[GS] What are Civ's dullest mechanics?

acluewithout

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Civ VI has a bunch of mechanics that really are just ... Boring. Yeah, they mostly work. But they are so dull. Dull, dull, dull.

Dull because they lack flavour. Dull because they don't create interesting decisions.

Just dull.

Do people think some of the mechanics are dull? If so, which ones?

This is my list of the worst offenders:

Government Plaza and Buildings

So, I've grown to like the Government Plaza since RnF. There are some interesting decisions. When do I build it? Do I build it in my Cap or another City? Do I just put it down next to my City (usually guaranteeing at least +3 for another key district like a Campus) or further out a maximise yields (but spend gold buying tiles and delay)? Do I rush tier 1 building or not?

But dear God the buildings are boring. Tier 1 are the worst - they completely lack flavour, and your choices are just "the wide one" or "the tall one". Hardly epic empire stuff.

The other tiers are better mechanically. But they're still very narrow. It's weird you can build a Foreign Ministry and War Department, but not a Department of Education, Trade, Agriculture... etc.

And other than the Casa do Contration there's not much competition to build things in or around the GP. I'm really amazed the game doesn't have National Wonders that are basically districts you need to mainly build next to your GP.

Tier 3 Buildings and Neighborhoods

There's plenty of chat about how Tier 3 Buidings are underpowered. But you know what is the biggest problem? They don't really do anything interesting.

All they give you is more yield. The same yield. You build a campus with a library and uni all giving science and then you build a lab and it ... just gives you more science. It doesn't interact with City States or Alliances. No really new interaction with Policy Cards or Governors or Goverments. No +% yields. Just more cake when you already have too much cake to eat.

And yeah. Neighborhoods. Come late. Do little. I want to be throwing down districts and infrastructure and having my cities grow and be a battle of competing tiles and grow some more. Instead I just build one Neighborhood for a Eureka.

And don't start me on how boring Sewers are. Completely critical to modern cities IRL. Hardly worth building in Civ.

Governors and Alliances

Post GS, Governors and Alliance work really well mechanically. But God Damn they're dull.

The same Governor faces every game. For every Civ. It's just so flavourless.

And the fact you can only have one of each Governor means you really can't specialise Cities in a meaningful way. Sure, you have this awesome Pingala city. But so does everyone else.

Alliances are a bit the same. Being limited to only one Alliance of each type means you really can't specialise. Want to play a sort of Nato style leader, blocking the expansion of fascist ... er, Sumer... through multiple military alliances? Well, tough. You only ever get one military alliance. Want to be some economic juggernaut Japan, entering into trade deals and research agreements with every nation on Earth? Tough. One economic alliance and one science alliance per customer thanks.

I get that if you could get multiple copies of Governors or Alliances that would create balance issues - and that FXS probably used this "one of each" model to keep things simple and balanced - but I'm sure the mechanics could be balanced to make it work, and the current implementation is just a yawn fest.

Dedications and Ages

Same four dedications. Every Era. Every game. So tedious. And Dark Ages ... Well. I'm not someone that thinks they have to be crushing. But unless you slot a Dark Age card, they really don't do anything good or bad. And just overall, there's not much actually going on with these mechanics.

It really wouldn't take much to make Ages etc more exciting. Just do this: both Dark Age and Golden Age dedications grant abilities, and both grant negatives (now both ages have trade offs); let players choose between 5 dedications, not 4, with the fifth option determined by your current Government or something; and have both Dark Age and Golden Age cards (DA cards probably don't need negatives if the Dedication already creates a negative).

World Congress

It's just not... Exciting. It's not, is it?

It works "okay". The random resolutions, something always happens voting and outcomes, favour from City States, Alliances etc are cool. These mechanics work well. And WC has finally made Emergencies fun. That's good.

But. There are still three big problems.

