Ordnael
Emperor
New Frontier Pass
Diplomatic system in civ6 has like twenty overcomplicated arcade boardgame toys, but somehow it still fails to simulate the simplest and most fun diplo interactions mastered decade ago by Paradox games such as "two alliances of many factions fight and then settle things in a peace deal", "one faction vassalizes another", "I guarantee indepedence of that country and will be called in its defense", "I warn this country to not invade its neighbors", "obviously vassals automatically call their lord to war when they are invaded" or "wars between countries actually end after few years and don't last forever"
Wars that don't last forever is the most important (to my mind) and most challenging of these. Snowballing starts when you capture one enemy city, weakening them and empowering you, making it easier to conquer all of their cities. Once you own all of another civ's cities, you're more powerful than empires which haven't conquered someone else, making it easier to conquer them.
As a pure 4x experience, snowballing is intended and preferred. I personally, though, prefer mechanics that rein in and make snowballing more difficult. Creating a time and cost to integrating captured cities, making the cost to maintain an army in the field grow greater and greater the longer they are outside of your (pre war) borders, mechanics like these that encourage aggressors to war for limited, rather than annihilation, objectives would be welcomed by me.
They are called game modes, and I love some of them. You don't need to have them active, same for the the guy that complained about barbarians and CS!
Where was that in 6?
A standard ruleset game had none of that to my knowledge, except the GDR which wasn't even included in the base game, IIRC.
Agreed! That's one thing that really annoyed me about 6. Basically impossible to play tall.Well this is why you need wide limitations. You should find it much harder to govern and upgrade infrastructure for a huge empire, specifically one with conquered cities, as it is for one with less.
I don't think Civ6 had any of these restrictions realistically speaking, you could go on mindless conquering sprees with no issues
Players would have to evolve and become better at conquering. They always usually do.Agreed! That's one thing that really annoyed me about 6. Basically impossible to play tall.
One way to counteract imperialism might be to make it so the more multicultural your empire gets, the more disloyal and chaotic it gets, and pro-happiness governments like "Democracy" become untenable and you have to switch to something more autocratic. Heightened risk of rebellions, etc.
Agreed! That's one thing that really annoyed me about 6. Basically impossible to play tall.
One less, crappy, city to manage!By the way, I have found that razing cities is almost useless in Civ6 because conquering cities has almost no downsides.
Curious how they would achieve both... Maybe some permanent choices during gameplay which let you mitigate either tall or wide penalties? Either way, one is likely to be strictly better and hence meta.I am going to regret this, but to use Hegelian notionsCiv6 has often been direct antithesis to the thesis (mechanics) of Civ5 and I suspect Civ7 may be synthesis, I mean taking the middle ground/best solutions of both games.
Civ5 was too biased towards tall, Civ6 was too biased towards wide, Civ7 shall try making both viable.
Civ5 had culture/gov system which offered choices and consequences but no flexibility, Civ6 had exactly opposite problems and advantages, Civ7 will try to have culture/gov combining flexibility and consequential choices.
Civ5 espionage was not very interactive but simple to use and impactful, civ6 espionage can be engaging but is micro heavy and often not worth it.
Civ5 had not very engaging city building but as a benefit it had far less problems with tedious micromanagement, Civ6 has great city mechanics buy they become boring tedium by the late game, Civ7 shall try... You get the idea.
Then we have some systems which became stale as they were almost identical in both games - warfare, religion, basic pop/yield system, I'd argue diplomacy at its core despite all shiny toys of civ6 - here we're going to see revolutions.
Agreed! That's one thing that really annoyed me about 6. Basically impossible to play tall.
Introducing downsides to conquest =/= encouraging (ahistoric) tall gameplay. Let's not confuse the two.
Providing downsides to conquest is both realistic, and necessary to make snowballing less overpowered.
But those downsides should not apply to, say, settling empty lands, like Civ 5's anti-fun mechanics (e.g. global happiness, 'four biggest cities' buffs) did.
On it's own, expanding should always beat not expanding. More resources, more space for your people to live, etc. This is just how history works. Even supposed examples of successful "tall" historical states almost always either weren't tall at all (e.g. Netherlands with a worldwide colonial empire) or were profiting of a wide ally (e.g. Korea, with that ally changing from time to time).
They look less friendly. Compare civ4 Alexander to civ 6 Alexander.![]()
![]()
![]()
![]()
Those images aren't cartoony to you?? I guess there's no accounting for taste, but Civ 6 art to me is masterpiece level compared to what we used to have.
On it's own, expanding should always beat not expanding. More resources, more space for your people to live, etc. This is just how history works. Even supposed examples of successful "tall" historical states almost always either weren't tall at all (e.g. Netherlands with a worldwide colonial empire) or were profiting of a wide ally (e.g. Korea, with that ally changing from time to time).
I truly cannot fathom preferring the nightmare fuel of Civ 4 and 3 leader models to those of Civ 6.They look less friendly. Compare civ4 Alexander to civ 6 Alexander.
Look at Bismarck. Stuffy looking. But he looks serious.
All the civ 6 leaders look goofy.
I'm certain it's nostalgia but I like the civ3 portraits. I think a part of me knows I'm a bad person because of it... But the heart wants what it wants.I truly cannot fathom preferring the nightmare fuel of Civ 4 and 3 leader models to those of Civ 6.
Leader models in Civ 4 don’t even look like they belong in the same game. Compare Hatshepsut and Gandhi above. It’s like they were made by two different companies.
Plenty of Civ 6 leaders look stately and serious: Hojo Tokimune, Ba Trieu, Basil, Nader Shah, Cyrus…
And plenty of Civ 3 and 4 leaders look like goofy cartoon creations.
Personally I can't even look at Philip without my immersion being broken. I don't feel like I'm playing a serious game after I see it.I truly cannot fathom preferring the nightmare fuel of Civ 4 and 3 leader models to those of Civ 6.
Leader models in Civ 4 don’t even look like they belong in the same game. Compare Hatshepsut and Gandhi above. It’s like they were made by two different companies.
Plenty of Civ 6 leaders look stately and serious: Hojo Tokimune, Ba Trieu, Basil, Nader Shah, Cyrus…
And plenty of Civ 3 and 4 leaders look like goofy cartoon creations.
Philip is one of the worst looking leaders in 6, but he's from the base game. As the game's life cycle went on, I think most would agree with me that they refined the art style drastically. Take Ludwig, Kupe, Lady Six Sky, Menelik, Pachacuti, Dido, Mansa Musa, Tokugawa. I don't consider these leaders "goofy." There were a few iffy ones here and there but that happens in all of the games.Personally I can't even look at Philip without my immersion being broken. I don't feel like I'm playing a serious game after I see it.
The AI helplessness greatly exacerbates this feeling. Stuffy civ4 Bismarck can wreck you. Philip can swing his sword as much as he likes, as he marches a gaggle of warriors against my crossbow men.
It's the combo. You have the goofy visuals, combined with the goofy, blundering AI. It feels like kids game made for mobile.