why did civ 6 steam rating increased?

A lot of people who are unhappy with civ 6 play civ 5 with vox populi anyway. And since vp is free it us much cheaper to play civ 5 with VP than Humankind.
 
A lot of people who are unhappy with civ 6 play civ 5 with vox populi anyway. And since vp is free it us much cheaper to play civ 5 with VP than Humankind.
I find Civ Beyond Earth with the Codex mod more fun than Civ 6.

I'll give HK the benefit of the doubt since its still new and can improve over time.
 
the gameplay side is fully moddable, so it will improve.
 
Bottom line for me is every game felt similar to the last.
The Phoenicians gave some respite as you can find a new continent very early very easily with Biremes.
Back playing civ, and playing Phoenicia here is just wow, it feels more like Phoenicia and that feeling lasts longer.
This fundamental, and the combat are not so easy to address with modding and it’s just the way I feel.

HK has been a great shake up in my head though. It is easy to complain about this and that but a new similar game in the genre is needed to clarify what is and is not key to you.
 
Kind of the point (for me, not for someone who like civ6), I could not mod the fundamentals in civ6 after trying/waiting 4 years, I already can in HK.
 
So, if you wanted to you could force everyone to transcend? Or better choose a different civs abilities and keep their civs name?
You could alter the way Osmosis works?
Basically you have full code access?
basically, yes, thanks to the fact that they use C#/Unity and did not obfuscate the code (side note: it was obfuscated in the opendev with denuvo)

It's not based on official tools, but there are a few modding communities around unity games allowing that, and a few associated tools to help creation/installation.

I'm waiting to see how the burgeoning HK modding community will evolve and what tools will be favored to adapt my starting project, but it does give an idea of what I'm speaking of about modding fundamentals (and also shows what I mean by "helping installation" as ATM you need to replace one of the game's files, while there are solutions to avoid that)

https://forums.civfanatics.com/thre...-territory-on-giant-earth-map-alpha-3.673062/

So now the question is more "how long to find/understand/edit the related code ?" (and "how to make it easy to install ?) than "can we do it ?"
 
basically, yes, thanks to the fact that they use C#/Unity and did not obfuscate the code (side note: it was obfuscated in the opendev with denuvo)

It's not based on official tools, but there are a few modding communities around unity games allowing that, and a few associated tools to help creation/installation.

I'm waiting to see how the burgeoning HK modding community will evolve and what tools will be favored to adapt my starting project, but it does give an idea of what I'm speaking of about modding fundamentals (and also shows what I mean by "helping installation" as ATM you need to replace one of the game's files, while there are solutions to avoid that)

https://forums.civfanatics.com/thre...-territory-on-giant-earth-map-alpha-3.673062/

So now the question is more "how long to find/understand/edit the related code ?" (and "how to make it easy to install ?) than "can we do it ?"
I can't wait ! If ever in a year I can find some good tutorial someone would have written/shot in a vid , I might even get started myself. I'm fairly decent at coding and I lead my teams into best practice of CI/CD and the like but I've never written a single C# line in my life and I don't have enough free time so I need to "cut corners" to start owning the code :)
 
basically, yes, thanks to the fact that they use C#/Unity and did not obfuscate the code (side note: it was obfuscated in the opendev with denuvo)

It's not based on official tools, but there are a few modding communities around unity games allowing that, and a few associated tools to help creation/installation.

I'm waiting to see how the burgeoning HK modding community will evolve and what tools will be favored to adapt my starting project, but it does give an idea of what I'm speaking of about modding fundamentals (and also shows what I mean by "helping installation" as ATM you need to replace one of the game's files, while there are solutions to avoid that)

https://forums.civfanatics.com/thre...-territory-on-giant-earth-map-alpha-3.673062/

So now the question is more "how long to find/understand/edit the related code ?" (and "how to make it easy to install ?) than "can we do it ?"


Just saying, I think a remedy to a very fundamental problem a lot of oeople have with this game (morphing cultures with no identity or immersion, also disabling TSL) would be possible via mods...
- Restricting cultural switches to somewhat realistic transitions (with some liberties, especially transition from Middle East - heavy ancient era into the classical)
- Making all cultures available in the ancient era and not changing afterwards for both human and AI (essentially a civ game mode)
- Turning six ages into three with twenty cultures each - less transitions alone would be much less jarring solution

It is a real fail that Amplitude has promised day 1 modding and steam workshop support IIRC and then failed to deliver it, seeing how it could have already solved so many issues of so many players and help them retain olayerbase...

But again, the release of this game should have hapoened months later and the end result would presumably be much better regarding bugs, balance and content.
 
But again, the release of this game should have hapoened months later and the end result would presumably be much better regarding bugs, balance and content.

I already find it much better than full Civ 6, so... opinions opinions.
 
I already find it much better than full Civ 6, so... opinions opinions.

Actually olaying Humankind in its current state is still frustrating me less than civ6 (which I tried to love so damn many times to no avail) so our opinions don't differ That much, it's just that I have expected this game to be genuinely great on release, not just "a ton of great oroblems but overall less painful exoerience than civ6 which did every single design decision it could to annoy me' :p
 
Actually olaying Humankind in its current state is still frustrating me less than civ6 (which I tried to love so damn many times to no avail) so our opinions don't differ That much, it's just that I have expected this game to be genuinely great on release, not just "a ton of great oroblems but overall less painful exoerience than civ6 which did every single design decision it could to annoy me' :p

It will get there sooner than you expect, I am sure.

Something is still odd with your "P"s.
 
Actually olaying Humankind in its current state is still frustrating me less than civ6 (which I tried to love so damn many times to no avail) so our opinions don't differ That much, it's just that I have expected this game to be genuinely great on release, not just "a ton of great oroblems but overall less painful exoerience than civ6 which did every single design decision it could to annoy me' :p

One difficulty in comparing Civ VI with Humankind is that the two games are in such different stages of development. Humankind just released another pack of changes, tweaks and 'fixes' barely a month after release to address concerns, while Civ VI is pretty much over and done regardless of the concerns remaining in the gaming community.
Which is one of the primary reasons that I've mentally moved on to Civ VII:
"Move along, nothing more to see here . . ."
 
Aren't you afraid each patch will destroy your work?
Not more than with civ4/5, maybe even less using some external tools available for Unity games, allowing patching of methods without replacing the original DLL, like BepInEx/Harmony.
 
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I'm not sure when the ratings started to spike & haven't played more than 3 games of Civ6 after July 2019 cav nerf (I have 5797 hours logged on STEAM), but think the reason the ratings are increasing may be Humankind. It's just not nearly as good a game as Civ (so people are happier with Civ). HK seems an exercise in frustration and repetition. With so many options and combinations changing over the eras you'd think the game would be able to hold my interest (but the choices seem faux to me). The hard-coded single ruler core competencies of Civ offer more true diversity of play IMO. Even the "improved" micro warring mechanic is annoying & limiting compared to Civ's open field system.

I'll grant you this is probably misplaced, as the chances of HK being the reason for the ratings spike are low.

Edit: I was looking to scratch my warmongering Civ builder itch with Humankind, but after playing I'm thinking of dusting off my Civ infantry spam management skills & having at it.
 
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STEAM ratings are always an average of all the reviews. If the rating is going up, it is because there are more positive reviews. Not surprising since the average number of players has been going up steadily for years.

Sid Meier's Civilization VI - Steam Charts

I personally doubt it has anything to do with Humankind. I doubt most Civ 6 players have even heard of Humankind. If it was not for this forum, I would not even know Humankind existed and the overwhelming majority of Civ 6 players never come to this forum.
 
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