[GS] Your 3 best and 3 worst things about Civ 6

Good

1) Districts(replayability)
2) Separated culture/science trees(replayability again)
3) MP stabilty(can be better, but still way more stable than civ5)

Bad

1) Difficulty to dominate under Tall over Wide
2) Cluster maps(too much mountains, weird pangeas, ridiculus/poor starts locations, etc.)
3) Trading screen
 
Just curious, what map style and size are you playing where you have tundra and jungle in the same city?
Sounds like Sweden.. :mischief:

Long time Civ player here. With 2 expansions done and dusted (hopefully more content coming soon), I wondered what everyone's 3 best and 3 worst things were about Civ 6?
I started playing Civ 6 last year, so think there's still many hour left for me to play before I can set this in stone, so I quote some instead..
Though I fully agree on your first two (your 3rd I still have to experience)..
Spoiler Best things :
1) Eurekas and inspirations - it is fun and intuitive to get help for science or culture depending on what you are doing e.g. clearing barbarians can help your military. I also think it was the right decision to split the science and culture trees. It would be good to get a bit more variety though after a while
2) The variety of civilisations - In older games I remember they tended to have 5 or 6 leader types. I think Firaxis have done really well, particularly in GS, at coming up with new civs with different strategies, for example, a Hungary game will be very different from a Mali game, which will both be very different from a Dido game
1) Great person system: The new great person system is probably the best element of civ6 imo. Adds variation between each game.
2) Districts: This is a very good idea and makes for some actual decision making, even if balance is (still) not completely right. I particularly love the idea of AOE-districts that affect not only owner city but also surrounding cities, this could easily be expanded upon.
3) Unique City States: Much like the great person system, this is a brilliantly inspired idea, that adds variation and unpredictability between games.
  • Loyalty System. Gone are the days of aggressively forward settling neighbors - now I would have to think twice about careful expansion into other civs territory.
  • Districts. ..
  • Culture/Science tech tracks separation. Culture now has more use, instead of just waiting several turns for borders to grow in previous Civ games. It also emphasizes the importance of balancing culture and science output, since some eurekas/inspirations depend on researching a specific science tech or culture civic.'
1. Maps Impact Game: To me, one of the biggest success of Civ 6 is rewarding playing the map, rather than doing the same thing every time. In particular the city states on the map can completely change the strategy, like finding Rapa Nui versus Yerevan in a Cultural Victory game. Having terrane requirements for adjacency and wonders, and randomly distributed resources, really impacts decisions like Horsemen versus Swords, whether to take an otherwise suboptimal spot for a key Wonder like Pyramids. Mountains are useful instead of just a terrance obstacle. You have to weigh whether taking a weaker coastal spot is balanced out by getting some Sailing/Shipbuilding/Celestial Navigation/etc boost. I have a particular weakness for Natural Wonders.

2. Variety of Civs: The different Civs really add a ton of replay value. Civs like Norway and Hungary completely change the best strategy for the same map. They aren’t balanced (and I don’t think they have to be), but the designers really did a great job of coming up with interesting abilities for each one (except poor Canada, so terrible!). There are so many options I think there are a few I haven't even finished a game with after 2 years.

3. Districts: Planning the optimal layout for them is a lot of fun (even though it is often relatively unimportant side from the first part of the game). The fact that population limits them also means you have to decide which ones are needed in each city instead of mindlessly spamming them all.

Spoiler Worst things :
  • Specialists (in districts). It's a small thing, but I feel that I only assign specialists once there are no more tile spaces for food and production. Their static output is underwhelming. Maybe specialists could have their output improved incrementally by certain technologies or civics, so that it has value throughout the game? Just an idea.
*Everyone likes to beat up on the AI but I will pass on that since it seems like the most difficult thing to actually code, and the AI has gotten better over the past 2 years (though it is undoubtably still bad).

1. Production Scaling: Production from improvements and infrastructure is so inferior to chopping and pillaging, because those scale up as the game goes on. This leads to a situation where you build most things with production early, but rapidly shift to just chopping everything later in the game. One of the depressing things about the Civ 6 learning curve is realizing how building a mine is almost never a good idea after the first 50 turns and that a spot without forests is basically unworthy to ever settler. A Horseman or Settler right NOW with a chop is worth so much more than 200 production spread out of 100 turns that it is not even close. Incidentally, I get the impression chopping is one of the key things that makes the AI so bad over the course of the game. Humans tend to chop everything in sight (at least if they are playing for a fast win) whereas the AI seems to chop very rarely).

