Looks like Civ 6 is done: Kevin called April "final game update"

The way they sliced up civ 6 and sold the complete game over such a long period is disgusting and I will definetely consider if the next iteration will be something for me to invest. Civ 6 never reached my expectation and the different release of modes, instead of patching up the core game is something I just never understood.

Squeezing money from a broken product because it's a lot easier than fixing it. It's simple.

Dipping their toes into the Paradox model. I'm curious to see if VII sticks with it or if they go back to the old Civ model of two or three Xpacs and move on.

I still think it's cheaper to buy Civ VI complete than CKII or EUIV completely.

Mind you, Paradox supports modding to a great extent. Unlike Firaxis, which has not published DLL source code. Without it, Civ VI is dead and broken.
 
I don't have much hope for Civ 7 to be a much better Game than Civ 6. Maybe it will have better Graphics and some few more Mechanisms, but everything will stay the same (maybe even getting worse). Dark Times are coming to CivFanatics, and there is only one Light of Hope that could be our Salvation: Humankind.
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It is interesting that you choose civ 6 as the dark times carrier.
It pretty much started with civ rev and carried on with v.The final iteration of civ v is a game that fundamentally screws over one of the x in 4x. Expansion.
The only thing that saves it are mods.And only vp should be considered a good mod considering it is the only one with functioning ai.

Civ 6 is much more complicated and lets you expand,which is a good thing.
The biggest problem with civ 6 though is that it is a broken mess when it comes to content integration.
Everything feels off and there are bugs and balance problems everywhere.
Mods wouldn't be able to fix it unless somebody dedicates years in trying to make something out of this game.

Firaxis needs to stop having fun and actually make the game work as designed.Cause if this is the final product that they wanted,then the designers are at fault here 100%.
 
A little late to the party but I hope we don't see a plague mode simply because the game has enough speedbumps to growing bigger cities. I'd rather see mechanics which penalize wide play as a game mode before we get something which hits the already weaker tall playstyles. Sounds like a plague mode would be difficult to more likely to so the latter.
 
It is interesting that you choose civ 6 as the dark times carrier.
It pretty much started with civ rev and carried on with v.The final iteration of civ v is a game that fundamentally screws over one of the x in 4x. Expansion.
The only thing that saves it are mods.And only vp should be considered a good mod considering it is the only one with functioning ai.

Civ 6 is much more complicated and lets you expand,which is a good thing.
The biggest problem with civ 6 though is that it is a broken mess when it comes to content integration.
Everything feels off and there are bugs and balance problems everywhere.
Mods wouldn't be able to fix it unless somebody dedicates years in trying to make something out of this game.

Firaxis needs to stop having fun and actually make the game work as designed.Cause if this is the final product that they wanted,then the designers are at fault here 100%.
I didn't talk about previous games, because Civ VI carried a lot of the flaws from those titles + new ones, and because it sticks out more in Civ VI. Civ V had at least some quite decent Mechanisms and a great diversity in terms of Map. The main Flaws of Civ V for me are the Issue of the one best way to Play the Game, and the Gameplay of most of the Civs/Leaders isn't dynamic as in Civ VI (+ Point for Civ VI here).

- Exploration in Civ VI is only great in terms of meeting new Civs/CS/Barbs and Natural Wonders. This latter are the only thing that's worth Exploring the Map. Everything looks the same in Civ VI, no to little diversity. Exploring the map is the main reason of Exploration.
- Expansion is only represented by Settling new Cities and Conquering the ones of other Civs. No Vassalization, No Colonies and no Puppet Cities anymore.
- And Exterminate became tiresome, uninspired, and not very tempting with the Loyalty Systeme. I like the Idea of the Loyalty Systeme but it should have been implemented differently IMHO.

So that's why it seems for me that things are getting worse with each iteration. And maybe that's because FXS wants to keep things Simple, so that New Players could easily understand the game and how it's played. But nothings speaks against togglable options for Players who want challenging Games with many Elements as possible, even if made exclusively in paid DLCs/XPs (I wouldn't hesitate to get them).

Simplicity is good, too much Simplicity is boring, Simplicity with deepness is Best.
 
So that's why it seems for me that things are getting worse with each iteration. And maybe that's because FXS wants to keep things Simple, so that New Players could easily understand the game and how it's played. But nothings speaks against togglable options for Players who want challenging Games with many Elements as possible, even if made exclusively in paid DLCs/XPs (I wouldn't hesitate to get them).
I don't know about this. Whether you like the mechanics or not, there is more "stuff" going on in Civ 6 than any of the previous ones. That's part of why the AI can't play it as well. If I have a complaint about 6 it's actually that there could be some trimming.
 
