So I finished my first Civ6 game and... I don't enjoy it as much as Civ5.

I think FXS could massively improve the game just by giving a few buildings an alternative building like the barracks / stable, having a few more map based effects tied buildings (eg Building x buffs Bonus Resource y) or just more dynamic, and reworking Rationalism etc. As I’ve suggested elsewhere, I think having additional Governors that unlock later in the game (allowing Players to more clearly have “core” cities) and having some sort of Vassal / more meaningful Colonial Cities (to encourage late game expansion, and create a more clear “satellite” or “secondary” cities) would also help.

I agree with this, I like the idea of having alternative buildings (like the ones in the government plaza). I think the biggest problem is the lack of support from Policy Cards in general. There are many that support city spam, but none that buff having a few large cities. They did change the Rationalism card in Rise&fall, but it didn't really help the problem that much. All it does is force me to make sure all my campuses have at least 3 adjacency and chop to get to 10 pop (same for the Gold/Culture versions of Rationalism). It encourages you to play the same in every game, which isn't fun.

With all the 100% district adjacency cards (which support wide play), perhaps Rationalism/Grand Opera/Free Market could become the policy cards that support tall play. Maybe a bonus like 20% Science for each Governor promotion that the installed governor has in the city, perhaps it needs to be less or more...idk.

I would also like to see a few policy cards which give something like 0.5 production/science/culture for each pop in the city. I'm just fed up of being forced down one gameplay route over and over because of lack of support for differing strategic approaches in the Policy Card system and the few overpowered Policy Cards which always dominate the gameplay
 
I loved Civ 5 and went extreme with exploring tall civs and synergizing civic trees with civ traits, even without relying on the Tradition tree.

But...once I got the hang of policy card swapping in civ6 I became addicted to it. Government buildings and legacy cards on the surface resemble an attempt to commit you to certain civic decisions in the early game but are nowhere near as crucial as they were in civ5. Nonetheless early game decisions are more important than ever in terms of city placement and tile usage.

District/Wonder placement is the bane of my civ6 existence and has humbled me, but it is a welcome challenge to my enjoyment of the franchise. Maps do matter here. And the city state system is much better imho.
 
I am finding both the micro-managing of Civilization VI and the accumulation of pop-up info tedious. This, and how ICS is just the most viable (and only) strategy.

I would like a lot of things to help me like:
  1. Being able to be put auto-pilot Builders and Military Engeneers (also: make road not consume charge).
  2. Highlight things on the map: Barbarian outpost in red, natural wonders in blue, tribal village in green...
  3. Add an "advisor" tab, like the military advisor warning us about how weak or obsolete our army is, what strategic ressource we need, if the neighboor is going to attack... (link with diplomatic visibiltity?), same with chief scientist about our advancement, what eureka could be easily get or where spies could go, the master of coins warning us about trade opportunities and city development, the prime ministre advising when some enabled policies are not used (production card but with no cities using it), or when some policies could be really useful but not slotted...
  4. A less painful trade screen, by showing what luxuries we/they enjoy (counting the city-states but can't trade), or highlighting the one we/they do not enjoy, the maximum cap of strategic ressource (like 55/90 Oil), or what art slot they/we have. Optimising the way number are increased / decreased in trade by not making appear a new windows would be amazing. For example: show some arrows to quickly increase/decrease the amount and/or allow to type the number while putting the cursor on the amount (without click).
  5. Short pop-up: no need to say that Bologna declare war to the Romans and all his city-States one by one, to France and all his city-States one by one... just say it sides with the civilization X in the conflict. Maybe hide some of pop-up in the advisor tab.
  6. Maybe overpowered but... give a free chopping if a wonder / district goes on a tile with a feature (jungle, wood or marsh), while the bonus ressource under does not get erased. Furthermore: it will be amazing to be able to put district / wonder on strategic or luxury ressources.
I don't know. Civilization VI gives me a lot of joy but is also painful to play it. The late game was made boring, even more now when they increased the duration of the late game even more with additional steps, instead of making it more intense.
 
Every Civ game i don't like it initially. When i got Civ3.. and went play civ 2 and it has gone like that the whole way through.
But then i learn to love the new game.
 
which is have maybe 5 cities that are 20 pop
I play like this now and can get it to work
Maybe science is the one victory where tall actually is good
sadly the fastest times are with 15 or so cities however on the length of the endgame, there are some tricks for an SV. The end game (from founding rockets) is normally around 30-40 turns.

A core difference between 5&6 is there is a lot more choice in 6 and quite a few nuances. You have to play it more than once to appreciate but, just like in VI the choice is always yours.
 
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