Malexander
Chieftain
- Joined
- May 4, 2022
- Messages
- 23
Edit: Title -> to fix not fax, typos.
Instead of writing a C7 suggestion thread, I thought it would ne better to address issues I had in C6.
Factions & Replayability
Faction bonuses implementation in Civ VI tend to predeterminate the way you play the game. For example, static bonuses in generated culture tend to put you in a tunnel of culture win playstyle. This is a thief of joy, because the player can already see in the starting screen how the game will play out and the player becomes less exited to actually play the game out.
Faction bonuses should be implemented in a way that do not lock player in specific play style or win condition. All factions should have some bonuses in regards to all winning conditions; the difference between factions would be in the potency of the bonuses. The bonuses could be tied to the environment; special improvements / structures that require specific env. tiles or potency from specific tiles / resources / etc. This would make each game more about discovering opportunities in the environment to use your faction advantages to win the game with a nonpredetermined win condition.
Special Units
Overall each faction should have more special units and preferably in several eras to keep things interesting through out the game. Similarly as in previous section, the units could be tied to environment, resources, tile improvements and special structures. Some imperialistic factions could have more special units than others.
To give some examples of new mechanisms to create a special units: A city would have to produce 5 culture from faction specific tile bonus (desert, forest, tundra, etc.) to produce a faction / era specific special unit. Other units might just require a resource in order to be produced or a faction specific structure built on specific env. tiles or faction wonder. An example could be a Warrior Monk, which would require mountains and mountain temple structure + Iron resource in order to produce them.
Religion
Religion spreading in C6 is laborius and tends to take lot of effort from the player. Religion spreading should be somewhat automated without entirely discarding the special units because it can be a fun a part of the game. An example of automated religion spread mechanism; a city would have certain amount of religious power based on religious buildings and bonuses and the religion would flow to other cities automatically with trade routes and roads. Missionaries and other religious units would be used to make way for the new or competing religion to make it spread faster or to prevent religion from spreading to the land.
AI &Turn Duration
Overall in C6 the AI is more of a nuisance in diplomatic relations than an interesting aspect of the game. It is hard to keep the AI civilizations satisfied or trade with them without getting robbed or betrayed every time. Would like to see some improvements to this, perhaps deep learning based AI solutions that would in a way actually play the game with you or against you.
Especially in late game, the turn duration start to test the players resolve to actually finish the game. Something should done about this so that duration of turns would not become so long that the player just wants to declare himself the winner and move on to the next game. This also is bad for the Hall of Fame feature because unfinished games do not get recorded.
Barbarians
I would like to see some depth added to Barbarian tribes. Perhaps if left unhandled long enough, the Barbarian tribe could develop into a Nation. Barbarians would learn from AI and human players as they scout, attack and pillage, once they have gathered enough intelligence and experience, a barbarian warrior would declare himself Chieftain / King.
This would require that there would be several barbarian tribes designed into the game. To the player all barbarians in map would outwardly appear the same but beneath the surface there would be several different barbarian tribes in game and only a few of them might gain Nation status during a game.
One new play mode could also be to play as a barbarian tribe, perhaps unlocked in some specific way. Development to a Nation would be slow but they would have certain advantages over Nations in early game that would allow them to hold their ground vs. Nations. The Barbarians would have their own science trees but their "science" would be advanced by scouting and engaging warfare and pillaging the enemy Nations before they reach the stage of becoming a Nation.
Thanks for reading.
Instead of writing a C7 suggestion thread, I thought it would ne better to address issues I had in C6.
Factions & Replayability
Faction bonuses implementation in Civ VI tend to predeterminate the way you play the game. For example, static bonuses in generated culture tend to put you in a tunnel of culture win playstyle. This is a thief of joy, because the player can already see in the starting screen how the game will play out and the player becomes less exited to actually play the game out.
Faction bonuses should be implemented in a way that do not lock player in specific play style or win condition. All factions should have some bonuses in regards to all winning conditions; the difference between factions would be in the potency of the bonuses. The bonuses could be tied to the environment; special improvements / structures that require specific env. tiles or potency from specific tiles / resources / etc. This would make each game more about discovering opportunities in the environment to use your faction advantages to win the game with a nonpredetermined win condition.
Special Units
Overall each faction should have more special units and preferably in several eras to keep things interesting through out the game. Similarly as in previous section, the units could be tied to environment, resources, tile improvements and special structures. Some imperialistic factions could have more special units than others.
To give some examples of new mechanisms to create a special units: A city would have to produce 5 culture from faction specific tile bonus (desert, forest, tundra, etc.) to produce a faction / era specific special unit. Other units might just require a resource in order to be produced or a faction specific structure built on specific env. tiles or faction wonder. An example could be a Warrior Monk, which would require mountains and mountain temple structure + Iron resource in order to produce them.
Religion
Religion spreading in C6 is laborius and tends to take lot of effort from the player. Religion spreading should be somewhat automated without entirely discarding the special units because it can be a fun a part of the game. An example of automated religion spread mechanism; a city would have certain amount of religious power based on religious buildings and bonuses and the religion would flow to other cities automatically with trade routes and roads. Missionaries and other religious units would be used to make way for the new or competing religion to make it spread faster or to prevent religion from spreading to the land.
AI &Turn Duration
Overall in C6 the AI is more of a nuisance in diplomatic relations than an interesting aspect of the game. It is hard to keep the AI civilizations satisfied or trade with them without getting robbed or betrayed every time. Would like to see some improvements to this, perhaps deep learning based AI solutions that would in a way actually play the game with you or against you.
Especially in late game, the turn duration start to test the players resolve to actually finish the game. Something should done about this so that duration of turns would not become so long that the player just wants to declare himself the winner and move on to the next game. This also is bad for the Hall of Fame feature because unfinished games do not get recorded.
Barbarians
I would like to see some depth added to Barbarian tribes. Perhaps if left unhandled long enough, the Barbarian tribe could develop into a Nation. Barbarians would learn from AI and human players as they scout, attack and pillage, once they have gathered enough intelligence and experience, a barbarian warrior would declare himself Chieftain / King.
This would require that there would be several barbarian tribes designed into the game. To the player all barbarians in map would outwardly appear the same but beneath the surface there would be several different barbarian tribes in game and only a few of them might gain Nation status during a game.
One new play mode could also be to play as a barbarian tribe, perhaps unlocked in some specific way. Development to a Nation would be slow but they would have certain advantages over Nations in early game that would allow them to hold their ground vs. Nations. The Barbarians would have their own science trees but their "science" would be advanced by scouting and engaging warfare and pillaging the enemy Nations before they reach the stage of becoming a Nation.
Thanks for reading.
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