gamemaster3000
Warlord
- Joined
- Dec 6, 2005
- Messages
- 159
Vast improvements over Civs 1-5: (BTW I just got the game this week, I know I'm 7 months late.)
The decentralization of "cities of doom" through districts
--Lets you specialize cities further
--Regional bonuses mean that not every city has to build every district
--Cities with a handful of lousy tiles (i.e. 95% of them) are now better
--More strategic decisions in utilizing the land with adjacency bonuses
--Changes the build order for different terrain, so not every city builds exactly the same buildings in the exact same order
--Districts mean you can get additional hammers/beakers/gold/faith/culture/gold on tiles with less than two food, so you're not always choosing between growing less fast for extra hammers.
Great People
--Easier to get but much less powerful
--Add meaningful bonuses without blowing out the need for beakers or hammers
--They provide unique bonuses which make them more interesting
--They can't be hoarded to rush-build every late-game wonder
Culture is much better integrated in to the game
----Very powerful bonuses from getting far in to the civic tree
----The card system is super handy, and provides strong but not OP bonuses
----The card system allows multiple avenues to building an empire (for example, using +50% unit production instead of building an encampment)
----The great work system is way more fun, I find it much easier to get a hold of great works than it was in Civ 5, and then moving them around and stealing them from opponents
Eurekas!
--Gives me a reason to play the game instead of building IvorytowerOxfordLabUniversityLibraryShire.
Early Combat
--After 25 years, catapults are no longer the ONLY way to take a city
--AI spam cities can't shoot until they build walls
--No warmonger problems early
Workers building in 1-turn but with limited charges
--Brilliance
Roads building from trade routes
--Brilliance ^ 2
Harbors
--Let you build boats in cities that aren't directly on water
--Don't have to waste half your fat-cross on water tiles
Harbors are the single most overdue item in the entire franchise...honestly Civ 1 could have had this feature.
Diplomacy
--Showing the player their relationship with the AI in exact terms. Although unrealistic this is the second most overdue feature in the game.
Multiplayer
--No longer shared research, just extra Eurekas!, so we're not going through the tech tree at ridiculous and never-intended speeds
--(Haven't yet played online speed)
Lumbermills are available way earlier, and we can plant forests again!
--/hug
City States
--Unique bonuses make them more interesting
--The envoy system is great instead of being a colossal gold sink with instantly-changing allegiances
--Levying militaries can be VERY powerful
No ridiculous range bonuses
--The difference between having range 2 and range 3 was so OP in Civ5.
Blessings and Curses
--Hammers, which have always been important, seem extra super duper important now.
----Food does not seem to be as important, which I'm pretty ok with.
--The absence of buildings with huge multipliers. Since I prefer wide over tall, I'm pretty ok with this, but I think SMALL bonuses (~5%) to hammers/beakers/faith/culture would be appropriate. My dream game would be where tall and wide are both viable.
--An amenity (or multiple copies) only give(s) 4 cities the bonus. I need to play more on higher difficulties to see if I like this as a check on unlimited expansion.
--Changing policy cards is really easy
Things I don't like:
--Sometimes a single barbarian camp will churn out a dozen horsemen in two turns
--There are only 24 hours in a day
Things I want to see in an expansion:
--My buddy says religious combat is stupid, I haven't tried it yet honestly
--More espionage. It's quite good but not as earth-shatteringly good as the rest of the game.
--I kinda like being able to walk around spies. Some games I would trade all my espionage just to be able to scout behind their borders. Tough to get open borders with a -100.
Bugs:
--My hotkeys don't work in multiplayer, it's super annoying
The decentralization of "cities of doom" through districts
--Lets you specialize cities further
--Regional bonuses mean that not every city has to build every district
--Cities with a handful of lousy tiles (i.e. 95% of them) are now better
--More strategic decisions in utilizing the land with adjacency bonuses
--Changes the build order for different terrain, so not every city builds exactly the same buildings in the exact same order
--Districts mean you can get additional hammers/beakers/gold/faith/culture/gold on tiles with less than two food, so you're not always choosing between growing less fast for extra hammers.
Great People
--Easier to get but much less powerful
--Add meaningful bonuses without blowing out the need for beakers or hammers
--They provide unique bonuses which make them more interesting
--They can't be hoarded to rush-build every late-game wonder
Culture is much better integrated in to the game
----Very powerful bonuses from getting far in to the civic tree
----The card system is super handy, and provides strong but not OP bonuses
----The card system allows multiple avenues to building an empire (for example, using +50% unit production instead of building an encampment)
----The great work system is way more fun, I find it much easier to get a hold of great works than it was in Civ 5, and then moving them around and stealing them from opponents
Eurekas!
--Gives me a reason to play the game instead of building IvorytowerOxfordLabUniversityLibraryShire.
Early Combat
--After 25 years, catapults are no longer the ONLY way to take a city
--AI spam cities can't shoot until they build walls
--No warmonger problems early
Workers building in 1-turn but with limited charges
--Brilliance
Roads building from trade routes
--Brilliance ^ 2
Harbors
--Let you build boats in cities that aren't directly on water
--Don't have to waste half your fat-cross on water tiles
Harbors are the single most overdue item in the entire franchise...honestly Civ 1 could have had this feature.
Diplomacy
--Showing the player their relationship with the AI in exact terms. Although unrealistic this is the second most overdue feature in the game.
Multiplayer
--No longer shared research, just extra Eurekas!, so we're not going through the tech tree at ridiculous and never-intended speeds
--(Haven't yet played online speed)
Lumbermills are available way earlier, and we can plant forests again!
--/hug
City States
--Unique bonuses make them more interesting
--The envoy system is great instead of being a colossal gold sink with instantly-changing allegiances
--Levying militaries can be VERY powerful
No ridiculous range bonuses
--The difference between having range 2 and range 3 was so OP in Civ5.
Blessings and Curses
--Hammers, which have always been important, seem extra super duper important now.
----Food does not seem to be as important, which I'm pretty ok with.
--The absence of buildings with huge multipliers. Since I prefer wide over tall, I'm pretty ok with this, but I think SMALL bonuses (~5%) to hammers/beakers/faith/culture would be appropriate. My dream game would be where tall and wide are both viable.
--An amenity (or multiple copies) only give(s) 4 cities the bonus. I need to play more on higher difficulties to see if I like this as a check on unlimited expansion.
--Changing policy cards is really easy
Things I don't like:
--Sometimes a single barbarian camp will churn out a dozen horsemen in two turns
--There are only 24 hours in a day
Things I want to see in an expansion:
--My buddy says religious combat is stupid, I haven't tried it yet honestly
--More espionage. It's quite good but not as earth-shatteringly good as the rest of the game.
--I kinda like being able to walk around spies. Some games I would trade all my espionage just to be able to scout behind their borders. Tough to get open borders with a -100.
Bugs:
--My hotkeys don't work in multiplayer, it's super annoying