Only 30 Civs in base game (+ Shawnee)

Nah. At least not for me personally. The replay value of most civ VI civs for me was pretty low over the years.
That's kind of my point. "You can stack other 'choose 1 out of x' bonuses on top" mechanics don't add much replay value unless the two bonuses you stack transform each other in interesting ways. That's why I don't expect civ combos to have such effect, either.
 
That's kind of my point. "You can stack other 'choose 1 out of x' bonuses on top" mechanics don't add much replay value unless the two bonuses you stack transform each other in interesting ways. That's why I don't expect civ combos to have such effect, either.
As I said, that was the case for me in Humankind though.
 
It's what I expected but is still slightly disappointing. It's the idea of historical paths, for me. Imo these only work if you have multiple options. With limited options, I'd rather the AI was let loose, otherwise we'll be facing the same civs over and over.
If it isn't a standard option, I'm sure there'll be a day one mod for this.
 
The upside is that the Age/Civ system allows for a LOT more interesting options for DLC and Expansions. But that's not much consolation at launch.

And we do have to remind ourselves that Civilization (at least since 4) has always been a disaster at launch. I don't think I finished a game of Civ6 until about 6 months after release.
 
I am not hugely surprised. I think speculation was getting carried away here and we were forgetting that this is a base game.

On the one hand, it is still more civs than any other civ game has launched with. And the civs are even more fully featured than in Civ 6.

On the other hand, repetition is a risk. But I think it was always going to feel that way coming from the gigantic 60-civ roster of the previous game. Games will be necessarily smaller in terms of players though.
 
Civ2 had 21, of which only 7 could be in any given game. Civ3 had 16, I believe. This isn't as monstrous as it could be.
 
Civ2 had 21, of which only 7 could be in any given game. Civ3 had 16, I believe. This isn't as monstrous as it could be.
No, not at all monstrous. It's still a healthy number of civs and leaders! The disappointment mostly stems from spending too much time around here, it's hard not to get swept up in all the enthusiasm and wild predictions. :lol:
 
No, not at all monstrous. It's still a healthy number of civs and leaders! The disappointment mostly stems from spending too much time around here, it's hard not to get swept up in all the enthusiasm and wild predictions. :lol:
That's understandable. :P
 
"Only" come on that is more than they ever have before.
This is absolutely not true. A standard game used to be 8 civs, and the last two games launched with 18 civs. Thats 2.25 civs : slots in a standard game.

Now in this game they've increased the numbers of civs required in a standard game with the age split. It's now 18 (5 in ancient, 5 in exploration, 8 in modern). And we've got 30 civs on launch. That's 1.66 civs : slots in a standard game.

My expectations were rock bottom and somehow they've actually landed under them. This game will launch with the least choice we've had for civ variety at launch in almost 2 decades. That is down to this money grubbing, DLC bait mechanics change they've included and I cannot believe firaxis have stooped this low.
 
My expectations were rock bottom and somehow they've actually landed under them. This game will launch with the least choice we've had for civ variety at launch in almost 2 decades. That is down to this money grubbing, DLC bait mechanics change they've included and I cannot believe firaxis have stooped this low.
You mean 2K have stooped this low. It's like a lot of unpolar development decisions about D&D 5th Edition are not actually from Wizards of the Coast, but from Hasbro. The stuffed suits around the board tables looking at out-of-context marketing charts very often screw over the development teams, in these cases.
 
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You mean 2K have stooped this low. It's like a lot of unpolar development decisions about D&D 5th Edition are not actually from Wizards of the Coast, but from Hasbro. The stuffed suits around the board tables looking at out-of-context marketing charts very often screw over the development teams, in these cases.
Functionally it makes no difference. Firaxis are a part of 2K, they've been heading in this direction for years and they are just as culpable. Disgusting consumer practices disguised as mechanics are a massive glaring red flag for me.
 
Okay I now expect something like

Persia -> Spain -> Britain

As an option for civ switching. Also I think Ottomans are probable as at least not the craziest modern option for Songhai, Mongols and Abbasids
 
And now we have Viet queen one of leader to choose.

I can't figure out what could be potential evolutionary path of Meiji Japan.

Persia -> Mongolia -> Meiji is very OFF to me.
it better be Han -> Ming -> Meiji. (a pun maybe? because the two late Civ shares the same chinese character (明))
Probably Ming+Majahapit….or Ming+Hawaii

Also with the smaller number of civs, it seems more likely that all civs may have a gameplay ( not leader or previous civ) unlock)
 
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It's what I expected but is still slightly disappointing. It's the idea of historical paths, for me. Imo these only work if you have multiple options. With limited options, I'd rather the AI was let loose, otherwise we'll be facing the same civs over and over.
Well isn't that the idea of an historical path after all? ;) Historical path means to me, that I can anticipate how certain Civs develop going forward. If I want to play against America in the Modern Age, I'd like to know, what kind of Civs I have to select initially, to end up there (that's how I would like it to work at least).
For me, the amount of the Civs is among the least of my concerns and I also sort of expected this. Solely because of the Agenda System (which is completly unnecessary in my opinion) which makes setting up a Civilization more complicated than in Civ 4 or Civ 5.
 
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Keep in mind that your maximum number of players is going to be the number in the Age with the fewest.
I agree 10 each age is the most likely, but I wonder about this regarding the whole 5/5/8 max amount of players for the switch. The 8 on modern wouldn't make sense as a performance thing as last era is likely the one that is more intensive as more cities and units are spread around the world. We suspected it was civs on the other side of the map that you only can meet later that made the difference, but then why modern and not exploration where we know a big part of the map become accessible? Maybe there is also another continent at Modern that opens up then (instead of something like the poles as some suspected), but maybe there is really something like new civs coming online at modern, made from settlements of independent people and/or a few settlements from each civ from previous age as some people suggested. I still don't see how a colony independence system could work well and be balanced well when it turns into modern age, but there may really be such a thing.
 
Well isn't that the idea of an historical path after all? ;) Historical path means to me, that I can anticipate how certain Civs develop going forward. If I want to play against America in the Modern Age, I'd like to know, what kind of Civs I have to select initially, to end up there (that's how I would like it to work at least).
For me, the amount of the Civs is among the least of my concerns and I also sort of expected this. Solely because of the Agenda System (which is completly unnecessary in my opinion) which makes setting up a Civilization more complicated than in Civ 4 or Civ 5.
Makes sense, I understand. :)

I had some initial reservations but I've completely relaxed on that front, I'm quite keen to just let myself and the AI loose to find effective combos.
 
That's kind of my point. "You can stack other 'choose 1 out of x' bonuses on top" mechanics don't add much replay value unless the two bonuses you stack transform each other in interesting ways. That's why I don't expect civ combos to have such effect, either.
About replay value: I think the existence of traditions could help a lot since it's a way to carry over some abilities from the previous civilization to the next. For example greece->normans and rome->normans could feel pretty different since you have different traditions available.
 
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