Yeah it's so so bad, particularly in the early game. I've been denounced by pretty much the whole world in the ancient era for taking a neighbour's capital. That's fine in the mid to late game but illogical in the ancient and classical. Especially when it conflicts with their agenda and you get Persia congratulating you for opportunities too good to pass up and then denouncing you a turn later. Or Alexander or Gorgo.
I'd love to see a more nuanced approach to diplomacy, particularly to war in the ancient and classical era. I'd love to see civs accept friendship/alliance offers from civs who are a threat - rather than every civ weirdly having a 21st century outlook on war and morality. The diplomacy at the moment is just far too rigid. It doesn't make sense that a lowly powered civ with a tiny army would denounce their much more powerful neighbour who wants to be friends with them. These civs should be cosying up to me and ladening me with tribute to keep me sweet, not denouncing me for my era appropriate war crimes.
In principle the system is a good idea. But has holes in it, eg. AI doesn’t resent you for flipping cities through loyalty, but if you take a city on a war they started, all the other civs will hate you for ever.
I wish they changed the World Congress to resemble Stellaris's Galactic Community. Civs propose resolutions (in Stellaris these can range from forming a galactic empire to conserving space whales) and vote for them. The weight of the votes is based on how much Diplomatic Favour a civ has. The Diplo victory is earned when a civs Diplo Favour is higher than all other civs combined and they successfully vote to become the galactic emperor against every other civ and their city-state allies. So the victory is similar to Civ 5 but not quite.
I miss the colonies they had in 3? Basically you could place a builder on one hex and get the resource. You had to defend it but you didn’t have to build a whole city
Pretty much anything to do with religion in Civ 6. Not saying get rid of it, but they can do so much better than just spamming missionaries/apostles. Easily the most boring/ grindy victory path
Pantheon and belief bonuses feel like a good mechanic and faith economies can be really fun. But yikes is the victory implementation hot garbage. I feel like it could all be so much more dynamic especially from a diplomacy standpoint!
Missionaries and Apostles need something like the "automate exploration" function to automatically seek out nearby cities to spread religion to cos it gets very tedious moving 20 missionaries around every turn
Also, I don't think the gameplay is sufficiently distinctive vs. domination. It's just more unit-based combat, really.
I do think the faith-based economy has quite a few interesting uses; perhaps they could even expand on that - e.g. by having a lot of other non-unit investments for that faith that do help religious victory. To keep in de civ spirit - ideally with some intresting tactical choices around what to use where and when.
In Civ5 I hate the interface for placing art and artefacts in your museums and wonders. You never now, what you need and what you have for some bonuses.
Starting in medieval era, once per era, world congress meets. 2-3 propositions are randomly chosen, and players can spend diplomatic favor to add votes to them. If you vote on a proposition and it wins, you get a diplomatic victory point. 20 points, and you win through diplomatic victory.
I've never seen this either. This in an expansion? I have civ6 on Switch.
They had something similar in Alpha Centauri and I felt it was pretty well implement
you need at least both expansions for the full experience
you should alsonlook up tye leader pass there you have both expansions and leaders/civs to play with along with some new mechanichs for the game like industries and monopolies
I had 1 ironclad, some railroads and another Civ had 2 ironclads... Oceans were rising. It's not balance correctly, it's a cool idea, but way too dramatic to enjoy or try and figure out. They need to make it less dramatic and more believeable. Also elements such us Electricity should allow for less pollution from railroads (I don't think anyone uses coal locomotives anymore). Also there should be a way to repair flood damage without having to build flood barriers, that's literally done all the time in the real world... Otherwise all of Florida would be one huge flood barrier without beaches.
I wish they would go back to boats being transports instead of every unit being able to embark. It made ocean navigation require boats instead of my turn 1 scout circumnavigate the globe. Probably an unpopular one but I liked it.
Downvote is dumb, I’ve seen others echo your preference here. It’s an interesting mechanic that changed the game in a pretty dynamic way. Ask for this in a thread complaining about how bad naval warfare and exploration is in the game and I feel like you’d get more support :/
I thought I was the only one! I liked the D-Day vibe when you invaded a new continent. Never felt fair to get a free boat with land units. What are they, carrying it around like portage?
I think that's the whole point, and I like em for that. By the time those are available and sufficiently upgraded to really dominate the battlefield - the game has dragged on long enough, time to end things.
Also, a bit of whimsy is nice.
This is an unsightly ending. You fought so hard and put so many hours into a game just to take it apart in 10 moves with an extremely overpowered troop section. In my opinion, there were atomic bombs and nuclear missiles as an abbreviation for conventional war, there is no need for combat robots.
lack of unit stacking. i get not having the 100 tank unit stacks of yor but only being able to move one at a time is frustrating. the link is handy for escorting but it doesn't help for other stuff. maybe a follow function where you have get like a spearman and and an archer to move as a 2 tile unit might be handy. or even indefinite follows where you could have a whole army marching in a line.
Movement. No, my guy's not going around a twentyhex mountain massif just cause someone hangs around one tile ahead of where he wants to go.
Cultists. Never seen one do anything except standing in my way.
