So what do you feel is still broken?

Now this isn't exactly "broken", but I came to think of the war weariness system. I don't do much war, but I still don't understand how this even works. I'd like the system to be more visible.
I think it is broken, insofar as it does not penalise heavily enough for wars that sometimes drag on for several centuries.
 
Yes, the system might be unbalanced. I don't even know, the UI makes it very hard to know what's going on with that mechanic.
You can see which cities are affected by war weariness in the city status screen.
In all my years of playing Civ I have never seen a city harshly affected by war weariness despite being at war for centuries (at marathon pace which is the only one I play.)
 
You can see which cities are affected by war weariness in the city status screen.
In all my years of playing Civ I have never seen a city harshly affected by war weariness despite being at war for centuries (at marathon pace which is the only one I play.)
I know, but who ever checks the status screen? And my issue is that you don't know where that amenity debuff comes from. How much war weariness for combat in my territory, or in foreign territory? How much when units die? How much from nuking people? How fast does it reduced, during war/during peace? I have no idea.
 
I know, but who ever checks the status screen? And my issue is that you don't know where that amenity debuff comes from. How much war weariness for combat in my territory, or in foreign territory? How much when units die? How much from nuking people? How fast does it reduced, during war/during peace? I have no idea.

There could be a lens for that. It would be a start. Civ 5 did a bad job with warmonger penalties, but at the same time Civ 5 did a much better job than 6. It was also more transparent than 6 in this regard.
 
A few changes I'd like to see

1: Anti-snowballing or rubberbanding. In a lot of my games (especially science and cultural games) it's become abundantly clear that I've won by, like, the renaissance.. but in terms of real life time, the game is only 30% over. There's no chance of me losing or even getting a serious invasion, I just have to keep next turning until it's over.

2: Make t3 buildings better, becuase as is, there is very little reason to build them, except power plants and broadcast towers if you need a music slot.

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.

4: City states should spawn with like, an archer and a wall. I'm tired of half of them dropping like flies before the medieval era.

5: Get rid of recruit partisans. Just scrap it altogether.

6: Diplomatic victory is still too slow, mostly becuase of the "this person loses DV" resolution. Yes, they lowered the loss recently, but it's still not enough. Almost every time I try to go for diplomatic victory, I end up acidentally winning by tourism or being forced to pivot to science instead because the rate of DV point accumulation is too slow.

7: Get rid of some of the more boring world congress proposals, especially "X person gets more grievances".

8: Trade deal spam. Especially demands from people who don't like you.

9: As far as I am aware, there isn't a way to sort all available trade routes from ALL cities so you can find the most lucrative one in your empire. You could do this in civ 5, but in civ 6 it seems like it only shows the trade routes from the cities you already have a trader at.

I wonder if there can be a way for AI trailing behind to 'jump' as we've seen a bit in history? Say there's a Medievalish AI and you're Industrial, having done the Renaissance and Enlightenment. Maybe the AI would try to focus on getting that technology via trade, deals, and espionage ASAP if it realizes by some criteria that it is lagging too far behind? This might also incur Golden Ages, Demographic chances, production changes; and if you don't want to play ball with the AI it goes on a exploring/trade spree to find a competitor who would.
 
I know, but who ever checks the status screen?
I do :)
Regularly, when I'm at war. That's the least obscure screen of those three Reports screens. It doesn't give all that info you list, but at least you see the current amenities and WW situation at a glance.
But on the whole, yes, Civ 6 is terrible when it comes to presenting information to the player.
 
Ideally, that ought to be the major motivation for going to war - to claim specific resources, Natural Wonders or Wonders. Warfare should be less of a rewarding end in itself and more strategically useful. Right now war is too rewarding and tile rewards for claiming territory not rewarding enough. Strategic resources simply don't remain useful for long enough, and often by the time you've taken one you barely need it any more; tying more strategic resources to buildings rather than units would help here. I recall being told that in Civ IV going to war for uranium was quite common in the late game - but at the same time, because of the way resource access worked in Civ IV whoever had the uranium tended to have a military edge that made that difficult.

It's a general feature of Civ game design as a whole that there are very few ways to interact with opponents outside warfare - it's not a feature unique to strategic resources.

While this is all true, this makes it so that if you want to play a peaceful game, or want to play maya in it's inteneded spirit, it becomes either impossible to do, or makes it so you can't build up a valid defensive force. The game should offer you a way to attain those goals without having to endure this kind of specific malus. It's my main gripe.
 
