My problem with secret societies is the same as with many features of civ6: should those things even be relevant in history - based, empire building, millenia spanning games; and should they be gameplay priorities for games like Civ? I mean should we really focus on
Spoiler :
- secret cultists
- several fantasy modes added to the game (half of them dysfunctional in singleplayer as AI can't use them)
- beach resorts
- ice hockey
- skiing resorts
- power grid
- governors
- rock band concerts
- emergencies
- first happiness system, amenities
- second happiness system, loyalty, since the first one is inconsequential
- third happiness system, golden ages (all three fail to stop snowballing but they do manage to cripple AI more)
- blizzards and sandstorms apparently having any significance at all on the imperial scale
- micromanaging affordable housing in each city
- remembering about a small separate minigame quest designed for every tech in the tech tree (optimally we should have them all memorized)
- many types of air units, naval units and upgrades to land units, which are not needed at all since AI sucks in 1UPT
- micromanaging every single unit traffic jam over every single hill, river crossing, mountain, lake, other unit etc
- stealing individual works of art
- honestly micromanaging every single spy as a physical unit, with most of their actions being utterly inconsequential
- micromanaging placement of each major hotel as a crucial component of US - USSR global power struggle
- micromanaging every single missionary
- future era added when the endgame sucks, so let's make it much longer without improving it
Well, when it comes to a hockey, skiing, and rocking, it's sort of a logical consequence of having something as historically silly as a "culture victory" in the game. To be clear, every VC except for Domination and maaaaaaaaybe RV is equally ridiculous diegetically speaking, but if you're going to let the player win by culture, you have to let them do cultural things, otherwise they're just abstractly pumping up a number.
Art stealing though, I hate (although when are you ever stealing it? That never works, just spend the money. The many failed spy missions are practically more expensive, and definitely way slower) with a passions, it's so stupid. For Art specifically, it makes some kind of sense, people want to see it, but for Writing and Music it's ridiculous. How many people travel to see the original manuscript of a book? Or a song? Also, if China stole the manuscript for Oliver Twist.....would people stop thinking a British guy wrote it? Would they also edit the book to take place in Beijing? This mechanic transparently arose from somebody asking "what's some cool **** our spies can do?", and somebody thinking of a heist movie.
Emergencies should in theory be a very valuable contribution to Civs portrayal of history, large scale diplomatic events which can shift geopolitics or signal current wealth/power. It's just that in game they amount to very little mechanically, I wanna get back to why later.
Of the three "happiness systems" you list, only one is a happiness system, ammenities, which these days are actually pretty valuable, people need to stop dissing a +/-20% yield swing It's a passive system, easy to maximize vs AI, but it is impactful. Loyalty is.....a silly mechanic, it's not designed for empire stability, it's a band-aid on border-gore, but ultimately it isn't really a "happiness" mechanic, you can't improve it by giving your people more "stuff", you have to make them more numerous, assign a governor for more direct control, have a military presence there. I do think there are ways for this to actually add a lot to a historical simulation, but the fact that it has almost nothing (outside cultural alliances) to do with geopolitics, culture, or economics, and instead being mostly about raw population, makes it feel completely silly. The third one.....I'm genuinely curious why you'd even call this a happiness mechanic? I guess it affects loyalty, but it's mostly a measure of how much "stuff" you civilization did last era. Granted, I'll be really happy to see it go (or disappointed to see it return, that is a possibility I concede) for the sequel, but that's because of how completely uncontextualized this set of bonuses feels.
I mean, blizzards and sandstorms kill people. That has effects....on collections of people. Honestly I like these mechanics right now simply because they're some of the only attrition effects in the game. Under the Civ VI ruleset Napoleon should've ran over Russia with no losses....if he didn't get stuck shuffling his troops through the Eural mountains.
Governors....yes. Of course. Obviously. At an imperial scale, we should absolutely be delegating parts of our empire to trusted members of our staff, delegating tasks, assigning people to improve specific things in a city, or hurry production, etc. Civ VI's Governor mechanics may have a set of silly faces, and it may ultimately play out in a rather fiddly way, but there's no doubt in my mind it's something that should be in the game. Old World, Endless Legend (I therefore assume Humankind, still haven't played it), heck even Crusader Kings all show ways of doing this that feel more "historical."
Like, could we get a world war, a cold war, a global struggle between ideologies, a revolution, a civil war, a coalition, a competent AI invasion, colonialism, a holy war, a sane UN organisation, meaningful oversea exploration etc - you know, great, epic, exciting stuff of history, which would make sexond half of the game not braindead - before we get ice hockey, rock bands, space robots and Illuminati?
I do think those things would be cool....but people wanna be able to play peacefully. Note how basically everything you just described except for the UN (which btw, implying that real life can have a sane UN is making a lot of assumptions) involves military. Enforcing that kind of violence and destabilization would force people away from the city-building mechancis that, from my perception, seem to be a lot more popular. While people say they want complex geopolitics and Civ, most players seem to find managing a military situation in this game to be a chore, and if a war becomes any sort of challenge they check out. Besides, I don't think Civ needs something as hamfisted as a formal "cold war", or "world war" mechanic, it'd be much more interesting if such things emerged from other mechanics, and World Wars regularly did in previous games. How did they do that? By focusing on the granular. In previous Civ games things such as Religion, Ideologies, Congress resolutions, war histories, formed together to create whatever geopolitical complexity is possible in a world with less than a dozen major states, but in Civ VI the AI is simply too inept, and the mechanics simply too disconnected, to create these sorts of emergent narratives. Let's circle back to Emergencies. The reason they're dull is their simplicity, both in input and output. Civ VI in some ways is too focused on the big picture, or perhaps more accurately the broad strokes. Natural disaster relief is as simple as "throw money at the country" or pressing a button that literally says "send aid." A Military Emergency adds a couple modifiers to an ongoing conflict, and then it either succeeds or fails. Religious Emergency (contextually this one is so bizarre), "x city was converted to y, make it not y." And all of them are initiated with a couple conditions being met, and some of the asbtract "Favor" resource being dumped in. There's no building a coalition, no framing, no media blitz, nothing. Just a potential "problem", let's see if anybody cares enough to "solve" it. Furthermore, all of them resolve and just give the victor(s) some bonuses. Shouldn't this have more impact on....diplomacy? If we're going to make these explicitly written out events, shouldn't they continue after their resolution? If I convert a city, and it gets reconverted via Emergency, is that really the "end" of that story? My faith just had an intergovernmental body band together to convert a city away from it, I feel like that should inform that religion's beliefs going forward. Idk, it's late, and this post is going way off the rails, maybe I'll clean it up tomorrow.