The military system in civ6 is broken for single games

Can't dispute many of those points, I just hate the overuse of the word broken. If it was broken, I wouldn't be able to play it.

For most standard definitions you can find for the English word "broken", there is no such standard. Using it to mean "not working properly" is a straight up correct usage of the term from most online dictionaries, often one of the early definitions listed after covering for "broken leg" and whatnot. Here's a case in point.

I would say one issue related to the 'military system' is how war weariness is handled.

When I say the UI is objectively broken because it fails to give players gameplay rules, WW is a legit example to justify this position. There's no simple way to discern the WW rules and anticipate consequences of your actions in a strategy game without trial and error or looking up 3rd party sources. The UI fails to provide a decent standard, therefore it is broken.

For now Domination victory is the easiest of all victory and the shortest to achieve

Speaking of objective, claiming "domination is the easiest" is false. In fact, it is approximately the most challenging of all victory conditions, given that if you meet the requirements for it you can likely take your pick of VC by simply stopping short of taking the final capital. There are some edge cases where this isn't true when sniping the capital of a runaway last, but for the most part that isn't the common domination scenario and it's still less prevalent than being able to win culture due to AI throwing and not trying to stop you.

Until Civ 6 gets its controls out of alpha I'd hate to see more units on the map.
 
I've long thought it should be possible to station currently unused units inside a city and there be some kind of mild penalty for having them just running around the empire (cost, perhaps). Would cut back on a lot of clutter.
Civ 1 had this limitation.
Depending on government you would get unhappiness and/or hammer costs per unit.
Democracy any unit not in it's home city caused major unhappiness, units also cost hammers (shields) regardless where they were stationed.
Republic pretty much the same, but minor happiness hit instead of major
basic governments, one shield per unit for units over the population size, so size 5 city could support 5 units for free, you couldn't have a size 1 city pump out unit after unit since you would eventually stagnate on production, then your troops would be dismissed automatically.
 
WRT a tactical map and proper handling of units vs armies I really feel like Endless Legend got it really right.
 
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