[GS] What are Civ's dullest mechanics?

Good but dull mechanic? To me it's the ages system I can't remember if I ever even had a dark age. It generally needs more teeth. And maybe some sort of legacy, too...
I don't mind the ages system itself too much, but I hate the heroic age with a vengeance. That is again a perfect example of this game just being TOO GAMEY. Yes, I know it's a game, but really, having to aim specifically for a dark age on purpose just to secure a heroic age totally kills immersion.

And yes, I know I "can just ignore this game mechanic". But that's not how a game should be designed. It should not be so that you have to ignore certain parts of the game and play intentionally sup-optimally to have an immersive experience. The whole part of playing a game is to master it.
 
Religious units? Fine, but feels very silly. Religion reduced to a reductive mini-war game.

Agreed.

Great people? Umm. Yeah, quite silly. Immortal writers traversing the map and exploring the globe better than scouts.

If they weren't going to allow Great People to be captured or killed then I really don't see the point in having them act as traditional units.

Or have more units work like Spies that you assign to cities or functions

I preferred Civ 5's spy system. It wasn't a particularly pleasing UI, but it actually made it feel like I was managing a network of spies as opposed to shuffling pieces about a game board.

Good but dull mechanic? To me it's the ages system I can't remember if I ever even had a dark age. It generally needs more teeth. And maybe some sort of legacy, too...

This is a point of contention for me. I personally dig some of the Dark Age policy cards and go out of my way to hit Dark Ages in certain eras just to play them. But it's difficult to do so without completely sandbagging your game. What I wouldn't give for a wonder that allows us to slot a Dark Age policy card regardless of what kind of Age we're in.
 
Rockbands. I tried them once or twice, but I really can't be bothered to use them, even if I go for a culture victory. They are also annoying when other civs send them over (if I could mute them, that would be great).

The endgame where you have to send spies to every city with a spaceport to prevent their science victory. Very repetitive and boring.

The Government / Policy system. It's very basic, uninteresting and on top of that, too cluttered to be considered enjoyable. In CIV5, I'm always hype for choosing a new policy, trying to gather as much culture as I can, to advance quickly as I can. But in Civ6? I don't even go for monuments. I skip changing policies for ages. Whatever.

Govenors. I try to use them as intended, but boy is it tedious.
 
I personally dig some of the Dark Age policy cards and go out of my way to hit Dark Ages in certain eras just to play them. But it's difficult to do so without completely sandbagging your game. What I wouldn't give for a wonder that allows us to slot a Dark Age policy card regardless of what kind of Age we're in.

Out of curiosity, which dark age policies do you like to use?
 
I dont like that the loyalty system encourages the razing of enemy cities. Especcially when i come ashore on a new continent. It is like you have to wack and mole revolts which does not feel right.

Also i dont like the fact that founding a religion feels like playing with a 2 difficulty penalty. On higher levels it feels right not to start a religion by yourself. And ether fast expand or be aggressive. Which feels wrong. I think the building type of player should be able to get an early wonder or found a religion without feeling punished.

AI still cant deal with chokepoints obviously.

I think 2nd tier naval units are to strong on newly found cities. Capturing it with 2 attacks on its own.

Also there are lots of minor micromanagemt things that occupy your mind that dont seem to do much. Or feels like a chore. I could often not be bothered with middle game world council stuff that dont affect me much.

Pressing 50-60 turns on next turn when you know you would win is not fun.

seeing the military power level of your neighbours at about zero is like steamrolling through their country if you planned to invade someone. Just bring enough siege units and it feels like there is no opposition.

What your opponents thinks of you is often irrelevant. The AI barely ever is a big threath past first 2 era’s. If you go all Hitler/Ceasar on them and grab the territory you want. Offending everyone with grievances.
 
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I think part of the problem with the policy cards is tying it to civics esp. because there are so many skippable civics so if you ever want to change governments for a turn you can always just switch to some stone age civic and get it one turn. There are many games where I don't even research several old civics until the 18th century so I can make a quick policy switch - it has more value to me for that than it does as a civic, which just feels lame.
 
Religion. It's so tedious. I'm grateful you can ignore it completely.

