Your TOP THREE most wanted gameplay changes

I think that's gone with the expansion. Replaced by emergencies. If it's still there, I haven't noticed.

I had problem with it in my first R&F game and someone from Firaxis confirmed it's a thing here:

@bbufa You are leading in several victory types, so the AI sees you as a threat. They want to keep the option to declare war open, even though you are currently friendly with them.


I lost all my 5 Alliances one by one and all my friendships, even though I was thriving in diplomacy. Everyone friendly but not really, then the Fire Nation attacked... I mean, my former ally Australia DoWed me and dragged poor Pericles with him through a joint war, also former ally and my neighbor. It didn't end well for Pericles.
 
I already modded in the stuff I wanted, but the things I think the core game needs:

  • Settlers should not be capturable. This throws the entire balance equation of Settlers in the early game into disarray. They weren't capturable in either 4 or 5, and to make them capturable in 6 someone had to manually add them to the UnitCaptures table. Why? What is the point? Make them die on contact, teleport back to the nearest city like Great People do, convert to Builders, do anything other than be capturable.
  • If we are going to round movement into the next tile down, Units should have 3 base moves, not 2. 2 is too small a number for meaningful division, you end up losing a significant digit and terrain that should be decently crossable because as immovable as a hilled forest. Movement in Civ 6 is extremely tedious because of this, and it ends up making the AI actually worse.
  • Siege units should have base 2 move (assuming the base move for other units is 3) but be able to move and shoot on the same turn. Again, tedium.
 
1) roads can be made seperate a trade unit. for those times you just want to build a road to somewhere that had no trade value.
 
1. Give us the option to pass on a new govener like you can with great people.

2. Barbarian activity levels.

3. Melee units and ranged units better at attacking a city with walls.
 
1. May seem trivial, but a random map size option - preferably executed in such a way that an 'Advanced Options' version allows you to choose which map sizes are allowed (so, for instance, I could disable duel maps while allowing any other size).

2. Individualistic AI personalities a la Civ V, and the attendant removal of the agenda system. Even if the first can't be provided, the agenda system needs to go or at a bare minimum the reasons for denunciation etc. need to go back to being hidden. The gameplay combination of civs with strongly stereotyped attitudes along a single axis and indistinguishable behaviour from one another is cripplingly counterimmersive, and being told I'm being denounced for moronic reasons only makes matters worse. Even when it makes conceivable gameplay sense that a civ would choose its rivals based on perceived weakness due to a lack of walls, small population, low productivity or whatever, it's utterly immersion-breaking to be told that's why they're doing it, never mind the agendas which have no bearing on gameplay position (wrong sex, not settling foreign continents etc.) or actively favour hating stronger civs.

3. Remove the religious victory and combat systems. Religious victory is tedious for the player both in terms of its core mechanics and the need to overcome AI religion-spam behaviour; it presents no challenge in terms of a risk the AI will achieve a religious victory as in any game with more than one AI religion this isn't actually possible; it's utterly counterimmersive (at the very least there should be either a global or an era-based cap on apostles, and once they're gone everyone has to use missionaries - most religions have very few apostles. Gurus have only stretched credibility further); it's only available at all if you found a religion (no other victory is tied to something you need to do in the first 60 turns); and it's completely unrelated to any other game system.

As an extra one, victory conditions need reworking across the board. The cultural victory conditions are opaque given the lack of interface clarity on the relation between culture and 'domestic tourism', it's ultimately a score victory as the tourism resource serves no game function, and simply in design it's just a "Fill Bucket X" victory just like science or, in effect, religion, only shallower than either since filling the bucket is literally all you need to do - no converting faith into units that convert cities, and no attendant project to complete that demands a separate resource, as science victory does production.

Domination needs to go back to the 66% global population threshold rather than the 'control all capitals' system as the AI is literally incapable of winning a game that requires it to take out every AI capital plus the player's, since unless the player is the last civ standing most of the time the player will be out of the game before a domination victory can succeed.

There's nothing intrinsically wrong with the science victory, though the tools to make it easier added in R&F (builder charges or gold-buying) should be removed. It's the most well-rounded condition: science being linked to pop intrinsically rewards playing the game in a way that manages expansion and city growth well, it demands good production as well as good science, and it's strongly tied to the spy and - previously - the Great Person system (it's now too easy to win without any of the relevant Great People). Still, it's a bit too easy to simply 'stumble into' without advance planning of any kind, since the structure of the tech tree is such that you're going to get most of the relevant techs naturally where in older games you needed to specialise further in advance.
 