The same applies to pillaging. What’s the point of building a Market for 12-h to get 3gpt? For 1/3 the production (with Maneuver card) you can get a Horseman and pillage a single Mine for 200g (and then twenty more tiles afterward).

Things get worse as the game goes on. Near the end of the game, a 10 pop city with 10 mines will take 30+ turns to build a Spaceport, but a freshly founded city in the middle of the Tundra can chop it instantly with a dozen forests (or just buy it with Reyna).

Cheap unit upgrades also greatly devalue production. I don’t think I have ever actually built a Tank for example, since it is a thousand time more effective to upgrade a Knight that is sitting around from the early game.

Personally, I wish they would go back to pillaging being locked at 25f/s/c or 50g, re-scale chops so they grow from 20 to 100h (instead of 200h), and lower the production cost of most late game buildings and units for producing them would compete better with chopping or gold-buying/upgrading.
1. User Interface is so unintuitive in many areas. Why can't I sort the report screens and/or get sensible 1-line city summaries. What is each city building, I have to click through each one in turn. WTH?
2. Mis-clicking, Not being able to undo a single move when I've moved the wrong unit which can completely cock up a whole turn.
 
Three best things
  1. Districts (particular how placement works, and how Districts interact with Improvements, Resources, Terrain and Spies).
  2. Civ 6's 1UPT (including movement rules - Ed was right to change them from Civ 5 - corps / armies, and support unit / great people stacking).
  3. Loyalty (particularly after it was linked to Religion and Grievances).
Three things I have the most fun playing with
  1. Diplomacy
  2. New Industrial Zone rules
  3. Tie between Golden Age Dedications and the new map types
Three worst things
  1. Poor unit balance (particularly around Anti-Cav and Siege, although balance has slowly got better over the last few patches).
  2. Lack of late game depth (I feel like GS extended gameplay to about the Medieval / Renaissance, which is super cool, but after that the game feels like it lacks conflict / tension and anything particular important to do)
  3. Yields and Pop10 Cities (I just feel like I'm swimming in Yields pretty quick - Volcanos are the worst offenders - and that all my Cities just grow and grow, so there's little challenge growing them but also very little to do with the Cities

...and if you asked me to reduce more thoughts even further, I'd basically say "I really like all of it, except the last third which still feels undercooked to me".
 
Favorite :
Vanilla and GS civs : the base game allowed for a bit of diversity, and the GS finally brought some original gameplay (Eleanor, Kupe, Mansa Musa and Matthias in particular)
Districts : adds some interesting and fun planning to the game
Loyalty : could possibly be a bit more powerful, and sometimes made some games harder than expected, but still a cool idea, preventing random city settlements across the map

So-so (a favorite things early on and disappoiting later on)
Governors : pretty fun when you have a few cities and not many promotions yet but gets tedious in later eras

Disappointing :
Civs released between Vanilla and GS : they have slightly different strength and weakness than the original ones, and they are not necessarily bad, but they don't add much different ways to play (religious naval domination with Indonesia is one of the few exception)
Diplomacy and World Congress : putting the two together though they might be different issues ; World Congress and DV are plain dull, but the rest of diplomacy is just too unclear and nonsensical for me
Free cities (and city states) : I love city states, but I would like them to be able to do even more, and as I mentioned I also think free cities could do more ; I feel there is a lot of potential here.
 
3 best:
Civ variety - this has been the case even before Civ6, but I love how each civ shapes how you approach the game. It helps keep the game fresh since I'm always playing different leaders.
Districts - I really enjoy the district system over previous games
Early Ages (not counting ancient) - Ancient era kind of sucks because of how easy it is to get dogpiled by overly aggressive AI or oddly spawning barbarian camps, but the next 3-4 ages are where the game shines as you try to balance everything to get your civ up and running.

3 worst:
Science Victory - I hate it. It's such a slog. I get that they were going for a true space race - "who's ship will reach it first?" - but 99% of the time it's one person clicking "end turn" over and over again until it finally makes it there. At the very least it would be nice if the game would say "ok, noone is catching you in 50 turns, game over", but it just... keeps... going.
Lack of Transparency - The game is so bad at explaining how certain things work. Cultural victory is a good example. Inexcusable at this point IMO.
Settle, settle, settle! - I wish you didn't basically have to settle everything as quickly as you do in order to claim the lands you want. It would be nice if settling the lands was a bit of a slower process with some cities being founded even much later in the game.

