing eureka boosts) Obviously this would need balancing, but I am sure that could be resolved.
3. Add/Change some policy cards to give some value to larger cities
e.g. 50% science to Cities over 30 pop (or just increase Rationalism's bonus 50% science to 30 pop instead of 10 pop cities)
Again same goes for culture/faith/gold etc
Maybe there could be a policy card that adds +1 Faith per population, and another that increases % of faith in a city (think tall combos)
4. Wonders should be built in Districts instead of on an individual tile (one of the main advantages of having centralised production is building wonders) e.g. Great Library is now built in the Campus itself. (some wonders could remain on single tiles where it suits better.)
5. Add GPPs to specialists
6. Remove the 40% District discounts and the cumulative cost increase as tech/civics are researched. Instead have district costs increase by a small percentage for every District in you empire. First district you build is base cost. District 2 has 1% increase. District 20 has 20% increase etc (maybe this value could be slightly higher, this figure is off the top of my head)