2. I would love to have a Liberation CB pop up if an AI conquers a city-state I was suzerain of, maybe have a time limit and 25% warmonger for declaring or something but I would like to be able to declare war just to liberate CSes and weaken the enemy

Isn't that already in the game? Declare protectorate war...
 
Honestly I wouldn't mind trade routes going back to Civ4 style, and have it behind the scenes. The trade routes slow up the game considerably, and this would speed the game up. Perhaps people would complain there is less to do, but trade routes aren't exactly the most interesting thing in the world (though I do admit choosing which city to send it to can be strategic). I know this makes a mess of pillaging. But is it worth slowing the game down so much?

Trade routes were the best things Brave New World added, but they entered a very different context. The genius of that system was that they were your primary source of income (other than some luxury resources, there were no tile-based sources of gold, and features like rivers and roads only influenced the output of trade routes rather than providing free money; while most income from market-chain buildings came from modifying trade output). They set a natural constraint on expansion and building due to the time taken to establish new trade routes - at any given time you could only support what you could pay for through trade. That also meant a real tradeoff between domestic trade to help city populations grow and international trade to make money. I also liked the way they used resources in the cities to calculate trade values. In Civ VI they don't really add the same - they're just free bonuses as they were in Beyond Earth.

3. Fix the "era+1" problem with great people, if it was not already done in RnF (actually haven't really checked up on that yet). (To explain what I mean, in vanilla game, if you were in Industrial era and recruited an Industrial Era great person, the next one on the list would be from Modern era - even though you had not yet advanced to Modern era. This meant that a lot of Great Persons never came up for recruiting each game, while at the end of the game, you'd just have a blank list with no great people left because all had been recruited.

I think this is map size related. On Huge maps you get almost all the Great People (used to be that you'd get every one of them, but that no longer seems to be the case).
 
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1. Give us the option to pass on a new govener like you can with great people.

I'm not sure what the point of that would be? You can either pick a governor or promote one.
 
Vanilla and R&F
1) No barbarian scouts in the first 10 turns and no barbarian horse units until civs near them have researched horseback riding.
2) Give city states the same number of units the major AI civs get, except the extra settler of course. This should reduce the chance of CS's getting taken out so early by the AI.

R&F specific

3) When a major civ's city is under siege do not let it become a free city from loyalty pressure. Instead leave it as that civ's city, but still start the conversion countdown for joining the civ applying the highest pressure.
 
Isn't that already in the game? Declare protectorate war...

Yes, but unless the opponent is already denounced you won't be notified. The game tells you which CS is being attacked but no special warning that it's one you're suzerain of. So you need to pay attention to all the CS wardec messages spam.
Also, your declared allies can and will attack a CS you're suzerain of and there is nothing you can do about it. Can't even ask them to stop.
 
1. Palace guard +15 and also applies to city statess
2. Settlers become builders when captured.
3. No warmonger penalty if you were the target of any DoW (since it seems to work that way for liberation and protectorate wars) same with war weariness. Eliminating a city state carries the same penalty as eliminating a whole civ
 
1. Settlers either die/ return to nearest city.
2. Some form of diplomatic/economic victory.
3. HALL OF FAME.
 
How? With the Engineer? But that just does one tile of road? How do I build a 7 or 8 tile road to a place that's not a town?

For starters they could make abilities, cards and wonders that give extra charges to builders also count for engineers.
 
1. Joint War fix or some kind of replacement.
2. More aggressive AI in later eras.
3. Fixing diplomacy triggers (e.g. I have a few hundred gold per turn, spend all of it and in the next turn the AI denounce me for being poor; the AI admires me for having a huge fleet although I don't even have a single harbor; I get a warning because my army of two scouts looks like an invasion force; the AI settles next to my borders and warns me because the troops in my own territory are at their borders; and a lot more...).
 
Joint war hasn't been as bad for me lately, because I'm allied or friendship with most of the civs. But I imagine once I get back to playing games with all the civs in it, the joint war thing will be a problem again. But with 8 or 9 civs it hasn't been a problem.
 
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