3 small pet peeves:
The stupid cannon movement sound - why won't you ever stop?
Overly talkative AI - shut up Alex, I know I'm still at peace, and no I won't sell you the first 3 oil I obtained.
Lack of civ individuality from AI - I miss civs having very distinct behavior. They seem to act randomly for the most part these days - war crazed Australia, peaceful Shaka, etc. Bring back their personalities!
 
Best

1) Cree. This is a civ I wanted and waited for ages.
2) Districts. Some simcity is very welcome
3) City states and their unique bonuses. If only AI was more competitive toward getting those bonuses...

Worst

1) AI. Does it even exist? If you win deity on your 5th game or so, sth is wrong. And why are diff levels below noble present in game?
2) Divided tech tree. The idea is good, implementation is awful. Specialising in culture tree does not give advantage over specialising in tech tree. This should be somehow equal.
There is a mod Master of mana for Civ4. You have: tech tree, magic tree, faith tree, guild (culture) tree. Specialising in any of them and neglecting others still make you (and AI) competitive (not to mention you cannot specialise in all of them, while in civ6 you can do great in both trees). This is the right implementation of research trees using different yields. Firaxis, do your homework please.
3) Culture, science, faith growing on fields. I really believe the day of reintroducing the slider will come.
I really wanted to mention GPP generation or too many wonders that are generally weak, but it is less annoying than 3 above.
 
The best:

1) District system and Wonders on individual tiles. Puzzle solving is fun!
2) Unique city state bonuses. Such an improvement over the earlier installation.
3) Traders creating road network (oh, yes!). Not everything should be under your control :)

Honorary mention: “Play the Map” concept that all of the above help to make a success.


The worst:
1) General User Interface. It is an atrocity, uncontested winner of Civilization Golden Raspberry Award, greatest waster of player’s time in Civ6.
2) Unqualified labor and raw yields from the land rule till the end, specialization, industrialization and hi-tech is so undervalued. You can build sophisticated modern armor without having any factories, you can launch spaceships and travel to stars without ever building a campus. Why Attila did not become the Overlord of the Known Galaxy? He must’ve pillaged enough science and culture…
3) The general sloppy state of the game (or at least it creates such a feeling) and slow patching. So much attention given to the looks, and so many inconsistencies and oversights all over the place in areas of gameplay and functionalities, including rudimentary diplomacy, AI, etc.
 
The Good

1) The Loyalty mechanics - fun to exploit, and allows empires to grow organically.
2) Civs that require an unconventional approach, such as Mali and Maori.
3) Diplomatic Victory - maybe I'm just weird, but while I agree that the Diplomacy system is flawed, I do enjoy figuring out my strategy for getting a winning total of Victory Points before the AI votes to take them away from me again. It's become my most frequent Victory type.

The Bad

1) Aspects of the GUI - e.g. how much of a faff it is to assign a Spy to a location and mission.
2) The end game - tedious click, click, click, when you know you're going to win and are just waiting for it to be over.
3) Religious Victory - a hideous, unending slog of unit micro-management!

And The Ugly

From an aesthetic point of view, I really dislike how messy and cluttered the map becomes towards the end of the game, with the total mishmash of districts and improvements, and I find it very off-putting. I guess Kupe is my kindred spirit...
 
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2) Nice developer syndrome - Disasters were supposed to up the challenge for the player but they don't as implemented. Your city gets hit by Vesuvius and loses 4 pop. Oh well, with the increased fertility it will be back soon. If disasters/rising sea level could completely destroy your cities it would be much more of a challenge.
I agree with this sentiment, but I disagree with it’s name.

It’s not “nice developers” that do this, it’s “the cult of fun.”

I get it. Metrics show that players often don’t like playing games that are hard or feel unfair. If you want to attract and keep an audience, you can’t beat them up.

BUT I think this leads to the slot-machine-ification of video games. What’s the game with the least “unfun” elements? — Pulling a lever and randomly being given rewards. You literally can’t lose at a slot machine, you only don’t win a lot.

