Prince is too easy, King+ is unenjoyable

The only thing I hate about emperor difficulty is the two settlers AI gets.

I have never played on immortal or deity, it's always emperor, i have played maybe five or six games on prince and king when the game came out. Deity demands too much min maxing, and it just doesn't suit my play style.
 
Disagree on this for the most part. Maps are often very unengaging and result in more abandoned games than anything else. Luxury resources are more homogeneous than in V (because other than granaries, they didn't bring in any of the resource-augmenting buildings),

Also, the distribution of luxuries is literally more homogeneous, due to what we've been told of the way map generation works (each continent is allocated two resources at random and will only have those).

and too easy to downplay now that entertainment centers fill the happiness hole.

Well, those take district slots. The bigger issue is that unhappiness is practically irrelevant and controlling it isn't worth the investment. In one recent game I'd expanded so much that most of my cities were unhappy - amounting to a 5% hit to resource outputs each of which was around 100. It just isn't worth the investment in entertainment districts or buildings just to save 5 science/culture a turn, and the drop is only that high if the entire empire is unhappy. Unless a specific city is producing most of a given resource, unhappiness in one city is entirely irrelevant unless it's a border city that needs positive amenities to retain loyalty. In my play, and in Let's Plays I've seen, people seem to make efforts to control happiness through habit more than anything else.

Would be nice to feel like bonus resources were good to work rather than to harvest, but a +1 yield of some type isn't really that relevant. Guess if it's cattle or sheep the .5 housing is something.

+1 on pastures is important in the early game or in new cities because the extra yield is production.

Really would help if trade routes were tied into the tile improvements rather than supplanting them.

Indeed this was the genius of BNW which for some reason was rolled back in both Beyond Earth (which overpowered trade routes as a result) and Civ VI. Gold wasn't available in the landscape outside of specific luxury resources and some Natural Wonders, so you were reliant on trade - and on city placement that improved trade income, either on rivers or along the coast - to actually pay maintenance costs and expand, never mind earn gold income. And, yes, in Civ V trade values were affected by the luxury and strategic resources available to each city (if I recall correctly these only counted for trade value once improved).

Of course this was undermined in practice by players who favoured min-maxing because in Civ V it was notoriously easy to exploit the AI for gold in trade deals, but if you played in the spirit of the game this was the best system Civ has yet come up with for pacing expansion and development and doing so in a way that actually makes real world sense.

If I have a farmbelt city, it should be able to act as a breadbasket for other cities.

This is a definite weakness of Civ VI - city specialisation isn't encouraged, and to some extent is limited too strongly by the district system. With settler production having been decoupled from food and a system of Great People production that isn't linked to specialists (and so city population size), the 'food cities' of past Civ games are a thing of the past. In Civ VI an area with a lot of food and little production is just an outright bad city spot, where it could be specialised into productive land in previous Civ games and was usually actively desirable in the early game.

That said, certain buildings and districts do affect food, production and gold from trade routes. Civ VI lacks agricultural districts, but I think granaries affect food output from trade.

If I have a big mining city, it should be where I'm sending hammers from.

This does actually work. Base production from trade is low enough that it makes a big difference if you have industrial zones and encampments boosting trade values, and industrial zones themselves benefit from mines.

The only thing I hate about emperor difficulty is the two settlers AI gets.

I have never played on immortal or deity, it's always emperor, i have played maybe five or six games on prince and king when the game came out. Deity demands too much min maxing, and it just doesn't suit my play style.

As others have said above, this is a misconception. You'll see people on Let's Plays min-maxing (which is why I've largely stopped watching them as it's divorced from both my playstyle and the way I'm interested in playing the game), but it is in no way necessary in Civ VI.
 
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There's no need to min max on higher difficulties unless your goal is beating your own best win times for different VCs. On Emperor and up it's just about rapidly expanding in and defending your corner of the map. You will be behind for a bit but even semi competent players can slingshot past the AI midgame. You just need to get your own outputs past the AI's.

Is it not being able to spam wonders that bothers people about higher difficulties? That was a hurdle I had to overcome when I moved up. I used to like building everything I could but that'll actually hurt you higher up because the cogs are better spent on expansion and improving science and culture output. Nine times out of ten you're better off building that +3 campus of your next settler instead of some random wonder.
 
