The AI still isn't trying to win. Even if they are, they never finish before t300. That is the thing I care about the most.
Infinite City Spam, even if it an intended feature.
Civ 6 is not an ICS, it never was. A game where building more than 20 settlers makes you win slower can, by definition, not be an ICS game. Civ 6 counters ICS very well with escalating settler cost.
3: Nerf wide. No, boosting tall or having the occaisonal tall specialist civ (like the maya) isn't enough. They need to nerf wide, becuase as is, it's always the optimal meta to conquer and city spam as much as possible and never have to bother actually building anything. And I hate that the pressure to do so is always there. This is the major reason I still go back to civ 5 sometimes.
This makes absolutely zero sense to me.
Nerfing wide will simply mean that playing wide is worse or equal than playing tall, in which case no one would ever play wide. It also wouldn't make tall games more fun or intricate or strategic, it would simply dull the game down even more. Tall needs some actual mechanics to work in its favor, and those are largely already in place and simply need adjustment.
Playing wide needs inherently more work on the side of the player (micromanagement) comes with inherent risks (more territory you need to defend, more people offended, settlers can get stolen, wars can be lost). Why would I ever play wide if it isn't rewarded?
The problem with Civ 6 is that tall play is not rewarded or incentivized in any way whatsoever. I don't understand how you can't see that, as a tall player
. Simply buffing amenities, food/growth/farms, housing and specialists would allow small empires to possibly compete with bigger ones, if incentives are used correctly. The articifical restrictions that Civ 5 had on wide empires not only almost killed an entire playstyle, it also made the metagame incredibly boring and it was also highly unrealistic.
Rather than having the AI cheat even harder (which I doubt would be enjoyable), I'd rather see some kind of "mercy rule" system that allows you to win earlier instead of having to slog through another 10 hours of pointless gameplay.
I don't get this either.. Just stop playing then if you know you've already won. Or do as many other people and play for fast win times.
I think what would make the game enormously better would be
comeback mechanics. Why are there so few mechanics (like heroic ages!) which help out those that are further behind? This is something that both the AI and the player could use, and they work quite well already. Heroic Aging is one of the strongest strategies if it can be pulled off.
Russia's ability for TR is also one other example. It is a fantastic comeback mechanic, but absolutely useless if you're ahead. Tech stealing in Civ 5 was similiar. Those kind of concepts definitely work and make the game more interesting.
This is minor but I also think that isaac newton and Albert einstein need nerfs and changes. They are extremely powerful, and their boosts to universities stack with the rationalism card. I would firstly put albert's bonus onto research labs. I would also look at reducing the boost on newton to 1, and einstein to 2.
At a minimum, 1/2/3 for hypatia/newton/einstein. Or perhaps they give a bonus, but only to that particular campus or uni.
I can't help but feel they are just too centralizing in games. 20 science from a university building before CS boosts is completely over the top.
Before that I'd prefer to see a buff to the less fortunate GP. Some are just inexplicably horrible.
Compare Einstein to DaVinci with his 1 (!!) culture for Workshops. Or Science for Artifacts. There are so many GP that are pure duds and you simply hate getting them, which should never be the case. What were they smoking?
But then again this mechanic might actually need more of a rework than a simple change in my personal opinion. Bring us back Great People improvements!
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.
and what is that path? most people can't even agree on whether building scout, warrior, slinger or builder first is a good idea on deity, neither on which governor to promote when. I've played a lot of Deity, but with every game the optimal path for SV seems to change pretty drastically. upon release no one would've said, for example, that culture is as important to going to space as science is, but it's pretty much agreed upon now.
Civ 6 has much more strategic depth than Civ 5, where you could always just go Tradition and everything was easy, you had no real downside at all. I get the feeling some players want this back.