Now I just need someone to explain to me how desert and tundra can be 1
Since Im playing larger maps the most annoying thing for me is when I get a Trade Route city state quest from an area of the map that I cant reach easily in that era. There should be a radius trigger or something. I get to the end of the game and I still have the initial quest from the ancient era from several city states. This has to be tweaked somehow.
Not all deserts are hot with loose sand.
It will be very hard to only pick one thing that annoys me. But since no one else has mentioned it (and most people seem to have the completely opposite opinion), I'm going to go out on a limb and say I just don't care for Districts. It was an interesting idea, but I don't like how it works in practice.
I think the devs said they wanted to do it so that not every city will have all the same buildings in them. But why not? A city in civ is not equivalent to a city IRL, it's more like a "greater metropolitan area" instead. And it's hard to find a real life GMA that doesn't have at least one of everything in the Civ 6 districts.
That, and they wanted to make the map more important. You are supposed to make important decisions on where you place stuff and plan for the long term. Instead it just makes me hesitate to place anything because I'm always paranoid that I'm going to realize later in the game that I placed a district in a spot where I should have placed something else. And you can't destroy a district and replace it, so you're screwed if you make a bad choice.
Sadly, I haven't even played the game in a few months. The last time I did play, I did so out of a sense of obligation, not because I truly wanted to. For the first time in the more than 26 years I've been playing this franchise, I've gone back to the previous iteration and started playing Civ 5 again.
Not all deserts are hot with loose sand.
it helps a lot with the most horrible lux trade and deal duration and trade route duration screens, but it is still a slog.
I really think the Trade Screen should be re-thought, and presented as a "I have this to offer, what will you give me for it" and then show each other leaders' offer. Or "I want this [resource, joint war with X, whatever], what do you want from me to give this to me"?
Trade route to any City State should be 1 Envoy while active. Not a quest, just a general mechanism to make it easier to get envoys with bordering City States. Plus City States would be more inclined towards civs that trade with them.
I think it'd be nice if they removed the envoy for first meeting a CS and replaced it with sending a trade route per era. The free envoy for meeting a CS I think is too passive and makes the game luck dependent as that makes a huge difference early on. Or maybe you'd get an envoy for knowing a CS for 30 turns when nobody has put an envoy towards it.
The free envoy for meeting a CS I think is too passive and makes the game luck dependent as that makes a huge difference early on. Or maybe you'd get an envoy for knowing a CS for 30 turns when nobody has put an envoy towards it.
I like getting an envoy for meeting them first, but I would definitely agree that at that stage of the game, 2 science/culture/faith/etc... is just way too valuable as it can double your entire civ's output just due to random variance. I've played some games with no science/cultural city-states near me and I feel like I'm plodding along. But then I have other games where I get a couple free envoys there early, and my science rate is just insane early on.
It's tough, though, with the other game design decisions made in Civ 6, to take this away. It's a key potential benefit to investing early hammers in a Scout (at lower levels where the Scout has a fighting chance to find something) and also provides an incentive to circle your starting Warrior just a little further away from your capital than is strictly safe.
Each to their own, but having movement points left over that I can't use at the end of the turn is what I would call the opposite of intuitive. I'm glad they are appealing to some players, though, as they'll be extremely unlikely to change throughout the lifespan of this iteration of Civ.I like the new movement rules. Much more intuitive to my old grognard brain. Being able to enter a 2 MP hex with 1 MP left drove me nuts in Civ 5.
Now I just need someone to explain to me how desert and tundra can be 1 MP hexes the same as grasslands and plains …
Trade route to any City State should be 1 Envoy while active. Not a quest, just a general mechanism to make it easier to get envoys with bordering City States. Plus City States would be more inclined towards civs that trade with them.
Agreed. But any place people can't grow food isn't going to be easy to march an army through, camp out in, etc.
Not a big deal. Civ 6 is plenty complex enough as it is. But since they go through the trouble to provide some terrain with combat impacts and terrain impact, it's just a bit funny to me that tundra and desert aren't given an impact.