... And yes, I miss some of the old wonders and definitely miss that wonders used to have IMPACT. They are just so flat and boring now (for the most part). But as I said above, most of the game's mechanics are like that now. Everything is muted and subdued. There is very little "WOW, I gotta get that!" with wonders, techs, GPs, etc. Most of my decisions are made for ease of use rather than strategic impact. ...
Any you know the reason for this, yes?
I blame
multi-player!
Civ5 was the first game that tried to seriously cater this game mode.
Everything had to bend to this decision.
Powerful wonders? Unfair, because the player building it had a too big advantage.
Exceptional and unevenly distributed tile yields (= city spots with "WOW!" effect)? Unfair, because not all players could settle them equally.
Truely unique UUs? Not possible, because it would shred multi-player balance.
But if everything gives merely mediocre benefits, steps towards victory are tiny and smooth, nobody has an "unfair"/"game breaking" advantage and
only player skill decides over the game's outcome.
Yay, perfect!
---
Oh ... and related to the actual thread topic ...
I gave GS a solid "8".
It certainly re-ignited my love for "Civilization". There is not only the "just one more turn" feeling, but even the "Just one more
game" after I finished the last one.
This didn't happen to me pre-GS.
The reason for this are:
- the new ressource system
- dissasters
- the grievance system
- the improved map generation (!emphasized!)
- the fun new civilizations.
(I
LOVED Civ5, by the way, despite the reservations above. And a huge part of it was 1Upt. It might not be perfect for the AI, but was handled well enough in Civ5 - at least with mods. The improved, but still lackluster Civ6 AI (air combat!) is mainly what holds my ranking down. But the SoD must
never, ever make his comeback to the series, imo.)