Civ VI isn’t quite at slot machine level yet, but it’s getting close to Candy Crush...
 
Settle, settle, settle! - I wish you didn't basically have to settle everything as quickly as you do in order to claim the lands you want. It would be nice if settling the lands was a bit of a slower process with some cities being founded even much later in the game.

I generally like how the game is now more geared around expansion and wide empires. But the problem is that I mostly feel like I end up with a heap of same-same cities that all do the same thing rather than an actual empire.

One way I try to mitigate this is to make most of my Cities basically just focus on gold - they get a Harbour and or Commercial Hub, and time flip to gold focus and projects. But it doesn’t quite work, partly because there’s not all that much to spend gold on.

I think whats missing is some way to differentiate core cities and “satellite” cities.The game does that a little bit already - you can put Governors, Government Plaza and or Wonders in a City to make it a Core City, and if you put your Satellite Cities on Foreign Continents then you can tweak those cities using the Colonial Policy Cards. You can also differentiate with districts a bit too, with Core Cities having IZs and Satellite Cities having Commercial Hubs etc. But I still think stronger differentiation would help - maybe something like giving some Cities limited autonomy (like a Vassal status) - just something so you don’t just see a carpet of blues, white whatever.

Or maybe the game just needs gold to be more scare / valuable and high production to be more valuable, so you pushed more strongly towards a few high production cities and a lot of gold / trading cities.

2) Divided tech tree. The idea is good, implementation is awful. Specialising in culture tree does not give advantage over specialising in tech tree. This should be somehow equal.
There is a mod Master of mana for Civ4. You have: tech tree, magic tree, faith tree, guild (culture) tree. Specialising in any of them and neglecting others still make you (and AI) competitive (not to mention you cannot specialise in all of them, while in civ6 you can do great in both trees). This is the right implementation of research trees using different yields. Firaxis, do your homework please.

Could not disagree more. Culture is extremely powerful early game - T1 and T2 Governments, key Policy Cards, Governors and Envoys. But it does drop off in value later in the game.

I do think a problem is that Culture and Science Yields are too easy to get. Culture does have a bit of complexity, because you have to juggle getting it from Great People, Pantheons, Religion etc, but you can always just bash through with Monuments and City States which sort of undercuts that mini-game. Science, however, doesn’t even have that. You just spam Campuses and, again, City States (although, maybe sometimes you might go for the Harbour/ Commercial Hub/ Science Dedication or the Dark Age Holy Site / Science Policy Card).

2) Unqualified labor and raw yields from the land rule till the end, specialization, industrialization and hi-tech is so undervalued. You can build sophisticated modern armor without having any factories, you can launch spaceships and travel to stars without ever building a campus. Why Attila did not become the Overlord of the Known Galaxy? He must’ve pillaged enough science and culture…

Agree. This is sort of the same point I made above about Swimming in yields. Honestly, one Volcano is all you need, and your City immediately has more corn and cogs then it knows what to do with. Or Lumbermills. Or Earth Goddess. Etc.

And even if you do decide to build some Three City, Aqueduct and Industrial Zone stacking Super Mega Cities... what do you even do with it? Run faster projects?

Too much yield, too easily. Not enough to spend it on.
 
Best
- districting is fun. Very satisfying if you can get that amazing campus with reefs and mountains. Or cluster a 3 city industrial zone with aquaduct, Dams, a plaza
- loyalty mechanics : they make you think about city placement. Probably the best mechanic in the game (I like the governors and ages too though)
- wonders : I enjoy going for them as it’s a challenge. Some like macchu Pichu and Chichen Itza are very satisfying to get

worst
- religion : beliefs are generally too weak and the AI always goes for the same stuff first. Not enough variety. Needs a bit of an overhaul like they did with the pantheons
- late game : performance drops (slow turns) make the already quite boring late game even worse. Last 25-50 turns are very dull in general
- world congress : don’t hate it but could be better. Too many proposals I don’t care about. I do like the emergencies though
 