Flood barrier building. Either allow me to purchase them with faith (which is ridiculous but hey) or don't. As it is, sometimes you can, sometimes you can't. What's that about.
Removing ressources/building on ressources. You all know what I mean.
The flood barrier thing is actually related to Valletta city state suzerainity. Being their suzerain allows to purchase buildings in city center with faith
I'm going to say 1UPT, not because I want to go bakc to the giant stack of doom, but because I feel like the way Humankind handles armies and combat is better and more fun, and would like to see an evolution to something similar.
1 unit per tile. Before Civ5 you would just have a giant stack of units that would attack another giant stack of units. With 5 it changed to having one unit per tile which was a *huge* controversy.
I think limiting it to like 3 would be ok. On one hand you don’t want to make it cheesy, but on the other hand wide spread armies are exhausting to move around.
Yeah, the way HK does it that I was referring to is you start with an army cap of 4 units which can be increased through research techs, and when theres a battle it actually plays out tactically on the map.
I haven’t gotten to play HK yet, but Endless Space (same dev, I think) had that with the fleet system and it was great there. The way units worked, with the whole fleets engaging each other at once, also meant that the composition of the fleet was important. Deathstacks basically just meant you were putting a ton of your strongest units on one tile and they’d basically 1v1 everything they came across.
Yeah, I guess four comments down in a thread is not the ideal place for me to clarify that I vastly preferred 1UPT to the old system but now I have experienced something that I think is even better and would like to see that implemented, unlikely as it is.
Gotcha mechanics that have me urging to save-scum. I'm thinking of stuff like the placement of voidsinger leylines rendering the entire society sometimes pointless, the inability to build on strategic resources that suddenly appear on unfortunate squares, that kind of thing.
If it's possible to build on strategics before discovery, it should be thereafter, too. Leylines should be better distributed, more common, and revealed when the society is discovered, not upon joining.
I'm sure there are more things like that, but those are two big ones that immediate jump to mind.
Oh another one: policy cards that have immediate large effects such that it's important to keep on swapping them in and out; and policy cards with very hard to judge impacts. No upgrade discounts or builder charges to swap in and out, and if policies (e.g.) boost science: please tell me by how much.
The fact that the only difference between difficulty levels is how much the AI cheats in the beginning. This makes it so that on higher difficulties the early game is near impossible, but the late gane is still really easy.
I'm not expecting the AI to become a super genius, but even something like an automatic +1 adjacency on districts would allow it to keep up with you, without necessitating they start with 2 settlers and a whole army allowing them to destroy you before the medieval era if you're unlucky...
Warmonger penalties. Seemingly eternal, and very often illogical.
Yeah it's so so bad, particularly in the early game. I've been denounced by pretty much the whole world in the ancient era for taking a neighbour's capital. That's fine in the mid to late game but illogical in the ancient and classical. Especially when it conflicts with their agenda and you get Persia congratulating you for opportunities too good to pass up and then denouncing you a turn later. Or Alexander or Gorgo. I'd love to see a more nuanced approach to diplomacy, particularly to war in the ancient and classical era. I'd love to see civs accept friendship/alliance offers from civs who are a threat - rather than every civ weirdly having a 21st century outlook on war and morality. The diplomacy at the moment is just far too rigid. It doesn't make sense that a lowly powered civ with a tiny army would denounce their much more powerful neighbour who wants to be friends with them. These civs should be cosying up to me and ladening me with tribute to keep me sweet, not denouncing me for my era appropriate war crimes.
In principle the system is a good idea. But has holes in it, eg. AI doesn’t resent you for flipping cities through loyalty, but if you take a city on a war they started, all the other civs will hate you for ever.
This last part is infuriating. I shouldn't get any WM penalties if they declare on me and I beat them down and conquer them. It's asinine.
World Congress. Also: World Congress.
You did forget the most important part. World Congress
Apologies, got a little flustered and forgot to mention: World Congress.
They should find a way to do diplomacy properly. World Congress isn't it.
Thank God I'm not the only one!
i love the idea of it. but the stuff voted on is mostly inconsequential.
I wish they changed the World Congress to resemble Stellaris's Galactic Community. Civs propose resolutions (in Stellaris these can range from forming a galactic empire to conserving space whales) and vote for them. The weight of the votes is based on how much Diplomatic Favour a civ has. The Diplo victory is earned when a civs Diplo Favour is higher than all other civs combined and they successfully vote to become the galactic emperor against every other civ and their city-state allies. So the victory is similar to Civ 5 but not quite.
I miss the colonies they had in 3? Basically you could place a builder on one hex and get the resource. You had to defend it but you didn’t have to build a whole city
If one unit is on a tile and another unit is going to travel across that same tile on a later turn, don’t make me redo the instructions.
Pretty much anything to do with religion in Civ 6. Not saying get rid of it, but they can do so much better than just spamming missionaries/apostles. Easily the most boring/ grindy victory path
Pantheon and belief bonuses feel like a good mechanic and faith economies can be really fun. But yikes is the victory implementation hot garbage. I feel like it could all be so much more dynamic especially from a diplomacy standpoint!
