Thanks everyone for sharing your thoughts! I think that I should have made it clearer that my post concerns the civic tree specifically, not the policy cards and governments system, and that I should have put less on an emphasis on making comparisons to Civ 5. Having read the replies to this, I'm thinking that the civics tree is mostly an improvement upon Civ 5, but with some missed opportunities. I'm really liking the idea of a non-linear civics web, which addresses all three points I made in my original post. Some other ideas I've had are making some civics unlocked on an 'or' basis rather than an 'and' basis, so for instance, developing Suffrage, Totalitarianism OR Class Struggle would unlock Cold War, which would open and diversify strategies a lot. Perhaps some civics could be mutually exclusive, like focus trees in Hearts of Iron.
I'll never stop wondering what kind of problems are people able to see in everything. Civic tree and policy system is major improvement over Civ5 system, mainly because of flexibility and tons of decisions/paths it provides. Realism and mechanic duplication (which partly apply to civic tree itself, but not on policy cards which are more important) are completely irrelevant compared to gameplay quality.
Like I said, I'm not complaining about Civ 6 and I'm really hyped for its release. I've defended many of Civ 6's design decisions, such as the art style, choices of civs and leaders, among other, so I'm certainly not a cynic. I just wanted to discuss a feature that I find somewhat questionable and get other people's thoughts on it. No need to be spiteful.
In some ways it does provide flexibility, though it is still more or less a "fill out the whole tree" system. Some people have posted some really good ideas about differentiating civics from technology that address this. I'm not talking about the policy cards here (which I think is a great new feature), but the civic tree specifically.
My argument is that mechanic duplication generally does not favour gameplay quality. Gameplay quality necessitates a diversity of game mechanics, which Civ 6 has overall done very well in, but is lacking as it relates to the civic tree.
What if it were a Civics Circle instead of a tree?
Civics wouldn't be in one straight path and you wouldn't have to research them all, rather they'd be unlocked by seperate techs/eras. More like optional sidepaths to the tech progression.
I love all of these ideas. They address all the concerns I have about the civics tree. Hopefully these will be systems that can be modded into the game at some point.
CivV 'policy trees' is not more historically accurate. think of a country/nation/etc that has lasted a very long time. How often does it stick to the same cultural plan, vs changing things over time (not always due to its own choice?). Let alone the government style changes. Writing things in stone 6000 years ago didn't lead to them being the same now.
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Duplicated mechanics? oh noes? well, except that all government parts are civic only. One benefit for it -- cross tree eurekas. Some locations expect certain tech advancements to get a civic faster and vice versa. That's a nice way of slowing down anyone who went too far on tech or culture and ignored the other one.
Absolutely agree. Though one may argue that one's heritage has implications on the present. However, Civ 6 still has this problem because the civic tree is a linear tree. I think you're mostly referring to the policy cards system which I think is a great improvement from Civ 5. I'm referring to the civics tree, which is like one universal policy tree, which like you said, is not historically accurate.
Again, I'm referring to the civics tree specifically. The strategy for the civics tree is almost entirely parallel to the technology tree. An interesting game with a high degree of strategy should have a diversity of game mechanics. Civ 6 does this well, but not as it relates to the civics tree. I agree with your point about minimising the prominence of culture.
1)Its Civ. Realism isn't a concern. Functional mechanics are.
2) Debatable. I can see adding some padding to the early game, but the late game already looks tedious, so more stuff for the sake of having more stuff doesn't strike me as desirable.
3) You need to make a case for why this is bad. I don't really see anything wrong with two separate research pools- it broadens the game (though science still seems the dominant research pool by far).
I suppose realism is largely a matter of preference, but it is important to many, and Civ is a game essentially based on human history. Nevertheless, my other points directly goes to the issue of functional mechanics.
Mechanic duplication does not favour a game with a high level of strategy. The way a player approaches the civics tree and the technology tree is the same. I don't think there's anything wrong with two separate research pools, as you said, it broadens the game, but the duplication of mechanics for both systems inhibits that. Some people have suggested a civic web, which I think is a great idea.
I agree that this is the way that Civics should be incorporated into Civilization. It should work exactly the same way as the 'Technology Web' from Civ B.E.
You can choose to unlock 'node' civics, along a string on the web, and then choose whether or not to unlock 'leaf' civics corresponding to that node. There are many different paths through the web with different 'end' points at the edges. This still allows progression of the game to be controlled through the Civics Web and not just through the Technology Tree. The ages would be represented as concentric rings, as shown below, and when you reach a certain distance from the web center you enter the corresponding age.
Instead of selecting your government style from a list after unlocking a certain civic, you gain 'affinity points' toward a certain style of government with each civic that you unlock. Your style of government is decided by your highest ranking 'affinity'.
Never played Beyond Earth, but I really, really like this idea.
From a realism point-of-view a Culture tree is probably the most accurate representation of Cultural evolution. In the prehistoric era there is a general agreement that tribes had similar basic cultural needs like Art, Music, Chiefdoms, Jewelry, etc. As societies evolved into sedentary settlements, unique and more complex cultures developed. This would best be represented by a tree as one idea or a combination of ideas lead to multiple others. I think they got it right in Civ6. In Civ5 this evolution isn't as evident with the separate trees.
This is probably why I have always enjoyed the tech tree in Civilization. The evolution throughout history has fascinated me.
There are some civics that many civilisations would never have developed, like Feudalism, Opera, Colonialism, Cold War, etc.