Resolutions are boring. You basically only have two resolutions: Help / hurt this guy or Help / hurt everyone doing x. The problem with this is that, for every resolution, there's really nothing to weigh up. You never want to help anyone. If you hurt someone, you know exactly who it is and there's no trade off because it doesn't effect anyone else. If you buff or nerf people doing x, then you either agree or disagree depending on whether you're one of those people. That's it. That's all the decision making there is.

Resolutions should be more asymetrical. eg you shouldn't ban Furs. You should ban animal products, and then you'd need to figure out how that impacts the world given it'll cover furs, whales, elephants etc. You shoudnt just buff trade - you should buff trade but that also increases amenity demands or makes building armies harder.

The other problem is that it's just dull that the WC just "starts" in the medieval era. Nothing triggers it. No one has to build it. And it's dull that for the next 1000 years it never changes. It never becomes a UN etc.

Unique units

This is a funny one. I like most of the unique units. Overall, UUs aren't boring and work well. But there are a few mis-steps.

First, there are a bunch of Civs that really could use a second unique. China and Korea in particular. I like their current uniques but they're too passive, and ignore so much of these countries' unique miliary history. China needs a land unit (maybe light Cav), Korea needs a turtle boat. Also. Rome needs another unit - they are just way, way too much about the Legion. Just feels one dimensional. England shouldn't have a Sea Dog (makes more sense for Elizabeth), they should instead have a Dreadnaught, or Ship of the Line or English Bowman etc. Spain really needs more units - where are my Tericos? Canada need another UU - I get they had to have the Mounties, but they'd feel less like a punch line if Canada had say a unique Industrial recon unit.

Second, I'm surprised there is no way to get unique units beyond your starting one - other than Warrior Monks. Like, why don't City States have UUs you can levy?

Third, Samurai. FXS, please, less The Last Samurai and more Ran. Samurai ride horses and have Lances and Bows. Swords are just for show or when you fall off your horse. Or for movies. Give Japan a Medieval Light or Heavy Cav Samurai and then we'd have a fun game...

Anyway. Maybe I'm being Greedy or Unrealistic. But instead of one UU per Civ (with maybe some getting two), the base should have been two UU (with - dear God - some getting three).

It just feels like a lot of Civs are really missing really important uniques - not necessarily in terms of gameplay / balance - and I'm not saying they'd all need really distinct abilities (that would be a lot) - but there's just a bunch of Civs where in terms of flavour it feels like key historical units are missing.

[Edit: change title; ask question rather than just express my view; added UUs]
 
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The biggest problem with golden ages is that they all get checked for all civs on the same turn.

Government building variety would be fine if the balance were better.

Normal ages are the actual worst, though. Dark ages give a shot at heroic and dark age policies, which are actually insane.

Overall, most of this boils down to the same basic complaint about everything in civ 6: good ideas, terrible implementation.
 
The biggest problem with golden ages is that they all get checked for all civs on the same turn.

Government building variety would be fine if the balance were better.

Normal ages are the actual worst, though. Dark ages give a shot at heroic and dark age policies, which are actually insane.

Overall, most of this boils down to the same basic complaint about everything in civ 6: good ideas, terrible implementation.

To be fair, some things are well implemented too. I think Eurekas, Tech / Civics tree, Policy Cards, Governments and City States are really well done. Districts and Wonders are mostly rock solid. And 1UPT is now very well implemented between limited stacking and movement rules. Promotions are pretty good too (except for AC).

Also, I think the mechanics I mentioned above actually work very well mechanically. Governors in particular are actually very well balanced post GS.

My point is how these mechanics are implemented is boring. Either because there's really not much to choose between or they just really, really lack flavour.

PS: edited title and OP to make this thread more of a question.
 
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I like simplicity of Ages, they shouldn’t change anything in my view.

Governors are dull and require annoying moving around. I’d rather they didn’t exist at all. Or at least remove those cartoony faces, they hurt my immersion

Is there a way to hide policy cards you’re not keen on using in a game?
Love the variety but get confused by too much text

I don’t usually bother with Govenrment Plaza and win at Immortal. I find it super dull on every account

My pet hate is the non realistic feel of Diplomacy but I suspect this is the hardest of the mechanics to bring to a good enough level.