So my current game I am running with Gran Colombia and have been through two holy wars with Khmer where I may have razed a couple of his cities and occupied a third. This led to the entire world to denounce me. During this time I had enough diplo to where I had the opportunity for emergency aid I jumped on it. Surprisingly enough every one else voted yes as well (despite all denouncing me) and then every one proceeds to send me each multiple trades of 10-18 GPT. not sure if it is supposed to be like that and I know they are just trying to win but that seems extremely broken to me. Im up to almost 200 gpt just off of what everyone is giving me
 
Not exactly “broken”, but still direly needed:
- [UI] The ability to sort the city yield list by categories (production, science, ...)
- [UI] The ability to jump directly to a city by clicking on it in this list.
These two definitely are on the top of my (UI) wishlist, hence they are the first things to mention here.

Furthermore:
- [UI/QoL] Let builders build multiple railroad tiles by clicking on the target tile. (Oh ... and increase railroads usefulness, e.g. by production increases of linked cities; maybe only, if they own an IZ).
- [UI] Let us swap units even if they are not directly adjacent, if the movement of both units allow it.
- [UI] Make the queued items in the production queue “slide back”, when adding an item in front of them. Or at least make this optional by holding ‘shift’ (or so), when moving an item.

Personal wishes:
- [Game mechanic] The ability to build (early) airplanes in the city center (no production increase, no XP buffs; hence exactly like any other unit in the game) to allow the AI to build them more reliably.
- [Game mechanic] Make anti-cavalry units’ ZoC affect cavalry units. (Definitely not “broken” right now, but I still believe, this would improve the tactical gameplay quite a bit.)

Unsure:
- [AI] Make the AI use those aircrafts more often. Couldn’t test the AI in this respect so far, but the rare airplanes I’ve encountered so far still didn’t do much. Needs more testing, though.
 
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Yes, the system might be unbalanced. I don't even know, the UI makes it very hard to know what's going on with that mechanic.

There's an excellent guide to the mechanic on these forums that explains the mechanics. It's a very intuitive and reasonable system. Our at least it would be if you could ar what the hell is going on.

I'm disappoint noones made a mod theat exposes the numbers yet. That'd be swell.

I think it is broken, insofar as it does not penalise heavily enough for wars that sometimes drag on for several centuries.

I just played my first few marathon games and I gotta say it's much less of an issue there. Rest assured it's a way bigger problem in normal speed.
 
There's still some hacks that are broken. In my current game, I went to war vs Egypt, and brought in my friend Gilgabro. Gilga actually captured one of Egypt's cities, but I took the rest and wiped them out.

However, the city that Gilgamesh captured didn't have enough loyalty, so it eventually flipped to independent. Me, being the kind and generous soul that I was, decided to liberate the city for Egypt, giving me 300 diplo favour. What a shame that Egypt didn't have enough loyalty to actually keep that city, causing it to flip independent again shortly thereafter... So yeah, thanks for the 300 diplo favour for liberating a civ that lasted for like 12 turns.
 
- You can build cities on flooded tiles, but are not allowed to make any building including flood walls in that city.
- When you have the air attack interface up, if you click on a tile and drag the map, once you release the mouse your plane will attack that tile (because in this interface the game apparently doesn't distinguish clicks from drags)
- I managed to win the world games competition with 14 points, all other AI civs had 0 points
- Nuclear submarines make a nuke launch sound whenever they make a normal attack
- I also think that submarines should be invisible to cities and encampments (just make subs do less damage to districts so balance it out)
 
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With access to diplo favor, stacks of resources and better harbors, I feel there is too much gold in my games.

I think this is one of the core issues in Civ6. If at all, Gold is tight at the very beginning of the game - and "tight" is even then more the lack of funds to buy stuff left and right. Up to Civ 4, the slider economy prevented excessive treasuries from happening and Civ5 was almost painful by attaching costs to everything - I often felt the challenge to mobilize everything and adjust my economy to avoid bankruptcy. Civ6 is the total opposite - even when playing on Deity, Gold is never such an issue. After the very initial beginning, you have Gold on hand to regularly buy stuff and somewhere in the latter middle game it just starts pouring in and piling up, almost forcing me to regularly search for stuff to spend it on (which often leads to even more cash coming in, unless you make stupid stuff on purpose) . AIs candy bombing you with GpT-gifts as disaster relief (of which most is lost by falling in turns after the competition has finished) is just the topping. And that without particularly investing. Best example is the trade district - yes, it is valuable and a must have (if no harbor desired or possible in a city) to reap the trading slot, but have you ever felt the deep need to invest in Banks or Stock Exchanges there later? I occasionally built them, but rather when running out of other stuff and not because they would make much of a difference.

