Huh? As Peter, culture-bombed Kupe's territory only yesterday. "Player's new districts act as culture bomb" resolution is quite easy to pass in WC, when it comes up.Being able to culture bomb someone else's territory.
I miss state religion from CIV IV. This was the only version of Civilization that I thought made religion historically accurate. I keep hoping they will bring it back.
I've never played a Civ game that didn't have 1UPT so I can't say whether I'd prefer it, but either way, I still dislike how in Civ 6 you need to have a certain number of movement points remaining to move onto a tile, as opposed to in Civ 5 where a unit can move to any adjacent tile as long as it has 1 movement point remaining. I don't recall ever hearing anyone else actually complain about this, but it sure bothers me!.
I miss stacking and would really welcome even a limited stacking system (like having a particular number of units on the same tile). It varies depending on the map but the "traffic jams" that can occur on some map types and in some areas is incredibly unfun I think and it makes the maps feel cramped. Every time I go back to Civ IV there is *always* a sense of freedom. It's so... airy. Love it. I wasn't crazy about how it worked in terms of warfare in IV (though I also didn't dislike it all that much) but all in all I do prefer it to 1upt.
I also miss how much I really dove into the specialists in Civ IV. I was always in and out of the cities fiddling with tiles and specialist assignment. That game really "activated" me as a player.
I really miss having a benefit from receiving certain cultural dominance from civV.
You get benefits from espionage, conquest etc from being influential or dominant in culture from the other civs. Back then you really have to worry if a tourism is now dominant since enemy spies can act faster and if a city gets conquered to suffers little to no population lost.
In CivVI it is just a marker of where you are in the victory progress. If your domestic tourist is 39 and the leader's foreign is 40 but the required points is 79 you have nothing to worry about but in civ5 if their tourism is 100% your culture then you would need to worry even if there are still 3 or 4 civs that they havent yet reached 100%
Oh yes, I subscribe under all of this. And I was thinking as well, what if the early pantheons would emerge passively, depending on the environment you settle in, and then additional beliefs would sort of grow on until, maybe, you can decide to codify it a bit, propping up what you find useful for the state, and declaring unwanted parts as heresy, and then institutionalise the whole thing as the state religion.Civ IV was my favorite version of religion too. I find the Civ 5/6 version very watered down and tedious in comparison, and I'd rather they just not have it in.
I'd almost rather a system where religions just kind of develop organically and you could choose whether to make it a state religion, condemn it, or just sort of let it do it's own thing.
Does it make more 'sense' to REQUIRE extra movement points to traverse rough terrain? I suppose. But it harms gameplay IMO. It just makes the 1UPT feel even more cumbersome in 6 compared to 5, as it just increases the amount of 'traffic jams' when your units can't move further despite not being out of moves, and requires extra micromanagement.
I don't think a single person prefers it this way.
And you're not the only one ...um, I prefer it this way![]()
:This shows the genius of Sid - he avoided that problem with really simple rules ... which I found rather weird in the beginning, but great to play ...
I got used to this movement pattern. Start on hills/woods, across flat land and end on hills/woods. Should cost 3 movement points, but can ALWAYS be accomplished by a unit possessing only 2 movement points. And ALWAYS ending on a tile with defensive bonus. So what?
I suspect, with the old ruleset I have a bigger advantage over the AI players, because I am really good in MAXIMIZING the movement point UNDERFLOW and attacking on flatland while being attacked on rough terrain. (I'm well aware, that in the current state of the AI it is impossible to say whether the AI plays stronger with the new ruleset, but consider this an important point.)
And it feels right. When in real life I know the terrain and want just traverse it quickly, I don't climb every hill, I just walk between the hills along the valleys. I'm quick, but gain no defensive bonus and far sight FOR FREE. I can have those, but climbing the hill slows me down. Gameplay in short: I'm quick & vulnerable OR slow & strong, but not both.
[...]
With underflow! Moving a mounted unit 5 tiles on a road (left 1/3 movement point) and then jumping onto a 'hills' tile ("costing" 2 move points) towards the front line gave a deficit of 5/3 move points (and defense bonus of 50%) ... why jumping onto a 'plains' tile ("costing" 1 move point), giving a deficit of just 2/3 move points (and NONE defense bonus)??? ... always the same: if terrain allows, hopping from hills to hills, grande strategy!
For me the rule was not just ALWAYS spend more move points than available, "drink more than what is in the bottle", but ALWAYS MAXIMIZE this inexistent content. I understand, that Sid's trick to allow this variable underflow removes the tedious task of "no more action" orders, but for me it feels wrong now. In simple civ1 it was good, still civ6 is so manifold more complex, the same doesn't fit anymore.
BTW, PzGeneral (also the first version, under DOS) solved this principle problem by forcing the units to spend all their movement points at one time each (without other units in between). I.e. all the time all units were either in the "still needs orders" or in the "ready for this turn" queue.