Oh, and something needs to change ever so slightly with the Great People admin. Im not sure what bothers me. I love districts and neighbourhoods. Love the national parks too.

Could I please ask people how do you know that a unit has acquired the promotion once they’ve passed adjacent to Giants causeway?
 
I agree that government plaza tier 1 is boring, because why would you ever pick anything other than half off settlers + free builder in other cities?
For what it's worth, I build the Warlords throne fairly often. If you only build your GP after you're done with your initial settling push, there's not a lot of benefit from the Ancestors hall.
 
If you only build your GP after you're done with your initial settling push, there's not a lot of benefit building any of the tier one buildings.
There is, if you decide to conquer one of your neighbors. I often do a medieval/renaissance conquest push after setting up my own empire in ancient/classical.
 
Excellent thoughts, OP. It would be great if Firaxis would address all or most of them. Unfortunately, however, you're asking for a lot of significant changes, more than a single patch or even an expansion could cover. It's more like how they might start thinking about an improved design for Civ VII.
 
As for dullest mechanics, I have to agree that World Congress and Governors are worthy candidates.

World Congress has potential to be good, but the random resolutions - of which many are completely irrelevant for the player - combined with the completely nontransparent voting system makes it a complete mess.

Governors are just so dull and annoying micromanagement. A few of them are so blatantly overpowered - Pingala since last update - that you go for them every game, and the rest are either completely useless or require insane amount of micromanagement (Liang says hello) that I just don't bother.
 
Tier 3 buildings is my vote.
Not only are they underpowered for the production but what do they give
Just more of the same old stuff.

World congress may be badly implements but things like half price science buildings and the ability to squash religious units and things like world games are at least something different.
 
I don't think I've ever played a Civ game where happiness means so little, managing amenities is trivial in my games so far. I think it comes from growth not being that important, so I can let them swim in misery but still get pop 7 or 10 by chopping sheep or marsh.

I also wish, as usual, there was a quick trade function. Clicking through is so tedious. Not sure that counts as a mechanic or a UI feature.
 
Excellent thoughts, OP. It would be great if Firaxis would address all or most of them. Unfortunately, however, you're asking for a lot of significant changes, more than a single patch or even an expansion could cover. It's more like how they might start thinking about an improved design for Civ VII.

Yeah. maybe. Although some things would be easier to fix than others.

Everyone getting an extra UU isn't going to happen. Radical overhaul to Governors and WC aren't going to happen either - although I don't think a radical overhaul of either mechanic is really required.

But other things could be easy fixed. Make the Tier 1 GP buildings more flavourful and play around with the mechanics more; a handful of National Wonders or Districts you build next to the GP; have some alternate faces for the Governors, allow them to be selected more than once and then rebalance (UI might need another look then); give Tier 3 Buildings some more significant bonuses, e.g. +% or +% linked to cards etc. ...

Really, I'm just saying there are a few areas where the mechanics or flavour or implementation is a bit dry and generic. Surely just a bit of spice is achievable?

The World Congress resolutions are particularly bad, but they are very easy to fix. Just rework some resolutions so they aren't so specifically targetted. So, no more "no trade with City x" and instead have "no trade with Cities with Government x". Then it'll be a bit more dynamic who it hits, and everyone will have to choose between that government and a different government. Or like I said, no banning furs - ban animal products, or conflict stones, or oil and coal trade. Honestly - it can't be that hard to make it more interesting.

I'm not too fussed about the WC though. If we get a Third XP, it'll surely cover Ideology. And if it covers Ideology, it'll surely re-work the WC a bit. I mean, in the launch video, I think they described the WC as a "first cut". And FXS have form on that score - Emergencies were clearly a "first cut" of resolutions etc. (they even had the WC appear in the RnF video! What a give away!)

