Mr Jon of Cheam
Emperor
- Joined
- Oct 26, 2017
- Messages
- 1,358
America are hella dull in my opinion.
Additionally, I find Gandhi's design just about unplayably bad, with the CUA and LUA both completely contingent on other civs founding and spreading their religion to you, or DoWing you, though that bonus pales in comparison to Laurier's in terms of defensive insurance. (Yes, you can go on the offensive as Gandhi, but it's still not much of an incentive to do so.) Chandragupta can't just make better use of the UU, but better use of the CUA as well since cities with multiple present religions are most likely to be your recently-conquered cities. Double war weariness is minimally effective, and on a small map (the standard setting) the other part of Gandhi's LUA will grant you a total of +15 faith per turn, once everyone else has founded a religion and you've met them all.
So it's not just weak, but passively, boringly weak. That's bad design. Chandragupta is one of the best cases of an alt-leader because, even though he's not my style, he makes India into something you can play actively.
I don't think so, and I don't think they should. Unbalanced civs that have different advantages and disadvantages allow you to pick different playstiles and challenges. Balanced civs would only bring less options to play with.
The variety of civs is the second most liked feature of the game according to a poll made here, how would you make all civilizations balanced without making them less varied and more boring?
Imho, the only reason to even design balanced civs is to focus on multiplayer in detriment of single player. Which I don't want, and I also dont think would benefit the multiplayer experience.
I know lots of people find her fun, but I simply don’t. In my mind, there’s nothing exciting about her. The loyalty mechanic in Civ VI is kinda obscure: a bunch of numbers that, as a player, I don’t really understand or feel I have any meaningful interaction with. And Eleanor is entirely built around this mechanic. In practice, that means plopping great works in a border city, waiting for a while in hope that it arbitrarily starts to flip, and then watching a countdown timer. It’s not fun. There’s barely any interaction. And it just feels like a gimmick.
I always, ALWAYS feel so bad, when reading these threads!
Apparently, the only honorable way to play Civ6 is peacefuly, avoiding war and conquest like hell. Because it's boring and makes the game way too easy.
I am afraid, I can't do that. I'm such a fraud!
Well, I guess the verdict about war is true. How could I oppose the wisdom of the civfanatics? Due to several reasons, it does make winning easier, no matter which victory type is persued.
However, without warmongering, I wouldn't be able to play the game - at all.
Not because it would be too hard (I simply could reduce the difficulty level I play on), but because it woud be too boring for me.
I can tell - I tried it!
Just recently, I wanted to finally fill this "Diplomacy Victory" badge.
I played Canada and I tried to role-play it according to its "character".
Oh gawd, what a long haul this game was!
It may or may not have helped, that I played the game with Apocalypse mode enabled (in order to spawn these help requests) and I had to repair my tiles again and again.
Anyways, I was so glad, when I finally had won the game, recieved my badge and also "checked" Canada as a "civ I won with" in the HoF.
I will never touch them again!
Just give me my boring, straigt forward, one-trick-pony warmonger civs any time!
And hey, my fellow civfanatics: I won't apologize!
Oh ... and if this wasn't clear: my vote for the least favorite civ goes to .... CANADA!
The hockey ring is also useless. First, you have to build it with a lot of tundra around just to have it be okay. Second, you get a bonus to having a stadium next to it. I’m not going to spam the worst district type in the worst terrain and then fully upgrade those districts just to get a measly four culture. At professional sports, four culture makes no difference at all.
Canada is all about city planning. Both hockey rinks and the entertainment complexes you'd want to build next to them increase the appeal of their surrounding tiles (and tundra tiles tend to already have decent appeal to begin with), which pairs well with Canada's position as the only civ in the game that can convert production, gold, AND faith into national parks. Personally I really enjoy making the plans necessary to take advantage of this as much as possible, but that's just personal preference.
I do wish national parks were more impactful than they actually are considering how much work and planning goes into creating them, but that's more a problem with game balance than Canada IMO. Having the mountie and hockey rinks come so late wouldn't be as big of a deal if national parks were more powerful, but as it is currently stands they do feel like they come a little late.
Kongo.
I like to “play the map” and having a district and pretty much an entire game mechanic unavailable to me puts me right off them. Tried them once, and they seemed competitive enough, I just don’t like having my options limited.
But I don't understand how this works in practice? When I get Mounties, I can plant trees to boost the appeal of tiles rather than having to use the hockey rink. Planting trees seemed more favorable to me than hockey rinks because by planting trees, I'm not blocked by entertainment complexes and hockey rinks when placing national parks. Plus, I have to wait for stadiums to get any real bonus out of the hockey rink and other than the minor culture boost for the hockey rink, stadiums are bad and expensive buildings that come way too late. To boot, when you're spamming national parks, you don't need the amenities from the stadium because your national parks are already giving you tons of amenities.
I agree. I think if national parks were buffed or Canada had some sort of bonus to national parks, Canada could be a unique civ that's fun to play. The strategy would be to grind it out with your meager early bonuses until conversation and then explode with national parks after conversation by spamming Mounties. Maybe Canada could get double tourism from national parks or national parks could get double tile yields?
I only played one game with Khmer, but I disliked it so much I have never tried to give the civ another chance. The suiciding of missionaries is such a silly mechanic, and the fact you boost your civ by actually losing religious combat and thus religious pressure in foreign civs is counterintuitive and counterproductive. How exactly should it work? Do I zerg the other civ with my missionaries, suicide them all and increase the power of the foreign religions, only to later convert those cities by other means? Or do I simply ignore religious victory? If it is the latter, it seems like a weird choice for a civ centered around faith.
You spam missionaries for religious combat and win most of the time but get relics when you lose. Don't think of the Prasat as creating intentional martyrs but rather reckless missionaries.