The Good
  1. A diverse roaster of civs, leaders and great persons especially with regard to flavour (i.e. the gifts they are presenting you). It‘s very educative.
  2. A map that is quite alive: flooding rivers, geothermal fissures, city states. Though this could be improved upon by filling out the map: Earth was never empty of people. Someone always lived where you just arrived (in the time of the game).
  3. Districts and city construction is well thought out, with f.e. the farming triangles. But again, this is just a good start. The buildings are quite bland and are just stronger versions of their predecessor (science building 1, science building 2, science building 3). A bit more flavour would be nice.
The Bad
  1. Too many units to control, leading to much micromanagement of moving them around and a poor UI in other regards as well. It makes me quit games when it becomes more work than fun to direct your army to attack another civ.
  2. Static Game in general in that civ 6 seems to be designed to be one board game. This makes the early game all-important whereas history is full of disruptions (f.e. Industrial Revolution). I know that is the definition of a 4X game, but civilization will have reached its peak for me, when it can create the excitement of the Age of Colonization.
  3. Static Diplomacy that pretends to be something else. A lot of micromanagement is clicking through AI diplomacy screens. If I just want to sell my surplus ressources for some gold, just let me. Sure, it could make a difference if I sell to Gilga or Catherine rather than Barbarossa, but I sometimes just don‘t care. They need to lower the amount of clicks diplomacy takes.
In general, the next civ game will succeed for me if it manages to keep the numbers of decision if have to take roughly similar from turn 1 to turn 150. That means taking away some options as well.
 
3) General lack of replayability: I feel the game suffers from severe lack of variability, particularly due to very inflexible civ- and leader-abilities, the almost forces you to play every game as each leader in a very specific way, unless you wont to play counter-productive and go against the leader specialization. The fact that you can't conquer unique abilities from foreign civilizations only add to this.
I almost completely agree, except for the reason why it is so. It isn't so much the inflexible Civ-design, but the inflexible Victory Conditions. I think there's at max two ways of getting to a specific victory, otherwise you have to follow a pre-set pathway to winning. This problem is worse at higher difficulties because not only do you have to follow that path, but there are also things you have to do along that path to win. So a Science Victory with Seondeok and a Science Victory with Mvemba a Nzinga are the same, even if they're designed quite differently.

But I agree with most else of what you said. I especially hate the boredom of the lategame. It could have been SO much better; my suggestion is for Firaxis to make Civ become a completely different game after the modern era.

I don't know how it can be implemented. Perhaps whatever decisions you made in the past serving as the 'template' for your civ going forwards (I mean, who settles cities in 2020? Of course cities have been built recently - some are still in the process of building - but they don't grow the way settlements of old do. In fact, most new cities are set up with more housing, food, and production right from the get go than those of old!).
Maybe all civs are propelled into the modern era as soon as one goes there (to match how not everybody had to learn how to fly or to make helicopters), but they'll still remain behind. I don't know, something like that.

But for goodness sake can Firaxis do something about the micromanagement!!
 
The Good
There's a lot of aspects I love about the game (why else would I be coming back to these forums...), the first tree that come to mind.
1. Loyalty: there's a lot of aspects to loyalty, making it a rather complex mechanism. But somehow it all adds up great together and influences many decisions in the game.
2. Civ 'personalities'. Especially as a human, playing different civs to their strengths can make for a lot of variety in different games. I agree with some of the above posters that the victory conditions get somewhat repetitive, but there are lot's of ways to play the game and I rarely feel like I'm playing a 'copy paste' of previous games.
3. Map variety. I see some room for improvement still, but I play shuffle maps a lot these days and 8 times out of 10 will get a map that's in some way interesting because of specific features. Game I'm playing now I was crammed in on a continent, and found a huge 'desert continent' to the north with green zones on the sides. Over a 100 desert tiles at least. Crazy, but fun and beautiful and the same time.

The Bad
1. AI incompetence. I know it's not easy building a great AI for a complex game like this. But there's just a lot of simple logic missing from the AI's 'algorithms'. Units moving up and down, retreating just before capturing a city, building spaceports in cities that will never be able to use them. There are so many little stupid decisions the AI makes. Highest on my wish list...
2. Trading. To be honest, this is also somewhat of an AI issue. ;-) Trading is a great way to get ahead in the civ world. And in earlier versions of civ I have never felt as much like 'taking candy from a baby' as in VI. The CIV VI AI will bankrupt themselves trading useless diplo points for cash, they will trade away art while competing with you for a CV, they overvalue strategic resources, the whole trading mechanism is just poor design. :(

The Ugly
3.) Mediocre UI. I use a few UI mods, and if I play without them once in a while it's so obvious that the UI has many areas that can (often very easily) be improved. It's 2020, for a game this big, costing serious money, I don't know why the UI team hasn't delivered a much better UI. It would save so much time and clicks if things like the trade screen were improved upon.
 
