EgonSpengler
Deity
- Joined
- Jun 26, 2014
- Messages
- 12,260
I have no expectation that the late-game problems or the poor AI will ever be addressed. I believe this game will remain more or less what it is today. C'est la vie.
It's not impossible in principle, but Firaxis doesn't seem to understand the issue at all, given how they implemented victory conditions and controls.
I haven't played much Endless Legends, but Endless Space (2) isn't quite so bad in the end game--but a game of Endless Space (2) is also much, much shorter than a game of Civ.I remember Endless Legends' end game being pretty entertaining due to longer winters and quest system. But I don't recall it being truly amazing.
Most certainly. They will build seaside resorts with cultural victory off. I routinely disable cultural victory because it comes too early in my games, and I don't want the game to end quite that early. I find myself aiming for cultural victory nearly every game to defend against the AI going for it. Once they start getting close to 25% or 33% tourists needed, I really ramp up my efforts. Seasides resorts do provide some gold for the tile even with cultural victory turn off, but that's almost never a decent tile improvement on its own
Endless Space (2) isn't quite so bad in the end game--but a game of Endless Space (2) is also much, much shorter than a game of Civ.
Personally, I like the micromanagement. If anything, I'd like more of it in the late game when most of my cities are running projects because they have nothing else to do. More late game wonders would also help.For Civ6 specifically, it might have to do with the designer's (Ed Beach? maybe someone else in the team?) preference of heavy micromanagement and doing mini-quests, that's why we get eurekas, CS quests, no build queue, appeal/placement/loyalty etc. It's good that you'll have to look after all that but it's also problematic. What I'm going to say is automation in most forms will not be in 6 because that's not the way it is designed (to be heaviliy micromanaged).
Try playing against the Sophons and turn off pirates; that's what I do.I haven't actually completed a game of Endless Space 2 yet, despite being incredibly impressed by the gorgeous user interface. (If only Civ VI could be that simple...though with the iPad release I see it was designed with touch interfaces in mind but at the expense of keyboard+mouse UI).
It is so damn hard. I've been playing ES2 at the easiest level and the AI kicks my ass...while I play deity in Civ. As many have pointed out you can now sneeze and win a game of R&F at deity![]()
For Civ6 specifically, it might have to do with the designer's (Ed Beach? maybe someone else in the team?) preference of heavy micromanagement and doing mini-quests, that's why we get eurekas, CS quests, no build queue, appeal/placement/loyalty etc. It's good that you'll have to look after all that but it's also problematic. What I'm going to say is automation in most forms will not be in 6 because that's not the way it is designed (to be heaviliy micromanaged).
For Civ6 specifically, it might have to do with the designer's (Ed Beach? maybe someone else in the team?) preference of heavy micromanagement and doing mini-quests, that's why we get eurekas, CS quests, no build queue, appeal/placement/loyalty etc. It's good that you'll have to look after all that but it's also problematic. What I'm going to say is automation in most forms will not be in 6 because that's not the way it is designed (to be heaviliy micromanaged).
Beach loves his micromanagement and agonizing over immaterial decisions.
As for specifics, climate change is the first to come to mind.
Yes, this is from Beach. He's on record in interviews from the time when Civ 6 was launched as indicating he didn't want any automated systems like "auto explore" and I expect build queues fall into that category. His view was that all decisions should be interesting things the player wants to be engaged in and so there shouldn't be any "set and forget" aspects to the game (my term, I can't remember his exact words). He also acknowledged that the team tried hard to get him to budge on this and eventually he relinquished on some topics.
And, yeah, if you watched him on some of those early intro plays, you'll see that Beach loves his micromanagement and agonizing over immaterial decisions.
Pretty sure it is his love for board games that shine through. It is just a backward way of thinking in my opinion. Great for small and fast games, but terrible for complex and time consuming games.
... automation is a MUST.
Puppets too. (I really miss these from Civ V and BERT). Perhaps allow cities with Governors to act like puppets? (i.e. automate production).
Automation of workers, etc used to be optional so IDK how that could be a problem. However giving credit where credit is due, in Civ VI you don't have to manually create roads! (Thank you Ed)
This is maybe the only way in which Civ VI betters Civ V in terms of micromanagement.
If the AI built more air units and/or nukes the late game would definitely be more exciting![]()
This is the one question that from the heady days of playing Civ 2 has always burned in the back of my mind. Each Civ title gradually improves the title - trying out new concepts, or ripping up previous ones for something better - but arguably Civ has never managed to conquer its inherent late game malaise, where interest wanes either through the boredom of managing a large empire, or the "I've won already" feeling.
I keep thinking that the most desired development for me as a consumer is a riveting late game, but it seems this hope is entirely misguided. After all, we're now at Civ 6 and this still hasn't materialised. We did have the UN in Civ 2 and Corporations in Civ 4 and these made good inroads to improving the late game, however, somewhat surprisingly these concepts haven't been developed in subsequent versions of Civ and instead have been stripped out...
The irony is the late game has so many cool options with advanced units and victory conditions to pursue, and yet the AI consistently fails to utilise any of these. We're now a year into Civ 6 and they still can't use or even build an airforce, can't deploy spec op parachutes, or for that matter successfully manage any of the late game units.
Maybe Civ 7 should be labelled Civ 7: The late game, a whole title dedicated to delivering the late game experience we've all been diligently waiting for since Civ's inception?
In my opinion, the only way to combat the late game "too many cities/units, I grow bored" effect, is to introduce some kind of limited actions an emperor can take per turn. But then you wouldn't have control over all your cities/units & I would probably grow frustrated what the AI does to my nice empire.
I loved building roads, so I'm sad that it is gone. If civ5 ever did anything correct, then it was roadbuilding. The problem is lack of options to play the game like you want to - and not like Ed Beach wants to.