review after winning twice on deity marathon

tsuneomai

Chieftain
Joined
Feb 11, 2025
Messages
6
Hi it seems you made ages longer or i was lucky and no one pushed it to 100% as fast this time.
great that you try new things but they still need some polishing. a lot of polishing ;D tehe

thats why in the following wall of text i will try to tell stories where i thought balance is off or where i struggled. or where it was not as fun as it could maybe be.

first i would love the restart option again ;) just to get that awesome first city without menu start game each time. then bigger maps please and where did one more turn go? if you win you just go to main menu? wait whaaat? why?

at first i thought i really dislike civ 7
but guys give it a chance unlike older games its more fun in the late game. even if flight and win is still a thing. thats why in civ 6 i normally played in marathon to enjoy the early stages of the game longer.

i really dont like how you upgrade cities now. it feels over simplified. mainly because you lack flexibility! like when me and x are building the same wonder in civ 6 you could use a worker to harvest and speed up the process. or you could rearrange your population to max out production. if you need gold in war the same. or in peace culture and science.
the new system is totally inflexible.
how about you change at least specialists so i can choose resource focus there? i mean with towns we can choose but how about cities? i mean specialists should be that right? if i need production i get some engineers and wuuuush. but no they all only give 2-3 science and culture. sometimes 1??? production or gold.
you could let us at least give different specialists that do different things. engineers give 6 production scientist 6 science etc. like this we would have at least some little options ( u don't have many specialists anyway) to focus one resource if needed.

combined with that i dont really like the way the ages shift
especially on marathon but also on other game speeds its so frustrating to finally build a wonder after 30 to 40 turns and 1 turn before you finish the age ends yay! NOOOOOO!!! how about you let people finish wonders if they are below 5 turns? or just automatically build them at the end. but like this its just frustrating ;D
another thing i really really really don't like is the settlement limit.
its to low. i mean in the first age you do 1 settler and take 1 city and then u chill till age is over? ewww. i think 6 that upgrade to 8 would be much more fun. and last age should be 25 30 not just 20. or you let us destroy our own cities. cause otherwise i go for domination build a huge army take 1 city and buy a settler and the rest i just have to raze. kind of makes it not worth it since on other routes you would get attribute points.

then why exactly we can't kill settlers/explorers/trader etc? especially on deity if they are on the other continent and if you do war to kill their cities on your continent they just spam settler and rebuild them again after peace. since they cost no population they can just spam them. or if they can't some other ai instantly takes their place while you are still killing the other civ off. the same is true for faith. you get converted all over and over again despite you kill everyone on your continent at least once ;D

then why are trade routes so useless now? you know with my playstyle other civs hate me and i got no one to trade ;D but trade and religion only gives bonus when you convert trade other civs? ugh ;/ then in the next age religion is just useless anyway.
yes some thought its to strong in civ 6 but tbh early game advantage was much stronger. also by killing off enough others early on you always got a prophet ;D
i mean you had many things to do in civ 6 get your worker enough faith for religion enough troops good construction for wonders/units trade routes for gold....

now city building is kinda the no brainer just take resources then the rest. you don't need faith you don't need workers you don't need trade routes its all just automatic. everyone gets a religion for free everyone gets roads for free...
i mean its fine if you plan to add some features that then again add complexity in other ways. right now combat is fun but everything else feels a bit to simplified.
also those were all things that added variety in replaying it over and over. sometimes you built the colossus and got early trade routes and were rich and could move ur units with ease. sometimes you focused on faith. now you just have culture food and science to choose from. so less diversity in replaying the game. also it made more leaders possible that focus on different stuff. that will be quite hard now.
since atm its focus on science/culture and manage your army while building whatver comes since you have nothing else to do ;D before you had more choices. do i go with a worker/settler/trader/soldiers or a holy district? now you just build buildings or troops.
.

i felt like influence is often to low later on. at start you keep it to befriend a city state for free technology but then i feel like i get less and less so i can't really use the diplomatic features


also i think the balance is not quite there yet. at least on deity
especially japan was totally over powered in both of my games so far. they entered the modern age with 1200 culture per turn????? i had 200 500 when i won. i mean thats just insane. and when i killed her 6 cities on my continent her resource generation did not drop at all for some reason. she also had 600 science while i had 400.
i have to say i played as benjamin franklin and had the science attribute tree full and even a golden age. despite all that she just casually had 50% more than me while 600% more culture

another thing that can ruin your game atm is happiness. it just happened when i took rome that 3 people declared war on me at the same time. before that i had happy people and generated 100 gold per turn. just by entering the war it went to -300 per turn. once you hit 0 it dissolves your troops. but all my troops only cost 30 gold so -300 is a bit ...what? why?
i had to relaod and not take rome. since for some reason it made them angry ;D despite having good realtions with 2 of them. anyway to much detail.

