I was going through a lot of the complaints towards the game, and I noticed a trend-
Luck of the starting roll seems to be extremely important. Now, luck has always been a factor in all the Civ games, but it seems that here, in VI more than any previous iteration it's taken on a an aspect that it can completely negate any attempt at strategy or thinking, especially on higher difficulties.
No city states nearby? You lose out on those incredibly powerful single envoy bonuses- which DO stack up, in terms of gold, faith, production, etc.
Barbarian camps can pop up almost anywhere and wreak utter havoc with your early game, be it capturing civilians to cutting that trade route you JUST opened where there WASN'T a camp just a turn ago!
Production being so much more important- god help you if you have a low production start.
And the list goes on.
So is that really the case? Or is it just me?
It is. Sugar and Spices break the game. Especially when others are getting relatively useless luxuries like tea and incense.
Meeting/Not meeting a few City States early based on pure luck can mean a 30 turn difference.
Bad starts are terrible unless you're a warmonger, which makes war a solution for everything.
The gap between a good start and a bad start is definitely really large, but I think in terms of Singleplayer, that's fine. In terms of Multiplayer I remain of the opinion that there should be map-scripts made available that focus a lot on balanced landmasses.
The real problem I see in Singleplayer is that the whole "Play the Map"-idea just doesn't work. A bad start is a bad start, and there's nothing you can do about it. There is no "Oh, I started surrounded by deserts, so let me run a strategy that makes deserts useful!"-decision, the only decision is "My starting location sucks. Guess it's time to beat up my neighbors."
Not only is what happened in the Bronze Age completely irrelevant to what I have said, I also never claimed that it's a bad thing to be "forced into early conquest" in some games. My argument, and I really think it's pretty easy to understand, was that it's bad that going to war is the only way to really improve a bad starting location, and that the decision between accepting a bad start and playing it peacefully with overall slower progress, and going to war is a really restrictive one. There should be options to turn somewhat bad starting locations into something that allows for decent progress when played right, and unfortunately the game just isn't built for that.If in some games you are forced into early conquest...so what? What do you exactly think was going on back in the bronze age??
Sugar and spices are +2 food. Not sure what is game breaking about that. Yeah, your city will grow faster, but +1 science from tea or +1 faith from incense are very useful too (getting a better chance at early pick of pantheon makes incense the one of these four I'd most like to have in my starting city).
City State & Nat wonder locations are a bigger issue...but I do hope you complained about them being in V too.
There should be options to turn somewhat bad starting locations into something that allows for decent progress when played right, and unfortunately the game just isn't built for that.
+5 Food tiles near the begining vs the average +2 isn't breaking? That's more than a 100% difference early. These are found on Marshes and Floodplains and with Lady of the reeds and marshes pantheon they give 5 Food and 1 Production each.
Spices give 1 Food 1 Production. Which means 3 Food 3 Production on plain hills.
Both Luxuries allow a player to have a huge headstart in getting a higher population to work more tiles faster. You can't produce those settlers faster if you don't have workers for production tiles and you can't keep building settlers if your growth doesn't replace the loss in population from building settlers. The same rationale goes for wonders and it all links back to who was able to work more tiles faster thanks to a bigger population.
You're losing out on efficiency if you actually work tea/incense tiles instead of food and production.
Oh and +30 Gold in Civ 5 isn't as overpowered as +100%/Science/Culture/Production for the early game.That's essentially what a misleading +2 envoy looks like early game in Civ 6. Also in Civ 5 you also got 15 Gold instead of 30 for not meeting it first. In Civ 6 you don't get half an envoy or +1 to production etc. You get a generous sum of nothing.
agree with statements about some luck having a place, but i would argue being able to settle on a river is TOO important, so luck playing into whether you can settle on a river or not in turn 1 isn't a good thing. now, my idea would not be default all settlers to start on a river, but rather to balance the game such that rivers are not so powerful in comparison to non-river cities.
@nzcamel. It is possible to have different but equally potent starts for everyone, the two are not mutually exclusive concepts. Just like there can be different but equally potent strategies in Civ 6 which for some reason the Devs just don't like.
It's this making of stuff less powerful than others for the sake of "diversity" that's both needless and senseless.
Nobody likes to play around handicaps it's just not fun because you inevitably lose out on progress, wonders etc. unless you choose to warmonger.
While I know Civ isn't really a historical sim game, one of the things that bugged me about Civ 5 was how rivers weren't that important to settle on, given how most major cities were founded on one.
Given 1UPT and movement rules, I'd actually like to see them move rivers back into tiles (rather than between tiles) and make them navigable again. But that's clearly a Civ 7 wish list item.
The river fast movement is easy to simulate w/o making rivers actual tiles. This was done in Civ 5; give units a extra movement while moving ALONG rivers. Either a promotion or applies to some/all units.
Did it only work towards the sea?
I don't actually remember that lol. Was it a mod?
@nzcamel
You must be joking right? Have you heard of archer rushes? Scythian/Sumeria "zerg" rushes? Warmongering has never been as overpowered as it is now, it is the single most potent strategy in Civ 6 due to misleading non-existent warmonger "penalties".
Or perhaps you have not heard how ICS is just compulsory now along with commercial hubs?
This: "The level of equity you want in the game would make it mind numbingly dull for everything I can see. " Is evidence that you don't understand what equal but different means.
Equity and Interest are not mutually exclusive concepts. You have already made up your mind that equal starts will be boring, when I already told you that is not necessarily the case.
Which implies you:
A) Don't accept that starts just being different is enough, they have to be inbalanced on top of that.
B)Don't accept that Starts can be different but equally potent.
C) Don't understand what "different but equally potent" means.
If you don't agree that different strategies/starts have to be equally potent to encourage diversity then there's nothing left to discuss, please educate yourself on Game Design and balance.
If you disagree that the game's balance is off now please prove that the strategies I mentioned before are not the most efficient strategies for winning. Just claiming they're not is pointless.