Your TOP THREE most wanted gameplay changes

  1. Fix Alert status such that it actually works.
  2. Building queues should be present in the game. I'm sooo waiting for the next CQUI.
  3. Military engineers? What's the point? Give them some more charges or better developments or both.
  4. Fix alliances such that an ally cannot attack a city state that you're suzerain of.
  5. Make religious victories less tedious. IMO, they're far more tedious than culture victories.
  6. Great musicians and artists are tedious at best. I've played several games now where great musicians pop up but there's no place for them to go.
  7. Make recon unit in between scouts and rangers. Give them a bonus for flipping huts. Give them experience for EVERY hex they reveal, not every unit they kill.
  8. Rapid Deployment (movement between airports) comes far too late to be interesting or useful.
  9. Hall of Fame would be nice.
  10. Revisit great people. Some of their attributes are pretty much trash (+1 air power, really?!; +1 appeal, not very exciting...)
 
Just main quirks on my mind now. Maybe not core things, but would make the game seem more polished

1: Fix/Rework occupation / cede city mechanics - made this diplomatic option really meaningful again.
2: Make continent borders associate to terrain (i.e: mountain ranges, rivers, itsmus....). Even if there is a lens, you should be able to intuitively figure out where a continent may end.
3: Provide more depth to diplomatic relationship system - maybe make the leaders "gain" agendas on basis to how they are playing (i.e. by number of districts built, a lead can lean more towards science/production/... (3rd Agenda), also based on dedications selected in each era (4th agenda), they may see you as a similar mind or a completely opposite. Differentiate leaders more by weighting their likeness to attack/allly/.... (if you want them to play slightly different each game, make 2-3 sets of weights per leader, that are linked to different secondary agendas (so, depending on the leaders 2nd agenda, you may get a more warlike or more peaceful leader). Negative modifiers on agendas should turn to "Ignore" modifiers if you are more than X (two?) actions away of getting the required requisite. ("Ignore" modifiers mean they will still count as negative, but could not lead leader appreciation towards you go below zero - this is, Harald will not be angered at you by not having ships if you are landlocked, but on the other hand, it will be difficult to make friends with him because you do not share interests).
 
1) Improve AI combat (and ability to pursue other victory types) - by far the biggest game flaw IMO. They pose no threat whatsoever beyond the classical era.
2) Add diplomatic victory and refine diplomacy so that it makes logical sense and is more relevant
3) Tune war-mongering, it still makes no sense to me. Penalties should only be heavy towards civs who are friendly or allied with the target. Conquering cities shouldn't carry any penalty when you didn't instigate the war. The penalties aren't even a deterrent since you can essentially ignore diplomacy altogether.
 
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The biggest problem is cultural win. Here you got some intresting points about good game design https://www.giantbomb.com/profile/therpgfanatic/blog/10-simple-rules-for-good-game-design/61994/ 8th rule is all about cultural win. How it is and how it shouldnt be. The rest are irrelevant details comparing to this.

This guy gets it.

Note though that even once you complete the required graduate course in understanding Cultural victory, the mechanics behind it are neither interesting nor balanced nor fun.

Civ 6's cultural victory is still more interesting than BNW's, which is still more interesting than all previous instances. But it's still pretty dang poor.

Here, watch me design a better Cultural victory in 5 minutes:


Each of the following grants 1 Cultural Victory Point: (ties do not count)
  • Most Great Works of Writing
  • Most Great Works of Art (Themed works count double)
  • Most Artifacts (Themed artifacts count double)
  • Most Great Works of Music
  • Most Seaside Resorts (by total Appeal)
  • Most National Parks (by total Appeal)
  • Most Wonders
  • Happiest City with an Airport
  • (Special Bonus - Requires Cristo Redentor) Most Relics
When a civilization reaches 5 Cultural Victory Points, there is a public warning that they will win the game in X turns. (Unless a point is stolen.)

The number of turns is SPEED_MODIFIER * 200,000 / LIFETIME_GOLD_FROM_INTERNATIONAL_TRADE; max 30, min 3.

This setup has the following properties:
  • Everything is a contestable race.
  • Every strategy can be outmaneuvered, either by outracing them /or/ choosing to focus on the most neglected races.
  • It's hard to completely runaway with Culture early, since it's hard to monopolize both Art and Artifacts.
  • Victory isn't really possible until Radio--at which point it is suddenly an imminent threat.
  • National Parks actually matter, and is usually going to be the hardest Victory Point to steal from someone.
  • Tall civs with lots of Great People, Wonders, and Happiness are very competitive in this.
  • Religious civs who focus inward--who like Wonders, Cristo Redentor, and buying Great People/Naturalists--are also very strong here.
  • Spies still matter--a lot.
  • But the leader wants to focus on defensive Spies, rather than just shrug and keep stealing more. They need to make sure those theme bonuses are never broken for a moment!
  • Victory becomes easier/more volatile as the game drags on.
  • International trade matters, but isn't mandatory. (You can't just shut down a Cultural Victory by being mean to them.)
  • More specifically, BIG international trade matters--lots of long routes with lots of trading posts and lots of Wonder/GP bonuses is what will get you that sweet 5-turn victory timer.
  • No need for bullcrap "sit-around-on-your-hands-waiting-to-win" Tourism amplification policies or Great People effects.
  • No weird interaction where Space Race always cuts off Cultual Victory via Moon Landing culture boost.
  • No weird interaction where you lose progress on Cultural Victory every time a completely unrelated civ is ejected from the game.
  • ...and of course, it's easy to understand and can have a really simple and intuitive UI display.
'Tourism' can stay and just be a loyalty pressure bonus, like it should be already. Very few of the policies, GP bonuses, or governor bonuses would need to change. Heck, even Film Studio and the Computers bonus can probably stay as is.
 