Top 3

1. Gorgeous interactive map that makes exploration so immersive and impacts gameplay

2. loyalty works really well. A real addition that adds depth

3. Overall variety is evident and rewarding. Many civs, all viable in my view, great people, city states etc. Many areas where the game excels in giving you options

Worst 3

1. Diplomacy sometimes makes me feel Im playing a much a much stupider game. World congress a let down

2. Governors are total mess, from concept to artwork

3. Late game overload of features that makes me want to start a new game rather than finish the existing one
 
The Sublime
1. Adjacency - the adj mechanic permeates districts, improvements, terrain... It is wonderful. Obviously I like to maximize it but there's just so much there. After poking around with modding and seeing how much you can do with the it, it's truly *kisses fingers* serene!
2. Civ Design- Not so much the fact that each civ is now distinct, which was beginning to show up in civ5, but that total packages they put together - especially where each civ gets a unit and an infrastructure. In civ5 a lot of empires had 2 units. That said, there are a lot of civs out there where the whole really is greater than the sum of its parts - there's just something about the mix of abilities that makes the civ work. I love seeing this in any type of game.
3. Governments - I really like them. I'm not totally married to the policy card system, but the combination of governments + policy cards makes things really, really flexible. It's a nice mix of civ4 and civ5.

The Sour, Curdled Milk
1. The flattening of cities - while most buildings have been moved to districts, this left cities quite bereft of any progression unto themselves. It's like everything is one layer deep.
2. Flat yield balancing - while having all buildings give +2, +3, +4... is a clean and elegant progression, it massively skews the game balance in a way it need not. Thing like the shipyard and coal plant are very interesting. Universities are not.
3. Length of the balance cycle - firaxis takes a long time to implement any sort of numerical balancing. Many areas haven't been touched ever. While this isn't the fault of the game, if they ever want civ to be more of an esport/ something lots of people play online, they need to get comfortable with balancing things more frequently. Increasing the strength of pikemen or tweaking the cost of tanks isn't an admission of failure for the design team. I don't know what holds them back.
 
Good:
- districts, wonder placement
- loyalty / governors
- GUI (sorry, i kinda like it compared to previous versions)
- early game
- able to stockpile strategic resources

Bad:
- AI combat ability
- world congress
- map generator (have to use map script mods). We need an option to disable world wrap amongst other map related things
- game is too easy. It drags on after the mid game. Never experienced a proper “space/victory race”. The game is decided way too early
- “amenity” mechanic. No real impact
 
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TOP 3
1. Overall design philosophy of making the map feel like a character
I love how much more relevant the map is, and how much more the terrain and geography comes into your decision-making. This mostly comes from districts and adjacency bonuses, and Gathering Storm expanded it through disasters and climate change.

I just really wish that the map were a bit more spaced out. I feel the game rewards civs too much for putting cities close together, and all the frequent choke points make it a nightmare to move units and keep armies in formation. So, as much as I like this design philosophy, the implementation is still 2 steps forward, 1 step back.

2. Map Pins and labels
One of my favorite little-known features of Civ IV was the ability to draw and place labels on the map. You could free hand draw in a special layer using the mouse in order to mark locations where you might want to settle, or resources you want to claim, or paths you want your army stacks to follow, etc. This was great when you save a game and don't come back to it until weeks or months later, because you have that reminder of what you were planning on doing.

Civ VI doesn't have the free-hand drawing with the map, but the pin and label system is an adequate compromise. You can mark the locations of future cities you'd like to settle, the placement of districts and wonder, resources you want to claim, etc. This is a godsend when coming back to a save file you haven't played in a long while, or when alternating between multiple save games.

3. The Announcement teaser trailer
I know this is a weird thing to include, but I absolutely adore this teaser. It still makes me all teary-eyed. From a production standpoint, it's really well put together: good narration from Sean Bean, beautiful music selection, nice art and image choices. But more importantly, I love the message of the narration. If you listen to the language, Sean Bean uses the words "we", "us", "our".