I don't think I've ever played a Civ game where happiness means so little, managing amenities is trivial in my games so far. I think it comes from growth not being that important, so I can let them swim in misery but still get pop 7 or 10 by chopping sheep or marsh.

I also wish, as usual, there was a quick trade function. Clicking through is so tedious. Not sure that counts as a mechanic or a UI feature.

Yeah. Happiness is just not a thing, even though it's linked to loyalty. Maybe all it needs is just some stiffer bonuses or minuses for happy / unhappy. I think the City by City happiness system is fine - it just needs some teeth.
 
I agree that government plaza tier 1 is boring, because why would you ever pick anything other than half off settlers + free builder in other cities?

Why would you build settlers when you can just capture cities? Warlord's throne is generally better in most cases plus Ancestral Hall timing is slow.

On some exceptionally bad starts or on maps with slow expansion like islands or something Audience Chamber is going to yield better effects faster.

I'd actually say I build Ancestral Hall the least and that a lot of my settlers are built before it and the ones after it are bought, especially with monumentality.
 
Power. I find powering cities to offer very little payoff and a lot of downside. Powering a city grants a mild boost to already-bad T3 buildings, and the cost of this is production for power plants, builder charges for improvements, strategic resource consumption, and accelerated climate change.

The new Science Victory. It was fine the way it was, in my opinion. All this new version did was draw things out so we're clicking End Turn more than we used to even though the game's conclusion is no more in doubt than it was under the old system.

The Future Era. There are too many policy cards that come into play too late to matter (e.g. Strategic Air Force, Non-State Actors, etc), and the sole unit on offer sticks out like a sore thumb for those of us wanting to immerse ourselves in a historically-themed 4x game.

World Congress. I'm happy that it's included, but I don't care for randomly selected resolutions. In the previous iteration we could use the World Congress to bolster our empire, hasten our victory, or punish our enemies. In this new version, what we can do is at the whims of RNG. I dislike that we can't use diplomacy to secure votes from other Civs, and I strongly feel Diplomatic Vision should grant insight into how other Civs plan to vote.
 
Happiness is indeed ineffectual.
One of the reasons is you need to get to -6 happiness before revolt.
Another is war weariness is a bit lame in its implementation. For a start a city can only get as weary as the amenities it needs. So you need about a pop 18 city for WW to be nasty.
Because cities do not get big unless you give them housing all that late game unhappiness does not kick in. I think the whole pop/housing/growth mechanic is not strong enough. My city keeps growing.... look at India/China....
 
Ages are great, but a lot of your ideas are worthy of discussion and change.

Personally, housing/neighborhoods and T3 (i.e. industrialized buildings) need changes and buffs.
 
Happiness is indeed ineffectual.
One of the reasons is you need to get to -6 happiness before revolt.
Another is war weariness is a bit lame in its implementation. For a start a city can only get as weary as the amenities it needs. So you need about a pop 18 city for WW to be nasty.
Because cities do not get big unless you give them housing all that late game unhappiness does not kick in. I think the whole pop/housing/growth mechanic is not strong enough. My city keeps growing.... look at India/China....

Everyone complains about happiness in Civ 5, but I honestly like its system more than Civ 6's amenities. Mostly because unless you're scotland, amenities barely matter. I very rarely build a single entertainment or water park district, unless I'm scotland, brazil, or have a lot of jungle to get science from via zoo.
 
Everyone complains about happiness in Civ 5, but I honestly like its system more than Civ 6's amenities. Mostly because unless you're scotland, amenities barely matter. I very rarely build a single entertainment or water park district, unless I'm scotland, brazil, or have a lot of jungle to get science from via zoo.
The idea behind Civ V's wasn't so terrible per se, it was just so punishing and could be incredibly difficult to manage.

I prefer VI's since it is similar to older games where happiness is at a city level, but most games it can be very easy to deal with.
 
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