I agree with a lot of the post here, especially fixing culture win and religious win, they are sooo tedious. also a ongoing issue with civ is AI ability to do well, anything .
but here a few different idea
1) I would like to be able choose my civ after playing a few turns, as I'm sick of playing Civs with cool terrain abilities but not be able use them, and then start a separate game and being like man I wish I was brazil right now.
this would happen when you gain a certain civic and you wouldn't be able to choose a civ that have already taken. it would represent the solidifying of your culture into a unique civilisation.
this would also help for the civilisations that require lots of open land vs those that can survive in small area. after i small amount of scouting you would be able assess the what kind of play style would suit the location you have been chosen.

2) the ability to take over another Civs religion , either by taking a holy city , by spending faith, or spending great person, or some sort of religious council which gets created when multiple civs have majority of certain religion.
This would make holy sites more useful then spamming to get a religion at start of game.
Also makes religious Civs theming make more sense such as Spain, Poland and Norway non of whom historically created their own religion yet regularly get ones in games I've played.

Most of my other ideas have been addressed with the new expansion which I really like. it has added a lot of depth to great game. loyalty system being one of these and alliance bonuses that give trade bonus's has made finding friends a lot more lucrative.
 
I really wish that appeal was a more useful mechanic throughout the game. Maybe the city could receive an automatic amenity or two if the city is settled on Charming or Breathtaking tiles. This could maybe tie into the OP's first suggestion.

We don't already have a thread like this, do we? Top 3 changes you'd like firaxis to make to the gameplay.

1: A reason to settle cities on the coast, preferably a trade related reason. The civ 5 split between land traders and sea traders did this just fine. Another possibility is to keep the single trader unit, but give a trade route double yields if both the start city and the end city are coastal.

2: If tourism is gonna be its own yield-type, then it should do something more than just deciding what moment you get a cultural win. It could affect loyalty pressure on foreign cities, perhaps?

3: A limitation on how many trade routes I can send to the same city, to prevent the optimal strategy being to send every single trade route to the biggest and best city available (I know about the tourism boost from trade between different civs, but that just isn't enough). Preferably no more than one trade route to each different city.

1.) A city settled on the coast may have free amenity, since many coastal tiles have high appeal.

2.) Also, perhaps there should be buildings that convert tourism into other yields. For example, maybe the Entertainment Complex could convert some tourism into gold? Theaters could convert some tourism into culture? etc.

3.) Perhaps cities could have a trade capacity, so that each trade route beyond that capacity has diminishing returns? Maybe a building (like a Caravansary or a Warehouse or something) could increase the capacity or mitigate the diminishing yields. A better idea might be to incentivize sending routes to cities that don't already receive routes. So perhaps provide extra yield if that route is the only route into the city. The big problem that I see with both of these is that you have to wait for a trade route to expire and can't do anything with it in the meantime. So if I am the first trade route into a city, then somebody else sends one later, does the yield of my first trade route go down? That doesn't sound very desirable.
 
Anyway, I think my personal 3 would be:

1.) Change the way that joint wars work. They shouldn't be a loophole for civs to get around warmonger penalties. They should count as surprise wars unless you've previously denounced the target, just like any other war. Friendly civs should not be nearly as willing to accept a joint war against their friends and allies. Also, it's absolute BS that someone can declare a joint war on me, but I can't recruit other civs to join because you can't invite civs to a joint war against someone that you're already at war with.

2.) I wish the maps were more spread out.

3.) I wish Firaxis could find some other way of handling harder difficulty levels besides just front-loading a bunch of free stuff for the A.I.s.
http://www.megabearsfan.net/post/2017/06/03/Frustrations-with-Civ-difficulty-levels.aspx


Of course, if you ask me again tomorrow, it might be 3 totally different things...
 
This guy gets it.

Note though that even once you complete the required graduate course in understanding Cultural victory, the mechanics behind it are neither interesting nor balanced nor fun.

Civ 6's cultural victory is still more interesting than BNW's, which is still more interesting than all previous instances. But it's still pretty dang poor.

Here, watch me design a better Cultural victory in 5 minutes:

I may be in the minority here but I personally think the cultural victory is fairly well designed. It's far less broken than religious victory and I find it less tedious than science victory. I do agree though that the mechanics are far too obscure and the transparency is terrible.
 
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I may be in the minority here but I personally think the cultural victory is fairly well designed. It's far less broken than religious victory and I find it less tedious than science victory. I do agree though that the mechanics are far too obscure and the transparency is terrible.

I'm with you, I think culture victory is the best designed of them all. However, the caveat to this is that I have 1,000 hours logged in Civ 6 and therefore understand the mechanics petty well, and I can very easily understand how the culture victory might confuse alot of people.
 
1-2-3/ give us access to the DLL source code so I can mod in my Top 100 changes.

Spoiler :
1 : fix the diplomatic AI
2 : change the combat mechanisms with multiple units per tile and support fire
3 : the 98 others

I concur with Gedemon and others. Regardless of what actually may be fixed by Firaxis it will never always be to everyone's satisfaction. Providing access to the DLL source code will allow Civ VI to take on whatever refreshing aspect the modders can imagine. And, if you haven't realized it yet, we have some very capable modders waiting to take this iteration of the Civ franchise to new heights. As it stands now, I am personally sticking to Civ V because I simply find playing Civ VI intolerable (mainly because of the horrible AI). Can we build a Civilization (VI) to stand the test of time? :lol:
 
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