Explicit slavery is missing but I think things like gold from defeated units and production from capturing enemy cities is implied slavery.
I didn't liked it at first, and new system felt very slow.. transition was horrible, i ened up doing strange moves..but in the end, when i finally got it, it was better solution than what we see in 5..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!
To clarify, let's say you're moving a unit (one with 2 Movement, say) through an area that has an even mix of flat land and rough terrain. Even though it's not all hilly, it's likely that this unit will only be able to move 1 tile at a time. So, you move onto a hill? It takes up 2 movement points, and you can't move again - that part is fine. But then, next turn, you move onto flat land and have 1/2 movement remaining, but you can't go further because the hill in front of you requires 2 movement to traverse. In Civ 5, it would still cost 2 Movement, but you could traverse it even if you only had 1 movement point left. So now in 6, your units are much slower, cannot easily move to strategic positions, AND on top of that, you keep having to tell your units to do nothing until the next turn because the game says a unit needs orders when it still has movement remaining but they can't make any useful movements anyway, so you're clicking way more buttons and spending more time managing your units even after you've already given them orders.
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 played Civ 5 a bunch this month. It's made me realize one thing that Civ 6 really lacks is those kind of modern, ideology based world wars. In most of my Civ 5 games, we end up with a large world war with sides mostly decided by ideology. Ideology in civ 5 cements meaningful alliances. Yeah, sometimes in civ 6, leaders don't like you if you have a different government, but that almost never adds to anything substantial because of how often governments change. Plus civ 5 ideologies often encourage pushing other people to your ideology, for example if you follow freedom, trading with other freedom civs gets you more money, etc.
It's especially interesting since there are an odd number of ideologies... if you end up in a battle of commies vs democrats, there's a scramble to ally with the fascists, etc. (real-life history aside, this can make some interesting situations)
But you also miss out on the "strange bedfellows" alliances that are so common in modern times too. Like Saudi Arabia allied with various Western Powers (which I, personally, REALLY wish would end - but I digress), or the Soviets with Iran and Libya, or Somalia's Socialist Government under Said Haraawe being backed by the U.S. against the Soviet-backed, but also Socialist Derg in Ethiopia. Many strange types of alliances and siding in wars don't tend to happen if ideology is the dominant bonding cement strongly.
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I played Civ 5 a bunch this month. It's made me realize one thing that Civ 6 really lacks is those kind of modern, ideology based world wars. In most of my Civ 5 games, we end up with a large world war with sides mostly decided by ideology. Ideology in civ 5 cements meaningful alliances. Yeah, sometimes in civ 6, leaders don't like you if you have a different government, but that almost never adds to anything substantial because of how often governments change. Plus civ 5 ideologies often encourage pushing other people to your ideology, for example if you follow freedom, trading with other freedom civs gets you more money, etc.
It's especially interesting since there are an odd number of ideologies... if you end up in a battle of commies vs democrats, there's a scramble to ally with the fascists, etc. (real-life history aside, this can make some interesting situations)
What were the steps back in the days?The extreme ease and simplicity - relatively speaking - of making custom mods and scenarios that Civ2 has over every other iteration.
Good and evil AIs...
In civ VI they are all evil...
BNW had a much richer cast from Shaka to Theodora with starkly different personalities (and frankly speaking in BNW the good AIs tend to do better than the evil ones... Such was the system of research agreements and world Congress... Evil AI always get mass denounced and embargoed)
Here, in VI, not a single honest AI, even your so called allies.
Good and evil AI's? Was that one of the features of CivIV or CivV (the two iterations I have never tried)? It sounds like a dubious, cliched, and even cheesy mechanic, and open to RL debate (and worse) based on which civ's are chosen as which.
There wasn't such thing as evil or good AIs per se. However all AI leaders had vastly different personalities in civ5, far beyond binary agenda of civ6.
https://civdata.com/
Here you see all AI bias depending on leader. I Ieally miss this system, it resulted in a healthy balance of expected and unexpected AI behavior and the more you played the more visible were quirks of each leader do you got attached to them.
What he means by "evil" AIs are those few AIs that would consistently wage total war (Attila, Shaka, Montezuma etc - although each did it in a different way!). Meanwhile by "good" AIs he means those exceptionally friendly and reliable.
As I said, I really miss this system, it is superior to agendas in every way other than immediate visibility, but should diplomatic behavior in a serious gamę really be that simplified?