It's all very pluralistic. Whereas previous Civ trailers and intro cinematics were all about a leader leading their one civilization to glory, Civ VI's teaser is a celebration of the collective achievements of all humanity. The final line "no limit to civilization" isn't about a single nation, but about civilization in general: all of humanity.

If there were an award for "best video game trailer", I think this teaser should win all of the awards. Whoever it was at Firaxis or 2K's marketing department that wrote it and put it together, they deserve a bonus and/or raise. Fantastic work! They put together a genuinely moving work of art, regardless of how the actual game turned out. I wish this teaser were the game's intro cinematic instead of the father-daughter vignettes. Not that I have anything against the father-daughter vignettes, but that teaser is just so much better.



WORST 3
1. Actual game doesn't live up to promise of the teaser
Unfortunately, the actual game doesn't follow through on the promise of the trailer. Diplomacy and cooperation between civs is still an afterthought, and the rigid victory conditions and lack of any cooperative victory (or permanent alliance mechanic) means that the game is still played as a nationalistic zero-sum game. Alliances and trade are a means to an end, and the game is still designed such that you are playing against your closest allies instead of with your closest allies. Every step that moves one civ closer to a victory, in effect pushes every other civ closer to a loss, no matter what the relationship is between the respective civs.

2. How difficulty scaling works
I wrote a lengthy pair of blog posts about this topic that I invite you to read if you're interested: http://www.megabearsfan.net/post/2017/06/03/Frustrations-with-Civ-difficulty-levels.aspx.

In summary, I hate how the higher difficulty settings front-load most of the challenge by just starting the A.I. civs with lots of free stuff and by making them hyper aggressive and opportunistic. It railroads the player into certain play styles (military), and the challenge can rapidly level off if you conquer a rival civ or 2 early in the game because you get all their stuff, which is more and better stuff than you could have built on your own because they got it all for free.

I also hate how the bonuses of the A.I.s cause them to rapidly progress through the tech trees. On Emperor difficulty and above, I routinely see A.I. caravels showing up on my shores in like 600 B.C.. It's just ridiculous.
I think I'd rather see a system in which the higher difficulties slow down the human player, as opposed to speeding up the A.I.s, so that the pace of the game remains about the same.

3. Shallow unit upgrade paths
I hate how being ahead just a single era is such an overwhelming advantage in Civ VI's combat. Units from one era can often one-shot units from the previous era, turning a slight tech superiority into an overwhelming military advantage. I thought Civ V had a great balance of its combat units, with one unit of each type in almost every era. Having a tech lead was a powerful advantage, but it wasn't overwhelming, and an under-teched military could still overwhelm a smaller, but more advanced force through numbers or superior tactics. Maybe it's just me, but I don't feel that as much in Civ VI.
 
3. Shallow unit upgrade paths
I hate how being ahead just a single era is such an overwhelming advantage in Civ VI's combat. Units from one era can often one-shot units from the previous era, turning a slight tech superiority into an overwhelming military advantage. I thought Civ V had a great balance of its combat units, with one unit of each type in almost every era. Having a tech lead was a powerful advantage, but it wasn't overwhelming, and an under-teched military could still overwhelm a smaller, but more advanced force through numbers or superior tactics. Maybe it's just me, but I don't feel that as much in Civ VI.
What I find interesting about civ6 combat balancing is that while each era increase strength by 10 (this is the trend, not all particular units perfectly fit it) which leads to a per era increase of 50% strength, production costs do not go up the same way.
Unit costs follow the other costs in the game which sort of match a step distribution- each era is “1 step” and costs go from 1 to to 10. (Ancient era units cost about 65, info era costs around 650.) this is the same scalar (10x) as district and chop values.
But what this means is that right at the cusp of unlocking new early game units the cost jump is big- swords cost 90 but xbows and pikes cost 180. But then this step starts to fall off in impact- renaissance units only cost 250, industrial 330ish, modern 430ish. The jumps in cost go down while combat strength keeps multiplying by +50%.
It truly becomes oppressive when you consider that you can fight a unit one or two eras behind that is itself the most advanced unit in its class.
I like the +10 strength regime and production costs should ultimately be tied to the economy more than anything but it is a bit ridiculous as you point out.
This nuance was avoided in civ5 which still had a lot of 50%ish jumps (swords to long swords, muskets to rifles to GWI to infantry) but since most units had an upgrade every era, you didn’t get stuck with half your army being useless like you do now.
 
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