It's probably too big and late to get a fundamentally change for Civ6 and I'm not even asking for making Gold as tight as in Civ5 (might also hurt the AI, unless it gets specially improved) - it is ok, if purchasing stuff regularly is part of the gameplay. But I would wish that reaching the state of "drowning in Gold" would at least requite some dedicated effort or a result of playing a civ like the Mali. Or is it really only my playstyle?
 
It's probably too big and late to get a fundamentally change for Civ6 and I'm not even asking for making Gold as tight as in Civ5 (might also hurt the AI, unless it gets specially improved) - it is ok, if purchasing stuff regularly is part of the gameplay. But I would wish that reaching the state of "drowning in Gold" would at least requite some dedicated effort or a result of playing a civ like the Mali. Or is it really only my playstyle?

I agree with you, though I've never been in a state where I have nothing to spend my gold on, I think that's impossible with GP costing up to 30,000 lategame. You can routinely get hundreds of GPT even without (diplomatically) trading with the AI, Trade Routes are enough. I also only really build Banks/Stock Exchanges for the Eurekah and Big Ben. Gold is very easy to come buy in Civ 6. My economy is only hurting when I'm warmongering. It still takes care of itself, but it will take far longer when you have a big army to maintain/upgrade.
 
Not exactly “broken”, but still direly needed:
- [UI] The ability to sort the city yield list by categories (production, science, ...)
- [UI] The ability to jump directly to a city by clicking on it in this list.
These two definitely are on the top of my (UI) wishlist, hence they are the first things to mention here.

Furthermore:
- [UI/QoL] Let builders build multiple railroad tiles by clicking on the target tile. (Oh ... and increase railroads usefulness, e.g. by production increases of linked cities; maybe only, if they own an IZ).
- [UI] Let us swap units even if they are not directly adjacent, if the movement of both units allow it.
- [UI] Make the queued items in the production queue “slide back”, when adding an item in front of them. Or at least make this optional by holding ‘shift’ (or so), when moving an item.

I am amazed at how many good UI features that Civ 6 lost over the years. We have had the ability to sort by yields and tell workers to build roads to since Civ 4. Civ 5 allowed units to swap places easily - which seems to have broken down in Civ 6. Other little touches include the end-game replay that Civ 4 had.
 
Never knew they torched it to make it regrow to a better forest!

A large percentage of the trees in the Amazon Rain Forest are planted - that is, their distribution is not natural and they are suspiciously rich in products such as fruits, vines and nuts that are very useful to humans. Also, the local human groups 'manufactured' garden plots using charcoal as a base to hold enrichment compounds that made garden plot agriculture viable when most of the soil in a rain forest is too leached out of nutrients to be useful. That charcoal had to come from somewhere.
On a wider note, humans have been modifying the 'biomass around them since at least the Mesolithic using fire. Fire has been used so often by both man and Mother Nature in the past 100 - 200,000 years that a number of plants have adapted to using fire to germinate their seeds - the seeds don't become viable until a fire's heat has assured that all the other potentially competing plants have been burned away.

All of which is simply to show that 'agriculture' does not always mean broad open fields from which everything except a food plant has been excluded and which has to be constantly nurtured, irrigated, fertilized, and guarded against all comers, including other humans.
 
For the love of god, if you have a mutualy beneficial deal with an AI (luxury they don't own for luxury you don't own, alliance) and the deal expires while the AI is still on good terms with you and would agree to prolong to deal, make the AI offer the deal to you!

While we're on the topic, make it so you can offer alliance and it automaticaly counts as friendship declaration instead of it being separate actions.

Mentioned several times, but teach the AI to use air units! It's such an important part of modern warfare, yet it plays little role in Civ modern time battles.

Again not the first person to suggest this, but do some systemic buff to tall/nerf to wide! I think easy solution would be making specialists better (add GPP, additional specialists yields locked behing certain technologies - possibly something like "specialists working in districts with powered up building +1yield").

Make politics concerning city states more interesting! Add pledges of protections, add ability to demand from an AI empire to cease attacking a CS, make your allies who wish to stay your allies not attack CS you are suzerain of.
 
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