Yup. Religion is my least favourite victory condition. For such a core element of the game it's really dull to try and win via religion... The only civ for which I have enjoyed their religious gameplay is Spain, where you have an interesting religion/domination hybrid...
 
I agree. I really prefer the more solid feeling, permanent, more game changing social policies in Civ V compared to VI's cards, which generally feel like "you have to micro each turn to get the biggest numbers"

While I prefer Civ 5's system over Civ 6's, Civ 5 is too much the other way, for my tastes. I miss the experience of adopting a government / policy that offers a benefit when you first adopt it, but which eventually gets to the point where it's holding your civ back, and you need to swap it out for something more modern. Only that swapping comes with a period of chaos.
 
"Gain sources". I understand the point of it, and I know it's not 100% required, but come on- a 75% chance of success is basically 5%.

It just feels like "here's one more time sink before you get to the interesting stuff".
 
While I prefer Civ 5's system over Civ 6's, Civ 5 is too much the other way, for my tastes. I miss the experience of adopting a government / policy that offers a benefit when you first adopt it, but which eventually gets to the point where it's holding your civ back, and you need to swap it out for something more modern. Only that swapping comes with a period of chaos.
I think a better compromise between Civ5 and Civ6's systems would be something like: You can swap once you enter a new era or once you change government.

To make that work, they could have made a better balance between cards with a here-and-now effect, and cards with a permanent effect. For instance, instead of having one card that gives -50 % gold cost on all unit upgrades, and one card that gives +50 % production towards melee AND range AND siege units, they could have had one card that gives -50 % gold cost on upgrading and +50 % production towards melee units (and possibly even throw the -1 gold upkeep in there as well), and then a different card with the same effects for ranged units, siege units, mounted units, naval units and air units.

Also, they could have a stronger synergy between governments and policy cards. This could either be government-specific cards, or synergy effects. For instance, if you have the military focused government, you get additional effects from certain military cards, if you have merchant republic, all cards that give gold have additional or better yields (say +4 gold per trade route instead of +2, etc.).
 
I love how this thread turned into "What Do You Not Like in Civ6"...


To answer OP (dullest mechanic): War.
To cite a classic: "War (in Civ6) is hell". The game is either quite easy if you do war or quite uncomfortable if you don't. Most players here advise for an early war against first neighbor, since it rids you of local competition and gets you bonus land and cities. Later war isn't that easy to lead unless you overpower your enemy... But if you get on a conquest spree with the army you built in ancient era and don't lose units, you will trample anyone. You don't need to build more units, which makes building an encampment very one-trick (for getting a general). The AI has little tactical abilities and is unable to focus on a target or any kind of goal. (last time Khmer conquered my unwalled city, provoking an emergency, resulting in me getting free 6k gold since it withdrew half the army from the city).

1 unit per tile was discussed enough. It is not a good solution for a dozen units involved in conquest. The map, while playing the map is a good idea, is too small for tactical combat. It's as if Napoleons armies were spread across half middle Europe when fighting the battle of Austerlitz, with one artillery at Vienna and the other at Prague both aiming at the same fort. Also, moving more than a dozen units is extremely tedious to do every turn for 150 turns. Half the time it will only be finding a suitable spot to move on the given turn, not doing anything worth mentioning.
City spread is also crucial. From medieval up there is little area not covered by city attacks - if the cities are very clustered, half your units are being fired upon each turn, some even from multiple directions. It would be okay by time of artillery - modern era, but not quite in medieval warfare.

I played little multiplayer to evaluate war of that type. Players tend to delay conquest to a suitable time, when they have advantages or have finished their infrastructure. The simultaneous turns make Civ6 into half-turn-based, half-RTS. In case of war, who clicks faster is victorious... A rather unexpected result in a traditionally turn-based game, as it differs significantly from single-player experience.

I remember AI personality descriptions from Civ2: there were expansive militarists, perfectionists, aggressive ones, etc.
The current gameplay can be described in these terms. Perfectionism (city building) is the basis upon which stands military expansion (conquest), which is merely optional. The complexity of city management is a must, war is optional.
Too often defense is not even required (if only to provide a trap). Offensive action is discouraged, both by game systems (diplomacy, war weariness) and additional complexity in frustrating conditions. Standing army is a production and gold sink.

tldr: War is dull.
 
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