Atlas627
Deity
- Joined
- Aug 25, 2011
- Messages
- 2,930
So, mountain areas now enable science buildings.
And what about archipelago maps? Or any map type or areas where there are no mountains?
Then you don't get tons of science. Good thing you now have to do something different this game, rather than what you've done in all previous games.
Eureka moments. They sound great. And what if I cannot kill a unit with a slinger because I have no access to barbarian units? Or turned barbarians off?
Then you don't get that Eureka, and now you have to evaluate the worth of researching Archery differently from usual. Again, good.
They "unstacked" cities, moved out buildings to the map. Are they aware that this will create "carpeting" strategies where you build a few frontline units and have a sizeable number of cheapest units possible just to carpet-raze enemy lands?
And that will create "wall" strategies where you block entry and keep bombarding the cheap, weak units. What's the problem?
And what about paratroopers in later game? Just land and pillage? So end-game will be bombers, fighters and paratroopers?
You mean like in real life, where destroying infrastructure was how you won wars? Now there is intricacy in late game warfare.
There was a gameplay reason why cities held most of the infrastructure.
I don't think there was, I think it was originally an ease of programming and art. But have you considered that maybe Civ6 could be a different game?!
And what about rushes, so dreaded in games like Starcraft 2? Create one unit to pester the AI? Abuse its weaker decision making to wreak havoc with a single fast-moving unit?
Is this a problem? The inability to rush in V in any form helped the "quickly expand to 4 cities" strategy, because you didn't have to defend and there was no point in attacking. Now you can rush their improvements, if not the city (but it seems like cities are weaker to start, too)
They removed the ability to build roads. And what if I plant a city 3 tiles into the jungle, without having a trade route? How will I be able to reinforce my city then? It will take 3 or more turns just to cross the jungle. And what's worse, it will be a nightmare for the AI, not so much for the human player. Will this force us to chop down jungles and forests, "just to make sure" we can reinforce a city, "until much later in the game when military engineers will be able to build roads"? Can the AI be taught to do this? Or will any city built by the AI in an "un-optimal reinforcement location" be easy pickings for even a newbie player?
If you really want that jungle city, you don't get to reinforce it as easily. Its a tradeoff, a decision. If you want to build a road, you must use a trade route, which is now unavailable for gold. A tradeoff, a decision. If you want to reinforce it without a road, you can spend builder charges to chop down the jungle. A tradeoff, a decision.
Whats the problem here? You're making choices that affect things. You want all cities to be reinforceable, always? Boring.
For every new feature they announced, my list of questions just grows.
Good. That means the aspects have some nuance, which means more puzzle pieces. And if you have a bunch of questions, how can you be SURE its a bad game already?!