So what do you feel is still broken?

I agree with most posters here.

Recruit Partisans should be removed or changed entirely. That is the reason why I do not build neighborhood districts. Or just maybe make the success chance more difficult.

Existing trade deals of lux does not show up in the next trade screens.

Renewal of alliances or friendships. AI does not accept my offer of friendship jist after alliance expired but next turn they were the ones who offer me friendship. That is one weird behavior.
 
Except AI i really think

1) barbarians need some repair.
Nowadays beginning of the game is very RNG. Settle t1, t3 scout discovers city, t5 2nd scout from other side discovers city, t15 you have 12 horsemen and 6 horse archers besieging city.

And I really expects devs to make game more challanging.
2)All we need is to do it is to stop friendships working as a non-aggresion pact and adjust number of maximum alliances to number of civs. Getting neverending nonaggresion with the whole world in classical age is sth broken.

3) Rationalism card should also work with bigger cities. Reaching 10 pop is to easy

4) Going religion is still bad option. Founder beliefs should be more powerful and what reaaly matters is followers beliefs, not exclusive to founders. +1 gold per pop is a joke when you must invest 200 faith to get +1-2 gold increase
 
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I don't think the Recruit Partisans mission needs to go, all they need to change is to make sure that the units that spawn can't move on the same turn they show up. They shouldn't be able to instantly run off and go pillaging without me getting a chance to take them down first.

Except AI i really think barbarians need some repair.
Nowadays beginning of the game is very RNG. Settle t1, t3 scout discovers city, t5 2nd scout from other side discovers city, t15 you have 12 horsemen and 6 horse archers besieging city.

This has been my biggest complaint for a while. Barbarians can completely wreck your game early, especially if you're busy defending yourself from an early AI rush when a barb camp will almost always spawn on the opposite front. I think I'd just decrease the movement of barbarian recon units by 1 (making them easier to catch) and clearly define a distance that camps can spawn from a civ's borders (in other words, no more spawning 2 tiles outside of my borders). That'd help a ton.
 
I don't think the Recruit Partisans mission needs to go, all they need to change is to make sure that the units that spawn can't move on the same turn they show up.

Recruit Partisans really does need to go. Even if you make it less likely or whatever, the problem is that Neighbourhoods have almost no real upside, so any negative just makes them even more worthless.

If anything, I’d like Recruit Partisans to City Centres, and make Neighbourhoods reduce the risk of Spy Missions working. That would maybe give Neighbourhoods some (marginal) additional value.
 
I wouldn't mind Recruit Partisans if the partisans I spawn actually attacked the enemy. More often than not, they will steer right towards my territory if able. Barring that, they barely do anything, rarely pillaging and NEVER attacking enemy cities.

Interestingly enough, I have yet to see the AI try the mission in my Apocalypse games.
 
Like other people have said in the past: make the partisan mission only available in cities that are unhappy. Makes more sense and boosts the usefulness of entertainment complex and waterparks as well.
 
As someone who detested the mindless, strategy-devoid, repetitive, no-skill-required doomstacks of old, I could not disagree more.
As I always said, between 1UPT and SOD there are (literally) an infinite number of possibilities.

1UPT is the worst possible solution to the SOD issue in a civ game, especially on the small cramped maps of civ6, its movement mechanism and its horrible pathfinding.
 
I don't think the Recruit Partisans mission needs to go, all they need to change is to make sure that the units that spawn can't move on the same turn they show up. They shouldn't be able to instantly run off and go pillaging without me getting a chance to take them down first.
That change would be for the better, but not enough. As a minimum, they also need to have the success chance scale with loyalty and/or happiness of the city.

I've modded out that mission myself, and let me just say, I don't miss it for one second. Being able to actually build Neighborhoods without having to worrying about whether it will do more harm than benefit is nice.
 
Many things already mentioned: bad unit pathing, recruit partisans spy mission, balance of infinite city spam, etc.

I'll add:

1. Specialists still need some love, either by tying Great Person points to them, having yield boosts from city states apply to specialists rather than buildings, or adding policy cards/governor promotions that increase Specialist yields.

2. City Razing. It's really frustrating (mostly in multiplayer, since AI rarely does it) and unrealistic that a huge city can be completely razed in one turn. They should revert back to the Civ 5 method of taking X amount of turns based on population. It gives the defender at least a chance to retake the city instead of losing a city once being an all-or-nothing event.
 
