Things missing in Civ 6

Orange1861

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What do you miss from Civ 4 and Civ 5 that are not in Civ 6? There are many missing nice things that were in previous civs. This thread is mainly to talk about the things that should be added back in.

I miss the vassalage system from Civ 4 and the world congress from Civ 5 the most out of all of the features.

I also would like there to be a map size equal to Civ 5's huge.
 
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Vassalagem, Colonies, Corporations, World Congress ...
It would be good to add economic victory, something like getting a lot of gold and the monopoly of luxury features, this can be associated with a corporate system.
I would also like to see great penalties in changing government, something like a temporary anarchy, I find strangers that civs can change government so easily.
 
I think the most obvious omission is the Diplomatic Victory, which I think has been present in some form since Civ III.

There is definitely scope for a UN/World Congress-style gameplay dynamic with resolutions, etc, and I particularly liked the cooperative/competitive projects and wonders in Civ V BNW. However neither Civ IV with BtS nor Civ V with BNW actually perfected these mechanics, so I'm glad they didn't release a half-cocked version with vanilla Civ VI just for the sake of it. It should definitely return in an expansion pack, but it needs to be well thought-through if it is to avoid being like the city-state vending machine of the previous game.
 
Brainstorming and in no particular order:
  • Getting units from military city states. To be honest, it was almost never useful, but it was nice to see!
  • Real 3D victory movies instead of the sliding 2D tableaux. Even Civ II had a nice Science Victory movie.
  • Other tradable or demandable items such as units or techs. How do I even help an ally right now beyond a defensive pact and favorable trades?
  • An engaging religious game that doesn't need tedious micromanagement.
  • A replay map at the end.
  • A local hall of fame.
  • I know a friend of mine, with whom I play multiplayer, would love to see the return of demographics.
  • A more lush landscape.
  • Other victory types, maybe?
  • ... lots of stuff I'm sure I'm forgetting...
Most of these are cosmetic and don't affect gameplay. And I can live without any of them.

I would also like to see great penalties in changing government, something like a temporary anarchy
We already have that in Civ6. It's when you return to a form of government you had previously. So, for example, if I've gone Classical Republic to Merchant Republic to Democracy, and then in a military phase I switch for a while to Fascism, there will be no Anarchy. But if I then switch back to Democracy, there will be a period of Anarchy before Democracy kicks in - which can be intensely costly, by the way.

And, by comparison, I always found the enforced Anarchy for at least a turn in most earlier Civs, rather artificial and not necessarily reflective of most real world scenarios, though if was selective and only applied for certain government types, I guess it would be more acceptable.
 
Passive faith spread. (offstage whispers) What's that? They DO have passive faith spread? Well then why isn't my religion passively spreading? (further whispers)... IT'S THAT WEAK?!

It's not that bad, if there are no missionaries but yours and you spread your religion to be 4 out of 12 and you are the only religion in said city; that city will get your majority religion in around 75-100 turns.
 
It's not that bad, if there are no missionaries but yours and you spread your religion to be 4 out of 12 and you are the only religion in said city; that city will get your majority religion in around 75-100 turns.

That's almost half of a game.
 
We really need a universally agreed upon sarcasm font for the internet...
 
We already have that in Civ6. It's when you return to a form of government you had previously. So, for example, if I've gone Classical Republic to Merchant Republic to Democracy, and then in a military phase I switch for a while to Fascism, there will be no Anarchy. But if I then switch back to Democracy, there will be a period of Anarchy before Democracy kicks in - which can be intensely costly, by the way.

And, by comparison, I always found the enforced Anarchy for at least a turn in most earlier Civs, rather artificial and not necessarily reflective of most real world scenarios, though if was selective and only applied for certain government types, I guess it would be more acceptable.

I know, but I think even if you switch to a government that you had not adopted before, there should be anarchy. I think it's strange that you can change government without suffering a greater penalty. Even if you switch from democracy to fascism, it is a hard exchange, anarchy enough. And if you return from fascism to democracy, it's another hard exchange, an even more severe anarchy.
 
Anarchy turns simulate the RL - the government change never happens just by itself or some top-level decision. It's basically always forced: war, revolution, strikes, etc. It means that the country suffers in some way, hence the Anarchy turns,
I would however implement rather the mechanism that imposes some requirements on the possible change. E.g. how your economy is developed, percentage of specialists in cities, ratio science/ culture/ production, etc. something that simulates what really has driven gov changes in history.
 
I miss the readable maps from Civ5.

The music from Civ5 could have been bland but it was infinitely better than 6's where it plays the same songs over and over. I'd rather have a diversity of songs rather than 4 renditions of the same song, although some of them are great, most of Ancient/Medieval songs are plain boring and Atomic ones feel generic. Sogno di Volare was incredible but that was pretty much the only thing they could advertise.

I miss growing my city as long as I had my Food, now we have a gimmick called Housing.
Influence Points make bribing city-states look like a better option. I got used to it, but all of these can be pretty overwhelming to beginners.

Of course I miss the World Congress! The diversity of Wonders! Railroads! City and City-State names that are still around these days!

Barbarians are completely overpowered in the early game. BNW level of barbs was optimal.

I have Civ 3 and 4 in my Steam library but I have yet to play those.
 
I miss State Religions, it's a small thing but it would work well with current mechanics and I was always kind of bothered by the way your "State Religion" was determined in 5 and 6.
 
HALL OF FAME for singleplayer. Even if nothing else is added back, that one, please. It is so frustrating for me, each time i finish the game.
More statistics, like list of military units, clickable so that they can also be found easily.
Hyperlinks in Civilopedia.
Getting units from military states - yes, that was nice, i already almost forgot about it.
 
I miss the readable maps from Civ5.

The music from Civ5 could have been bland but it was infinitely better than 6's where it plays the same songs over and over. I'd rather have a diversity of songs rather than 4 renditions of the same song, although some of them are great, most of Ancient/Medieval songs are plain boring and Atomic ones feel generic. Sogno di Volare was incredible but that was pretty much the only thing they could advertise.

I miss growing my city as long as I had my Food, now we have a gimmick called Housing.
Influence Points make bribing city-states look like a better option. I got used to it, but all of these can be pretty overwhelming to beginners.

Of course I miss the World Congress! The diversity of Wonders! Railroads! City and City-State names that are still around these days!

Barbarians are completely overpowered in the early game. BNW level of barbs was optimal.

I have Civ 3 and 4 in my Steam library but I have yet to play those.

I honestly can't even remember Civ V music, but I regularly find myself enjoying Civ VI's music.

And I'd argue that, finally, we can grow our cities with food, without it being hampered all the time by that arbitrary "global happiness" gimmick. For one, housing makes sense, refusing to reproduce because you captured a city 5000 km away does not.
 
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