1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Is Civ6 doomed? the problem of balance

Discussion in 'Civ6 - General Discussions' started by Biz_, Oct 29, 2016.

  1. orasis

    orasis Prince

    Joined:
    Nov 17, 2006
    Messages:
    438
    When it comes to strategic resources I sort of agree. I liked the system in V however... at least strategic resources are sparse compared to IV where unless you had a really bad start almost everyone in the entire game had every strategic resource. I hated that in IV, I hated IV, period.

    I also remember 'depletion' in III that was fun. You'd be marching to war, confident and then *poof* that iron mine was gone lol. It did not always happen but when it did it always seemed to be at the most inopportune time.
     
  2. dexters

    dexters Gods & Emperors Supporter

    Joined:
    Apr 23, 2003
    Messages:
    4,150
    Gender:
    Male
    Location:
    Canada
    ditto. I really like the system in V that said... I'm open to them tinkering with the model in 6.

    IIRC currently, only cities with encampments can build a unit with 1 copy of a resource. I believe upgraded units only need 1 copy (so they skirt the rule).
     
  3. Plus Ultra

    Plus Ultra Conquistador

    Joined:
    May 27, 2016
    Messages:
    702
    Location:
    Spain
    You make some valid points, but I'm afraid randomness is what makes Civ VI so great for me. Making the most of a tundra or dessert start is great fun.
     
  4. Victoria

    Victoria Regina Supporter

    Joined:
    Apr 11, 2011
    Messages:
    10,866
    One see's what you are getting at. To be brief

    This thread has some great ideas about altering terrain and stopping spawning in non productive areas.

    The game has always had a large amount of luck - combat system, who is next to you, what city states are, where the oil, iron and niter appear and so on.One cannot remove that luck from the game. Even as far back as colonization the luck was there in plentiful supply.

    Too Lucky? - To me if you are saying it is now too lucky... excluding some well said tweaks I would still say it is a little more lucky. In particular, for example last night, coming across 2 city states with science within 5 turned of starting. Catch me if you can is what I thought... but then was shocked as my soldiers and scout were both wiped out in different locations, one by a horse archer and one by a cavalry unit. This time they cancelled each other out to some degree but we know this is not always the case. These 2 things are significant sway factors early on, less so than location but still luck.

    This thread has value - Let us not discard some hard worked words too dismissively. They are very valid when playing multiplayer and it is here that luck needs to be toned down at least initially to allow no-one to feel doomed from the very start of a 500 turn game.

    For my 2 pennies I would ask

    1. Barbarian horsemen not spawn for 10 turns - difficulty level (or barb scouts do not?)
    2. Envoys do not gain bonuses until a road is built between these fledgling cultures.
     
  5. teqofc

    teqofc Warlord

    Joined:
    Jul 13, 2013
    Messages:
    192
    Most starts I can live with, but this one I had yesterday.... uh yea I passed on it :)

     
  6. Ferocitus

    Ferocitus Deity

    Joined:
    Aug 7, 2016
    Messages:
    3,015
    Gender:
    Male
    Location:
    Adelaide, South Australia
    I agree.
    Adding a "difficulty" bonus to the score to account for a few layers of hexes surrounding the
    starting position would be one way to reward players for taking the map they're
    given at the start.

    A dessert start sounds great! French chateaux on chocolate mousse tiles, +6 culture.
     
  7. bite

    bite Unofficial Civilization Cartographer Moderator

    Joined:
    Jun 20, 2004
    Messages:
    4,000
    There is clearly a lot of work that needed to be done, but more people played Civ 6 on launch day than Civ5 peak by a long shot, so I say from a financial perspective the game is not doomed
     
  8. Usama84

    Usama84 Chieftain

    Joined:
    Sep 27, 2010
    Messages:
    81
    Gender:
    Male
    Location:
    Mississauga, Ontario
    I just dont understand why they stuck with this 1UPT thing, it is an epic failure IMO, I skipped 5, but now I am hoping for some mods before I give up on my $90
     
  9. van der Knivet

    van der Knivet Chieftain

    Joined:
    Oct 7, 2010
    Messages:
    23
    Location:
    Brazil
    Actually I really miss the random events from Civ IV. They were one of the most immersive things on the game.

    The most ludicrious thing is that the way to make people de-stack units and at the same time avoid the carpets of doom was already on Civ II.

    There you could stack as much units you would want. But if your stack was attacked and lost all the units would be destroyed (except if they were inside a fort or a city). AND the Zone of Control worked properly back on the time: you could really halt people's movement just by carefully placing troops and forts, and at the same time made people fear stacking units on vulnerable places. That created real strategic thinking.
     
    Last edited: Nov 2, 2016
  10. Stilgar08

    Stilgar08 Emperor

    Joined:
    Nov 6, 2002
    Messages:
    1,455
    Location:
    Zeven, Germany (Lower Saxony ;)
    :lol::lol: - hilarious! I didn't restart yet, but this one would be no.1 pass-candidate!
     

Share This Page