I don't know about this. Whether you like the mechanics or not, there is more "stuff" going on in Civ 6 than any of the previous ones. That's part of why the AI can't play it as well. If I have a complaint about 6 it's actually that there could be some trimming.
Yes, there are more mechanisms in Civ VI than in any previous games, even the base Game contained a lot of mechanisms from previous iterations that got them not untill some Expansions. But as one who enjoys Mechanisms over diversity in Civs/Leaders, I find Civ VI's Mechanisms very simple for my taste. I know it's not a Paradox/Grand Strategy game, but I want to see some deepness in the Mechanisms. Nearly everything feels abstract and shallow when played the Game for a while, especially because there is no interconnection between the mechanisms. Remove all the Civs from Civ VI, and just make copies of one Civ, and the Game will have little replayability to offer, because every Game would feel the same. The diversity in Civs/Leaders and their Unique Traits is what's keeping the replayability of the Game IMO.

AI was always an Issue in every Civ Game, and it's not like that the AI was great in those games or something (apart from DLL Mods such as VP). And Bugs and Balance Issues, you can find them in every Game, so I don't have a problem with that.
 
Yes, there are more mechanisms in Civ VI than in any previous games, even the base Game contained a lot of mechanisms from previous iterations that got them not untill some Expansions. But as one who enjoys Mechanisms over diversity in Civs/Leaders, I find Civ VI's Mechanisms very simple for my taste. I know it's not a Paradox/Grand Strategy game, but I want to see some deepness in the Mechanisms. Nearly everything feels abstract and shallow when played the Game for a while, especially because there is no interconnection between the mechanisms. Remove all the Civs from Civ VI, and just make copies of one Civ, and the Game will have little replayability to offer, because every Game would feel the same. The diversity in Civs/Leaders and their Unique Traits is what's keeping the replayability of the Game IMO.

AI was always an Issue in every Civ Game, and it's not like that the AI was great in those games or something (apart from DLL Mods such as VP). And Bugs and Balance Issues, you can find them in every Game, so I don't have a problem with that.
Well yeah, I definitely think that people overstate the "AI is ruining the game" thing . . . as if the AI was some kind of supergenius in previous versions. And integrating the systems with each other would just make the whole thing cleaner. I'm not sure if theyr'e any more or less shallow than previous, though. And the replayability issue has always been a thing in a game where you play so much. Once you figured out the "4 cities" plan in the final Civ 5 patch, you could play every start almost exactly the same regardless of what civ or map you roll. There just weren't that many choces to make. That didn't keep me from playing though.
 
The AI doesn't have to be a super genius. It has to be able to play sufficiently well that (with massive bonuses) it provides a challenge for players who are into that kind of thing. Someone are satisfied with a sandbox, others want to feel accomplished at overcoming struggles, yet others like the game for the emergent storytelling than can result. The ai's ineptitude makes the second impossible and seriously hampers the third.
 
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Mind you, Paradox supports modding to a great extent. Unlike Firaxis, which has not published DLL source code. Without it, Civ VI is dead and broken.

I don't believe Paradox releases source code.
 
Some of you suffer from serious “grass is greener” syndrome. Every game and game developer has its problems. Don’t pin your hopes so highly on Humankind because you’re bound to be disappointed when it fails to meet your expectations. I was so excited for it when they revealed it a year and a half ago and after playing the open devs and getting more of the cultures revealed, my hype is nearly all deflated.

For an example on the Paradox side, go read through the forums on Paradox Plaza. They have just as many bitter malcontents as we do here ;)

Again, not to say the game is immune to criticism; just saying there isn’t some clearly superior idealized alternative.
 
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I don't believe Paradox releases source code.

But Firaxis did. I said they supported and provided modding tools to much greater extent. So that might not be needed, in fact. You can even mod the AI if you want.
 
I had a prophetic dream last night: the April patch will add trebuchets, but because the art department had no time to make new assets, their in-game models are simply enlarged catapults.

As for the AI in this game,my main gripes are about the computer players' often bizarre priorities, especially in war. Why build the Great Bath on the single floodplain tile that they have, wasting precious early turns of production? Why settle a city not only away from any water, but also in a place where no aqueduct can be built? Why attack a city first with a spearman and then with archers, when doing it the other way around would successfully capture the city? Why attack two separate units, killing neither and allowing them to retreat or fortify and continue to offer flanking bonuses, when instead it could attack one unit and kill it? These mistakes can often be critical, victory-or-defeat situations. It feels embarrassing triumphing over an AI which decides the cleverest move is to steal an errant worker instead of attacking the units that are threatening its army.
 
I had a prophetic dream last night: the April patch will add trebuchets, but because the art department had no time to make new assets, their in-game models are simply enlarged catapults.
Perhaps the signs are wrong. Maybe they just copied off a mod or something, check with the court astrologer. :P
 
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