There also seems to be a difference in the rate of forward settling from Prince to King. In my current King game, all three of my immediate neighbors forward settled me, promised not to again and then broke the promise a few turns later. All three. Could be luck I guess, but I know it hasn't been nearly this bad in any Prince game.
 
That's when I forward settle their face. :)

Usually it's me forward settling them. On King usually they can get the first settler out, but I still get as close as I can without getting negative loyalty.
 
The point is this is not a style of play that many prefer. Forward settling by the AI in this game has always been a problem that really comes out at higher difficulties.
 
The point is this is not a style of play that many prefer. Forward settling by the AI in this game has always been a problem that really comes out at higher difficulties.
Well, the AI doesn't seem to account for where a resource is in relation to another civ. It's either within a border or it's up for grabs. At higher difficulty, the AI has a greater wealth of riches. It starts with settlers and can spam them out faster. Faster than the player, so we gripe and call it "forward settling" when it is just taking what's out there. It sucks when it happens, but there is certainly an argument for saying that the ancient era should be a mad, mean scramble. The loyalty system can actually punish the AI for doing this. You could get a free city if you play your cards right.

Of course, it would just be nice to have a bit more of a neutral buffer space between civ's (and by a "bit" I mean "some"), so that it would be possible to butt heads at the *end* of the ancient era, and not be constantly bumping into other cities by turn 5. There needs to be an option that can be adjusted. I play on huge fractal maps mostly, and I usually remove two of civ's and dial the number of CS's down from 18 to 12. Can't say it has much impact on the squeeze plays.

Maps just have too few tiles.
 
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It's not that the AI forwards settle you, it's that they are probably pushing for the best place close to their capital, that often happens to be also the best place close to your capital.

I think this was intentional by the developers, they wanted war and competence for territory in early stages of the game (when is also easier to take cities and you have less war weariness) and progessively more peaceful play as you discover new lands with your caravels and your cities get bigger enough to stabilize your empire (and cities get harder to take with severe war weariness penalties). The later the era is, the most preparation you need for war e.g. finding cassus belli.

The result, however, is probably not the desired; war is overpowered, mainly because you don't have effective diplomatic answers to deal with someone who is stomping half of the world with the biggest army and does't care about being hated.
 
Also, the distribution of luxuries is literally more homogeneous, due to what we've been told of the way map generation works (each continent is allocated two resources at random and will only have those).
Right, so I would definitely contend that in Civ VI the map is *not* the star of the game. Civ's may have reasons to fight wars for space, but not for access to resources in that space.

Well, those take district slots.
Well, I'm not gonna be the first guy to point out that civ's don't require much district diversity. Two or three districts is plenty. I mean, if you're going for a science or theater victory, what districts do you really need (entertainment district buildings actually generate tourism, so they're at least useful for the latter)? The franchise's sacred cow of victory conditions just doesn't reward much diversification, so cities become cookie-cutter exercises. Having said that, I build entertainment centers to run mulitple bread & circuses projects at once to accelerate loyalty flippage.

In my play, and in Let's Plays I've seen, people seem to make efforts to control happiness through habit more than anything else.
It's pretty much an instance of overreaction to Civ V's emphasis on small/tall civ's. Which was, of course, patched in as an overreaction to unchecked ICS in early Civ V. Round and round we go.

+1 on pastures is important in the early game or in new cities because the extra yield is production.
From a certain clawing-at-the-dirt perspective, sure, because production can be so meager. What I want to see are mother loads on the map. Something on the map so wonderfully good that players will vie for it greedily.

That said, certain buildings and districts do affect food, production and gold from trade routes. Civ VI lacks agricultural districts, but I think granaries affect food output from trade.

This does actually work. Base production from trade is low enough that it makes a big difference if you have industrial zones and encampments boosting trade values, and industrial zones themselves benefit from mines.
I contend that neither of these work well because they de-emphasize the city's design except for the presence of districts and buildings in those districts. So, we're back to making the map less important and cities homogeneous.

The IZ benefits from mines and quarries providing adjacency bonuses. That's the part where the map plays a part. But that isn't the bonus being spread out by a factory's regional effect. That's not the bonus that impacts a trade route. Those are fixed and ubiquitous.