then strategic resources behave in a weird way. why when i have 11 oil and go into combat it says i only have 6 of them? there were roads to all my cities i did not get it till end of the game. other civs had 9 11 so it can't be soft capped. i even connected railroad to most cities still did not work

combat. now i see why you took xp from troops and gave it to commanders only since double attack on archers was super strong. but then i think you need to change balance a bit cause i left it the same.
in civ 6 you needed 3 archers with double attack to kill 1 knight. or 1 horsehockey of the line.
now u need 6. and 6 despite having a commander with all the + strength on them and 3 trees full. vs knights i can manage ok. i get also a few blockers. but it is inherently harder to protect 6 archers from getting flanked than if its just 3. but yeah if you use your commander right you can handle most of the times.
but vs ships its really hard. cause often they are not in spaces where you could fit 6 archers to attack with all of them in a turn. meanwhile 2 ships kill 1 archer each turn.

so i built ships myself and despite ihad like 60 power and their ships 40... i lost 80 life!!! and they only 16. but if you mouse over it tells you the opposite will happen so i attacked with my fleet commander and all 3 ships vs 1 were nearly dead. war wariness there was only -1 or 2
and yes i know on deity they get +8 on those rolls. but it still said i have 60 he has 40 and i should easy kill them. i gave up on that war and went for someone else without ships.
even with 3 v 3 ships and 5 archers on land it failed horribly.

then on deity war weariness seems quite random or i just don't get it yet. but even after long periods of no war if i declare war or they declare it on me i was at -6 to -9 all the time. together with the 8 bonus from difficulty its like hmmmm i sitll won that game but o boy. one mistake and the unit is gone. the only good thing that if the xp is on the commander you can just replace units. that once is nice!
the war for cities also feels very nice with the 3 to 10 walls you encounter. the only thing i really miss is the heal you get from lvl up units. because the commander does not provide any heal the defence tree aside.so we have way longer battles vs way bigger cities while we cant heal. also we need more space since without double attack i need to bring double the amount of archers to as i explained kill knights or ships in 1 turn.
and with +8 and war weariness you have to kill them in one turn since they have the potential to 1 shot your troops -.-

the graphic is ok and grows on you.
but yeah the ui needs work but you already know that. i would like a symbol in build mode for timeless/ageless buildings.
i would like to see what a wonder does when i mouse over in city view.
and yes only asking for cities in peace negotiation when your total amount of cities is limited. i dunno but gold or resources would often be more value.

also building wonders in the first age is quite impossible Oo in civ 6 i had games where i did Stonehenge the pyramids and the oracle. here its so hard.
i mean i joined age 2 and the enemy built a wonder in turn 1 ???? on marathon? how is that even possible ;D?
second age seems ok i managed like 4 and after that its quite ok.

all in all it was fun to try and beat deity without playing on easier difficulty first.

i think with the new system and big cities it would be fun to have more units. yet i won just with 1! commander and his 6 packed units.
of course i had archers in each city to defend. and in the last age a flight commander with 4 bombers. that sealed the deal. but at this point i was already building the winning operation. if we could field enough troops for 2 or 3 commanders i think combat could be way more fun even.
but i think its more fun compared to civ 6.
thats also why i am here writing a review what i never did for civ 6.
cause it has potential ;D

unlike other people i dont think it was a bad launch. i can see what you tried to do in most things. unless like why do my cities revert back to towns? did london become a village when uk entered the colonization age? also i don't wonder why uk is not here YET ;D will be a dlc for sure.
oh and america is finally strong in civ 6 they were so weak. i mean on deity the marines are quite underwhelming but the production is god tier.

coming from someone who could take 4-6 other capital cities and raze the ones around with just the first 3 archers on nubia. amanitore was the most broken ;) thats why i really really really dislike that low of a city cap. ;D even if you just up it by 2 the early rush strat would be so much better then.
keep up the good work.
 
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