Yes it was painful for me to suck up my pride and respond to him. Fortunately, he's starting to make some sort of sense, and I think the topic is more interesting than I think he's a jerk. If he will oblige, I will continue discussing. You should stay! The intellectual pursuit may be worthwhile.
I suppose I can give it another shot.
My expectations are my problem. I'm not condescending. I'm not saying that you're stupid, I'm saying your line of thought is different than what I am used to.
Your "expectations" that your audience was long-time Civ players who held informed opinions--thus the implication that those who replied were neither of these things. If you cannot see how this is condescending, I do not know what to tell you.
For the record, I actually agree on at least some of your points--as they relate to Civ V specifically. But you did an atrocious job of
supporting these points, and made no effort whatsoever to link them to Civ VI. Your new video shows that the logic and reasoning you are using to support these points is deeply flawed, as I can explain in a moment. And that's putting aside the point that I fundamentally disagree with the approach you would take to solving the problem as presented in the first three videos, which is radically different from what you suggested in this latest video and in posts in this thread.
This new video you have made is also
absolutely nothing like the other videos. You're not making the same points or saying the same things. It's also (more than) a little contradictory. In the second part of your video you mention being "forced" into certain diplomatic situations by the land, and cite it as a bad thing, right after detailing how you should be forced into building your civilization in a certain way based on the land available at your starting location. Perhaps you see the conflict here?
Earlier, you mentioned you thought Paradox games were "complex for complexity's sake", which interestingly enough, is an apt description for your suggestion on a new diplomatic system. Also because it actually reminded me of how diplomacy functions in Paradox games. If I wanted that, I would play a Paradox game, I think. I really don't care about having internal factions in a Civ game.
The first point, about terrain, well,
the Civilization developers have been doing this all along. Yes, some starts may be better than others. And maybe the terrain-based bonuses built into the game don't help enough. But those are
balance problems, not inherent design problems. There are ways to get more out of the ocean, specifically, for your civilization, in V--a pantheon related to fishing boats, an entire policy tree devoted to Maritime industry and commerce, specific buildings that boost sea tiles. Your argument makes sense if these do not exist, but they
do exist. They're just not considered strong enough to accomplish their clear design purpose. There are other Civilization-based bonuses on top of this, they just happen at the Civ selection menu rather than in-game. This is a crucial difference, because balance concerns are a lot more likely to be different in a sequel than inherent design flaws.
Civilization VI in particular seems to be paying special attention to the terrain, which is rather telling for your argument that it will have the same issues as V. Maybe they're not building it in the way you would do it. But they are building bonuses tied to specific terrain features and terrain types, bonuses which alter how placing a certain district next to mountains is different than placing it on a river.
I should note that, as far as competition goes, an archipelago map is not problematic--after all, everyone gets similar starts. I don't think it's a huge issue that you'd probably need a hand-crafted map if you want a hyper-competitive game, as only a very small slice of the player base needs that (though Firaxis could include specific maps designed for "absolutely equal starts" without much issue).
There are always options for evening the score when you see someone else has a better start--the most obvious option being allying up with a neighbor to double-team them in war. Another possible option is to take a high-risk economic gambit, you use the Oracle as an example from IV, well, the Great Library exists in V and does the same thing (and it's a pretty risky move to go for it in Deity, but people have managed to get it).
I'll fully admit that there are less of those options available in V and they often don't have the same impact, but that doesn't speak for VI, especially as they existed in IV. No way we could know whether or not such things exist based on the information available to us right now. What I will say is this much: there is certainly a lot of
opportunity in V's design to "even the score" if the terrain around your start is not quite as good as a neighbor's. A Eureka/Inspiration boost is
50% of the tech's cost up-front. That is big. If you can manage to secure even a handful of these that a neighbor cannot, then maybe their better terrain doesn't matter nearly as much.
Whether or not these will work out to actually address the balance-related concerns remains to be seen. But I dispute your argument in claiming Civilization needs these certain things by saying
it already has them, at least to the first part of your argument. To the second part concerning diplomacy, I personally am not interested in such a system. I don't really see what the big concern over it is, the way you phrased it was brief and not very in-depth. I would certainly love to see AIs weigh their options and decisions in a different manner than they did in V so that I could have a variety of different diplomatic interactions relating to them, but that's a separate issue, and by all accounts the AI's in VI will be approaching the game in a different manner.
Edit: At the very end of the video, you lament being a "slave to the land". But that's exactly what you proposed earlier with a "policy or something" that grants 50% science if you have more sea tiles than land tiles? I mean, why would you ever choose to be that kind of Civilization if you weren't near water? I'm afraid you're being incoherent again.