Mr Jon of Cheam
Emperor
- Joined
- Oct 26, 2017
- Messages
- 1,358
Good post. Some of the criticisms levelled at VI are true of every Civ game.Let me preface this with my personal experience. I have played every Civ game at the time of release. Civ 4 is my favorite, Civ 5 is my least favorite. In both cases, this is strong preference.
Having technology earlier than in the real world has a strong tradition in Civ, I remember sometimes having tanks at 0 AD in Civ 1. Also, with tech trading you usually got better technology earlier in the higher difficulties levels. This is not a real excuse, but I think there are two other things to consider:
a) No Civ game has real decline and collapse of powerful empires like the real world. I think it is hard to claim that the real world scientific progress is necessarily even close to as fast as it could have been.
b) Every Civ game has pacing problems, where you are not able to have early Empires that are as large as some historical empires (e.g. Rome), as those would very quickly progress you out of the appropiate era. This has a downstream effect.
c) You want to have each of the main eras last for a similar amount of time in the game. This is another thing that needs to be balanced, and affects overall technological progress.
So this is not an real issue for me; it is not the job of Civ to produce a perfect simulation of actual human history.
Here is a list of my main flaws with Civ 6, that I do not think will be fixed.
Some other things are just a matter of it being a game. Sure, access to the sea was a huge thing in the past. But if you bring this completely to Civ games, it cripples inland empires and would make some map types unfun. Making the sea stronger for trade would be very realistic, but bad for strategic gameplay. And the sea is already quite important, as naval units are incredibly strong and can easily win you wars.
- The entire Civ 5 legacy (as said, Civ 5 is my least favorite part):
- One unit per tile, which is ok by itself, but cripples the AI
- Busy-work without much strategic implications, this includes museum theming (clear optimal choice) and details like sending archaelogists around the map, which feels not abstract enough to fit the high-level of the rest of the game
- Production issues and scaling:
- Chopping is too good. Bonus tiles are too weak.
- Unit cost scaling is not balanced. It is too optimal to build an early army and then upgrade it all the time, due to the skyrocketing unit production costs, with which the industrial output never really catches up.
- Too many city buildings that are not worth their production cost in any circumstances.
- As a note, I think this is still partially the consequence of 1 UPT, as high production = many units = trouble. So production is kept low and this affects everything.
Regarding how static the game: I always felt (again) that Civ 5 was the worst offender here. But this is one of the fundamental issues with Civ as a series. You tend to win or lose a game early on. Most of the time it is pretty much decided long before getting to the Industrial Age. The snowball effect is still fully in force.
So yes, Civ 6 has issues. But it was way better than Civ 5 from day 1. At least the 4 city being the optimum is a thing of the past.
1UPT frustrates me because I find it much more fun than IV's stacks but it creates other problems that haven't yet been resolved. I hated war in IV, I just found it incredibly dull and unrewarding, but there's no denying that the AI could handle it more effectively. Perhaps Firaxis could go one step further down the army/corps route and have a system that blends the best of both, I don't know.