Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,267
And how should we fix them ?
As to me, the worst mechanic and most disappointing one was loyalty. Because the expansion it was introduced by, I mean the name of this expansion (Rise & Fall), was a lie : it was not near close to what had to be expected for such a title.
I would fix it by making "revolutions", "collapses", or whatever you want to call it, the normal course of a game, without the player to suffer from them too much, and in some cases, profit from them. (gov, policies, religion, tenets, etc. changes) When you think about it, being able to change the tenets of your pantheon or religion would be massively profitable : it happens often that you need something early (in my case most of the cases : one additionnal food from a camp, and nevermind if there's only one) but not so much later. It's even better with religious tenets : once you are rich, you can switch from Tithe to something else, science focused for example)
That's how I would play with the basics as we have them in Civ, and Civ6 in particular. But nothing prevents to add more things to change in Civ7.
See my signature !
Another thing I don't like too much, is builders. You have to build them, which can take long accasionnally, you have to move them, you have to click them. It would be better to build things up directly in the city screen. Or go back to the old Civs workers, when you have an approximatively constant work force and they improve things regularly on the basis of their number / what you really work.
I like that idea though. In theory. But in practice, that's another freeze factor from me : either I build too much (especially with public works) either I neglect them and feel I need too many in too few time. It makes me think a little about National College and other national wonders in Civ5.
As to me, the worst mechanic and most disappointing one was loyalty. Because the expansion it was introduced by, I mean the name of this expansion (Rise & Fall), was a lie : it was not near close to what had to be expected for such a title.
I would fix it by making "revolutions", "collapses", or whatever you want to call it, the normal course of a game, without the player to suffer from them too much, and in some cases, profit from them. (gov, policies, religion, tenets, etc. changes) When you think about it, being able to change the tenets of your pantheon or religion would be massively profitable : it happens often that you need something early (in my case most of the cases : one additionnal food from a camp, and nevermind if there's only one) but not so much later. It's even better with religious tenets : once you are rich, you can switch from Tithe to something else, science focused for example)
That's how I would play with the basics as we have them in Civ, and Civ6 in particular. But nothing prevents to add more things to change in Civ7.
See my signature !
Another thing I don't like too much, is builders. You have to build them, which can take long accasionnally, you have to move them, you have to click them. It would be better to build things up directly in the city screen. Or go back to the old Civs workers, when you have an approximatively constant work force and they improve things regularly on the basis of their number / what you really work.
I like that idea though. In theory. But in practice, that's another freeze factor from me : either I build too much (especially with public works) either I neglect them and feel I need too many in too few time. It makes me think a little about National College and other national wonders in Civ5.