I think it is very unfair to discriminate Civ 3 in such a way, only based on very old and obsolete posts, written more than a decade ago, and never having played it yourself. Civ 3 had a lot of time for being improved and for fixing all of the complaints in these old posts. Today you should play C3C with the Flintlock patch and may be CCM 2.50. Per example I showed a good and very well working solution for the "constant production of new settlers"
some posts above, exactly giving the game the room for the production of all the things you have listed in your quoted post. To connect the "production" of settlers to the direct production in cities, in my eyes is a general error in the civ series, triggering a lot of following problems for a civ game.
If you say, you want to decide when you produce a settler, this is o.k. [de gustibus (non) est disputandum], so in history such a direct "production" of settlers was the exception, when looking in the
wikipedia:
The reasons for the emigration of settlers vary, but often they include the following factors and incentives: the desire to start a new and better life in a foreign land, personal financial hardship, social, cultural, ethnic, or religious persecution, penal deportation (e.g. of convicted criminals from England to Australia) political oppression, and government incentive policies aimed at encouraging foreign settlement.
But in my eyes it is not o.k. - being aware of such a solution, that also is in a better line with history - to use such an obsolete argument as a base for statements against Civ 3.
I was under the impression we were comparing base game only. As for what I base my understanding of Civ 3 of, that's actually posts that were made about five years ago, not "over a decade ago"; as you can see on the left, I wasn't even a member of this forum at that time. I've always understood Civ 3 to be widely considered the worst game in the series, but maybe opinion on that is more divided than I previously believed.
I am against using "history" and "realism" arguments, even more when we talk about fundamental issues
Fair enough, it's always a bit of a tossup, some people care a lot about them, some people don't care at all.
Uh, first of all... the imbalance of tall and wide is much more radical in civ6. For this post I will assume that you wanted to write that you have not enjoyed systems balancing out wide approach and they completely ruined game experience for you.
I kind of never faced such drastic Unhappiness you have described. I remember it as quite simple system properly explained in one tooltip.
I do not enjoy snowballing myself and have hard time finding rubber band mechanics to be bad or a
fundamental issue. The alternative isn't truely attractive.
In Civ 6, you can win a game perfectly fine on 5-7 cities, each with a governor, the right policies, et cetera. Meanwhile, it was virtually impossible to expand in Civ 5 without crippling your happiness and cultural progression - and to a lesser degree your scientific progression. I'll do you one better: I've attempted tall games in both Civ 5 and Civ 6, and I enjoyed them more in Civ 6. Let alone the difference between wide games.
If this makes sense, in Civ 6 I feel like there are incentives to not expand, while in Civ 5 there are punishments
against expanding. And I'd much rather be led by incentives than punishments.
All that is of course ignoring that the entire concept of tall versus wide did not exist until Firaxis included it in their Civ 5 design philosophy.
As for the unhappiness... the system is not complicated. That doesn't mean it isn't the single most annoying game mechanic I've ever encountered. It punishes you for building a new city, it punishes you for conquering a city, it punishes you for
growing your cities, it punishes you for
any action that's supposed to grow your empire, and it does so by
cripping your empire. In Civ 6 (which technically has roughly the same calculations for happiness!), if you don't meet happiness demands, individual cities drop into negative happiness and receive sizable penalties to their production and growth. In Civ 5, if your empire as a whole lacks even
one point of happiness, you get... what was it again? -75% food in all cities, or something like that? And if I remember correctly, that wasn't all, but it's been six years since I played the game.
And as for the snowballing, I consider that a rather fundamental mechanic of 4X games. Sure, there should be bounds, but the entire deal with expanding and exploiting is that you use your resources to get more resources, which allow you to get more resources, and so on.
It was more that connected cities should nullify the cost of road. Isn't upkeep quite realistic.
Gold from connection was based on population of city and capital.
There's no reason to build a road other than to connect cities. So why not simply make roads free and do not add a bonus for connecting cities, just like it was in previous games? The fact that connecting cities gets you money implies you're supposed to make money from connecting cities.
Gathering yield to reach treshold for a certain reward is... quite common. I understand it is not the most engaging stuff, but I do not understand why this one stands out.
Quite surprised an AI was not mentioned.
It mostly stands out because it's one of the things I still remember, to be honest. I also disliked that it was tied into global happiness, as I loathe that entire mechanic.
As for the AI... well, it's not like I can claim Civ 6 is better in that area.
I have yesterday googled some reviews and they had a lot of trite statements like that one.
And I am gonna be honest, I am not sure if Districts were good addition.
I mean you could've
not cut out the part where I explained what I love about them.
Just curious, how do you feel about faith tree, is it a future?
Not sure if I'm a fan of it, faith tapers off at some point by it's nature, while you'd expect a tree to go to the end. Best to keep religious stuff in the civic tree imo.
Uh, objection, opinion. I probably feel about them in the same way you felt about global happiness. Funny thing when civ6 was announced I was truely excited about builders.
Yes, it's an opinion, isn't "x is better than y" almost always an opinion? And no, you don't feel about them the way I feel about global happiness, or you wouldn't play this game and wouldn't even bother visiting this subforum because you consider it so crap.
I agree. On the other hand I find railroads to be the worst in the series.
I agree on that, railroads should be far more important than they are.
I kind of understand what you mean, but is ultimately throwing envoys really so different?
What is more, city-states can't even conquer cities now. Decay of influence also had its merits over the everlasting
envoys.
Yeah, my personal feel about it: step forward, step back. Not a big fan of city-states in first place.
Envoys are their own resource, meaning they don't compete with other things you can spend on, nor do you have the opportunity to gear your entire empire towards city states in order to absolutely dominate that aspect of the game. Which, in fact, also allowed you to win a ""diplomatic"" (economic) victory.
Is a city state still a city state if it conquers more cities? I'd also say that's a rather niche thing in the first place.
Decay of influence is just the city state begging for more money, I don't see what it adds to the game.
I think the biggest disgrace of Civ VI is that they made modding 10x harder to do. I think I would rather play VI than V, but I think V does a lot of good things that people don't give it credit for. At least when someone criticizes V, I can go ahead and say "There is a mod fixing your problem", with VI that isn't always the case. It's why there is a high chance once VII gets its two expansions people may look back on V being the better game simply because of its modding capabilities. It's also why I think V will outlast VI simply because people will get bored of VI's mechanics. Admittedly I am not a modder though so I don't know the true extent of this problem but I think I have the basics of it.
Look at V's Vox Populi. And wow, what a complete overhaul that fixes so many of V's problems. I worry that such a thing is not possible with Civ VI.
And even in V's base game it does stuff better than in VI. AI personality and flavour and world congress are the two big ones. I think VII should focus less on splashing in new mechanics and systems and focus more on incorporating the best of the best from past civ games to create the most complete game possible. Let the expansions add the new systems.
As far as I'm concerned, can't fix a broken premise. Civ V's issues are usually in fundamental game mechanics, while the execution of the game is pretty good. Civ VI's issues, on the other hand, are in the execution, while the fundamental game mechanics are very good.
Want to fix global happiness being extremely frustrating? Good luck, because my gut says the 'needs to be more restrictive' and 'frustrating to play with' issues have overlap, meaning no good spot exists where it's both restrictive towards overly wide play, yet not frustrating to play with.
Want to fix wide being too strong compared to tall? Simple! Give more incentives for going tall. More established governor bonuses, steeper Settler production cost ramp, maybe reduce base housing in a city while increasing housing opportunities for developed cities? If you go a little deeper, perhaps you can increase the capital's loyalty pressure, but reduce that of other cities, making far away cities less loyal? Et cetera.