As others have said above, this is a misconception. You'll see people on Let's Plays min-maxing (which is why I've largely stopped watching them as it's divorced from both my playstyle and the way I'm interested in playing the game), but it is in no way necessary in Civ VI.
Well, it's not a misconception for many players. Their reality is fending off suffocation, dealing with aggressive settler spam in a game that is doing nothing to tell either players to "right-size" their empires. The end result are large empires churned out not to take advantage of the land so much as to simply have another basis for laying down whatever districts are important to your monomaniacal victory condition.
 
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It's not that the AI forwards settle you, it's that they are probably pushing for the best place close to their capital, that often happens to be also the best place close to your capital.

I think this was intentional by the developers, they wanted war and competence for territory in early stages of the game (when is also easier to take cities and you have less war weariness) and progessively more peaceful play as you discover new lands with your caravels and your cities get bigger enough to stabilize your empire (and cities get harder to take with severe war weariness penalties). The later the era is, the most preparation you need for war e.g. finding cassus belli.
Yes, this is all what I was trying to say in the post previous to yours. the premise is that the early game sets civ's up to be crushed and the total number reduced. I guess that's fine if the AI's don't mind. Of course, that means some civ's routinely get marginalized or wiped out while others routinely dominate. If France and America are going at it, and (in a testament to poor civ design) the latter gets a sweeping +5 combat bonus, who is probably going extinct? Or, god help that poor civ who went into the classical age with Mapuche as a neighbor (even more poor design).

Another design element of Civ V that was discarded is that a civ's unique ability shouldn't confer a broad, sweeping bonus to combat. Ethiopia was the only major exception/mistake.

The result, however, is probably not the desired; war is overpowered, mainly because you don't have effective diplomatic answers to deal with someone who is stomping half of the world with the biggest army and does't care about being hated.
Well, the emergency system exists as such a tool, but as with most tools, it's not integrated with the AI properly, so they don't participate. They do their military strength check, see that the runaway is too much for them, and they bow out. So, we don't get the intended effect of multiple civ's teaming up.

It doesn't help that each civ has to accept or reject an emergency blindly after it pops up out of the blue, without any vote or knowledge of who else is participating.
 
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It doesn't help that each civ has to accept or reject an emergency blindly after it pops up out of the blue, without any vote or knowledge of who else is participating.

Will be interesting to see if this is integrated with the diplomatic favours system in GS. Wouldn't need more than a one turn delay to give each civ the opportunity to indicate an intent to participate or not participate, and to influence other civs to change their stance based on the trading of favours (or other things).

To be enjoyable, of course, the AI would have to have some rough rules of thumb to work with to assess their likelihood of success with or without allies and to reasonably value their participation.
 
Will be interesting to see if this is integrated with the diplomatic favours system in GS. Wouldn't need more than a one turn delay to give each civ the opportunity to indicate an intent to participate or not participate, and to influence other civs to change their stance based on the trading of favours (or other things).

To be enjoyable, of course, the AI would have to have some rough rules of thumb to work with to assess their likelihood of success with or without allies and to reasonably value their participation.
Well, might help if you could actually just show you are interested or uninterested, then the next turn goes 'round and you can see the military strength of the target and all the interested parties combined.

Or just leave participation open for a while, albeit with diminished rewards for late participation. Maybe even let civ's throw more into the kitty as further incentive.
 
It's not that the AI forwards settle you, it's that they are probably pushing for the best place close to their capital, that often happens to be also the best place close to your capital.

Well, I'm using the mod that makes sure starting locations are x hexes apart (I think I set it to 13), so it's a bit more forward than usual. Two different AIs plopped cities down where there was one or two available hexes (3 hex min limit) between my cities. One was between three that were in a triangle. I wouldn't have bothered to post if it was the normal first city towards my cap... That happens every game. This is broken behavior.
 
I've had several recent games where civs have plopped down cities like... in basically a straight line right towards my empire. This always feels so weird. And this is not due to them needing to secure space. One game in particular was depressing because the civ in question (think it was Egypt) had a biiiig chunk of land in the opposite direction from me that was quite amazing to be honest, including fantastic spots with Mt Kilimanjaro. I mean, *really* good land. But instead of settling all that fantastic land, they crapped out a line of really bad cities, with the minimum distance between them, straight for my territory. It was just.... really stupid.
 
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