I will add a vote against stupid demands from AI civs. They are a complete waste of time and mostly idiotic, in that the civ is generally in no position to make any demand of you. Likewise idiotic time-wasting trade requests. It's interesting to compare AI behaviour in Civ VI and Rome: Total War, which I have been playing recently. In that game, AI factions have an appreciation of how powerful they are relative to the player, and behave accordingly. If they are strong, they demand money as the cost of a trade deal - if weak, they offer money. It would be good to see that sort of rationality in Civ.

My pet grievance is the demand the player moves units away from a civ's borders. This can be impossible in the case of narrow sea lanes. And the alternative to making a promise to move should not be to force the player to declare a surprise war.

As a minor point, the blue line showing limits to possible movement is inaccurate for religious units.
 
My pet grievance is the demand the player moves units away from a civ's borders. This can be impossible in the case of narrow sea lanes. And the alternative to making a promise to move should not be to force the player to declare a surprise war.
This mostly triggers either when I have a pair of scouts near the AI border, or when the AI settle next to my border and thereby settles next to my border guard. As brain dead as the rest of the game.
 
Police station for squashing revolts in the suburbs lol.

A surprising lack of unique resources. (Gold isn't a luxury resource?)

The way railroads have been implemented is so half-hearted and disappointing.

On higher difficulties, there is only an illusion of choice. There are clearly optimal paths, which you actually have to take if you want to win. So there's no effective choice.

Oh so many things are broken, but this is it for Civ6. They are now charging us to add trinkets like new leaders and city states. No thanks.
 
I don't feel half as bothered by partisans as most people here.

In fact my complain goes in the opposite direction. They are never an actual threat and therefore just boring to deal with.

I don't think partisans should be attached to neighbourhoods but city centers though. And the strength and amount of partisans should depend on:

- Spy level;
- Amount of loyalty pressure from the Spying Civ.

Partisans should be "Grey Units", not barbarians, and prioritise pillaging districts which give a direct benefit to the controlling civ, such as campuses and theatres.

A grey unit is being directly controlled by some other Civ in the game, though you wouldn't know which one.

Privateers should also be "Grey Units". Would make warring at sea pretty fun since you could engage in pillaging etc without declaring war.
 
The way I see it the partisan mission doesn't actually accomplish anything past being annoying to deal with, so there is no reason to have it in the game.

Generate some partisans to distract your enemy right before you invade them. The AI uses this to great effect lol. Likewise with the early barb spam and being rushed by close neighbours. It retards your science and culture for the entire game, unless you can conquer your neighbour and outsize the other civs.

Yeah, bigger is always better in Civ6. No room for small specialized empires.

The way I see it the partisan mission doesn't actually accomplish anything past being annoying to deal with, so there is no reason to have it in the game.

Generate some partisans to distract your enemy right before you invade them. The AI uses this to great effect lol. Likewise with the early barb spam and being rushed by close neighbours. It retards your science and culture for the entire game, unless you can conquer your neighbour and outsize the other civs.

Yeah, bigger is always better in Civ6. No room for small specialized empires.

The way I see it the partisan mission doesn't actually accomplish anything past being annoying to deal with, so there is no reason to have it in the game.

Generate some partisans to distract your enemy right before you invade them. The AI uses this to great effect lol. Likewise with the early barb spam and being rushed by close neighbours. It retards your science and culture for the entire game, unless you can conquer your neighbour and outsize the other civs.

Yeah, bigger is always better in Civ6. No room for small specialized empires.
 
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- Chopping needs to be capped much earlier and also should not be available for projects. Building a mars colonoy ship out of wood, stone and deer just feels wrong.
- More yields to improved tiles (again, chopping is so powerful that builder charges are better used for chopping than improving)
- World Congress overhaul.
- Massive buff to religions. While Holy sites have been made very useful, the actual religions still suck. (except the culture one)
- Make population more useful. There is little difference between a pop 10 and a pop 20 city, although it takes incredibly long to get to high pops.
- Trading resources feels very cheesy and should get nerfed/changed.

There are a lot of minor things, but for the most part the game lacks a good reason to build all the cool infrastructure it has to offer. Civ 5 did a much better job in that regard. It all comes down to get lots of poorly developed cities with chopped in buildings and districts.
 
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