Trav'ling Canuck
Deity
- Joined
- Feb 7, 2018
- Messages
- 3,485
Civ V's global happiness and Civ VI's amenities aren't actually all that different in a qualitative sense. While VI's version is tracked locally, a large portion of the amenities come from luxuries. These distributed around the empire as needed, which means that in practice you have a mostly unified pool of amenity supply and requirements. The one difference would be what happens when a city generates more amenities than it needs through local sources. In V, the excess was lost, whereas in VI, that city gains some happiness bonuses. The larger differences, though, come from the specific numerical parameters the games use- in Civ V, a new city costs 4 pop worth of happiness immediately, while in VI, it essentially gains you a free pop worth of amenities.I actually prefer V's balancing in this regard, though I'd stick with VI's presentation, as it doesn't seem to contradict people's intuitions about happiness in the way that V's did.
As to the broader question about the viability of wide expansion, yes this strategy is far stronger in Civ VI than in the final version of V*. Amenity rules explain part of the difference, but the loss of Tradition bonuses and the National College, the de-emphasis of specialists, and the shift from population-based to flat city yields also play important roles.
*People often talk about the dominance of 4 city tradition in Civ V, but it's worth remembering that this strategy only became dominant after the final expansion. For much of the game's history, wide play was the dominant strategy, and if the last few balance patches had tuned the policy trees slightly differently, we might have very different memories of the game's balance.
That's a well-written, succinct summary of the differences.
The final balance patches of Civ 5 broke "wide" play in the early eras by making national wonders (notably National Colleege) unavailable until all cities had the base building (and to pile on, also making the national wonders more expensive the more cities you had). So you had to stop expanding for long stretches in order to build these uber-powerful buildings. After they were built, you could start expanding again, but your core cities were generally so well developed by that time there wasn't a lot of pressure to do so. You could win the game on most levels without worrying about the national wonders, but on Deity you pretty much needed them, and the artificial check on early expansion the national wonders created was a weird mechanic.
What a lot of people who disliked Civ 5 remember, though, is the happiness system. Which really wasn't a limit on "wide" play, because every city could build the buildings it needed manage it's own happiness. What it did was slow down expansion, because you needed to build up a happiness surplus before adding a new city. You could easily manage as many cities as you wanted under Civ 5's happiness system, even after the final patches, but you had to invest in happiness before settling each new city, which was more challenging and, for a lot of players, less fun than managing it after you settle the city.
Civ 6's amenities system is generous enough that it delays you needing to manage happiness until the city grows quite large. Then as an added bonus, Civ 6 makes having large cities totally optional. So you never really need to deal with amenities (or housing, or food) unless you want to.