If I can easily get a natural wonder. Reduces the challenge too much. Having to work to get a nw is one of the most enjoyable.
Because cities do not get big unless you give them housing all that late game unhappiness does not kick in.
Well the difference between -1 and +1 is 10% so think of building the coliseum as +10% everything. It is not to be underestimated as a wonder, and that is ignoring the whopping culture it gives.amenities barely matter
100% sir. I was trying to get at that cities should just balloon to some degree while they have enough food. Tall is not good in 6 and ballooning cities would make amenities and trade for them more important and continuous war a large challenge.I think that is the greater issue. There's no real incentive to grow cities large as it did in previous games
IIRC up to Civ IV had this. I also think changing governments and policies should be more punishing and taxing - it isn't easy to do in real life, and we can do it so easily basically at our whim in this game. It only penalizes you for using a government you used previously, but who does that in Civ VI? I certainly don't, and I'm not sure anyone else does.I think the government/policy card system is too mild. In my opinion they need to be more powerful but in return be punishing to change. I think it was in Civ 2 or 3 where your civ wouldn't make any scientific progress for 5-6 turns each time you changed governments?
I'd have preferred special policy cards to be tied to each government type, with just a few that could be used in each one.
I like having huge population cities, I agree though that it isn't really rewarding in Civ 6. I do prefer that over 5's 4-city civs though.
I do sometimes, and it is punishing enough to often not really make it worth it which is probably why no one does.but who does that in Civ VI?
I had to look up what the effects of anarchy even are in this game and yep, not worth it.I do sometimes, and it is punishing enough to often not really make it worth it which is probably why no one does.
I had to look up what the effects of anarchy even are in this game and yep, not worth it.
And that's fair. I feel like Anarchy was better built into the older versions, so it's not like I'm not used to it. Civ VI just actively discourages you from ever wanting to change your government more than a couple times per game.Managing the periods of anarchy (=dark ages) was part of the fun of older civ games, for me.
It was also a play balancer, as the penalties for the player can be scaled by difficulty level.
I did it once, and never again.I do sometimes, and it is punishing enough to often not really make it worth it which is probably why no one does.
Yes, it is like your civ can change its skin at will, you do not build it with personality.and then slot them out again after use
I do agree, though, I was never much of a fan of the whole policy card system, it feels too board game for me, but it could work if at least it didn't give you so much incentive to slot in and out cards to have them working for one turn, reap all the benefits, and then slot them out again after use. That's just lame.
I think the government/policy card system is too mild. In my opinion they need to be more powerful but in return be punishing to change. I think it was in Civ 2 or 3 where your civ wouldn't make any scientific progress for 5-6 turns each time you changed governments?
I did it once, and never again.
I do agree, though, I was never much of a fan of the whole policy card system, it feels too board game for me, but it could work if at least it didn't give you so much incentive to slot in and out cards to have them working for one turn, reap all the benefits, and then slot them out again after use. That's just lame.
As a fan of board games, to me it's not board-gamey enough. A key aspect of a successful board game is that decisions have consequences, and you're only presented with choices that impact the remainder of the game. The Civ 6 policy system is mostly a make work project, and it's main redeeming feature is that you can just ignore it, if you're so inclined.
I was never much of a fan of the whole policy card system, it feels too board game for me
What's missing? Well... Big picture, I feel like what the whole thing is crying out for is to have something like the Civ V social policy system sitting on top of it, so you keep the flexibility of the current system, but add in some permanent choices too that really shape your society.
I think governors were supposed to till that niche. They're too limited in scope to be a true replacement for social policies, but I think that was the intent behind their skill trees.
I did it once, and never again.
I do agree, though, I was never much of a fan of the whole policy card system, it feels too board game for me, but it could work if at least it didn't give you so much incentive to slot in and out cards to have them working for one turn, reap all the benefits, and then slot them out again after use. That's just lame.