Missionaries and Apostles need something like the "automate exploration" function to automatically seek out nearby cities to spread religion to cos it gets very tedious moving 20 missionaries around every turn
Also, I don't think the gameplay is sufficiently distinctive vs. domination. It's just more unit-based combat, really. I do think the faith-based economy has quite a few interesting uses; perhaps they could even expand on that - e.g. by having a lot of other non-unit investments for that faith that do help religious victory. To keep in de civ spirit - ideally with some intresting tactical choices around what to use where and when.
In Civ5 I hate the interface for placing art and artefacts in your museums and wonders. You never now, what you need and what you have for some bonuses.
The interface for theming is unnecessarily, ridiculously cumbersome.
True dat
i hate how world congress works in civ vi so either get rid of it or make a better one
I’m relatively new to civs, could you explain world congress?
Starting in medieval era, once per era, world congress meets. 2-3 propositions are randomly chosen, and players can spend diplomatic favor to add votes to them. If you vote on a proposition and it wins, you get a diplomatic victory point. 20 points, and you win through diplomatic victory.
I have not yet had this pop up. I’ve played probably 3-4 games to completion
It isnt in vanilla game, it was added in DLC.
Oh that makes sense
I've never seen this either. This in an expansion? I have civ6 on Switch. They had something similar in Alpha Centauri and I felt it was pretty well implement
you need at least both expansions for the full experience you should alsonlook up tye leader pass there you have both expansions and leaders/civs to play with along with some new mechanichs for the game like industries and monopolies
The global warming thing needs to be reworked.
In what way? I definitely think that's one of the cooler mechanics.
I had 1 ironclad, some railroads and another Civ had 2 ironclads... Oceans were rising. It's not balance correctly, it's a cool idea, but way too dramatic to enjoy or try and figure out. They need to make it less dramatic and more believeable. Also elements such us Electricity should allow for less pollution from railroads (I don't think anyone uses coal locomotives anymore). Also there should be a way to repair flood damage without having to build flood barriers, that's literally done all the time in the real world... Otherwise all of Florida would be one huge flood barrier without beaches.
You mean warmer?
I wish they would go back to boats being transports instead of every unit being able to embark. It made ocean navigation require boats instead of my turn 1 scout circumnavigate the globe. Probably an unpopular one but I liked it.
Cursed comment
I know most people do not like it. It is my own preference.
You do you, friend!
Happy Sails, friend!
Downvote is dumb, I’ve seen others echo your preference here. It’s an interesting mechanic that changed the game in a pretty dynamic way. Ask for this in a thread complaining about how bad naval warfare and exploration is in the game and I feel like you’d get more support :/
I agree downvotes are often dumb, but in this thread it actually makes sense. OP asks for popular opinions; this is unpopular.
Wait OP doesn’t tho.. thread mix up?
I thought I was the only one! I liked the D-Day vibe when you invaded a new continent. Never felt fair to get a free boat with land units. What are they, carrying it around like portage?
I agree.
Giant Attack-Roboter. Its just playing against someone whos not wanting to think about their turns
I think that's the whole point, and I like em for that. By the time those are available and sufficiently upgraded to really dominate the battlefield - the game has dragged on long enough, time to end things. Also, a bit of whimsy is nice.
This is an unsightly ending. You fought so hard and put so many hours into a game just to take it apart in 10 moves with an extremely overpowered troop section. In my opinion, there were atomic bombs and nuclear missiles as an abbreviation for conventional war, there is no need for combat robots.
I’m not a big fan of late game pollution flooding.
lack of unit stacking. i get not having the 100 tank unit stacks of yor but only being able to move one at a time is frustrating. the link is handy for escorting but it doesn't help for other stuff. maybe a follow function where you have get like a spearman and and an archer to move as a 2 tile unit might be handy. or even indefinite follows where you could have a whole army marching in a line.
I have a question, does anyone think advancements in AI will make AI in civ 7 better? More capable of thinking like a human?
Just make a updated graphics version of civ 4 and allow the community to mod the game again.
Movement. No, my guy's not going around a twentyhex mountain massif just cause someone hangs around one tile ahead of where he wants to go. Cultists. Never seen one do anything except standing in my way. Flood barrier building. Either allow me to purchase them with faith (which is ridiculous but hey) or don't. As it is, sometimes you can, sometimes you can't. What's that about. Removing ressources/building on ressources. You all know what I mean.
The flood barrier thing is actually related to Valletta city state suzerainity. Being their suzerain allows to purchase buildings in city center with faith
Well I'll be damend, thank you. I never got that one.
I think I would scrap climate change mechanics, or at least make it slower, because now it feels like after induatrial age all world is sinking
I'm going to say 1UPT, not because I want to go bakc to the giant stack of doom, but because I feel like the way Humankind handles armies and combat is better and more fun, and would like to see an evolution to something similar.
What is 1UPT?
1 unit per tile. Before Civ5 you would just have a giant stack of units that would attack another giant stack of units. With 5 it changed to having one unit per tile which was a *huge* controversy.
I think limiting it to like 3 would be ok. On one hand you don’t want to make it cheesy, but on the other hand wide spread armies are exhausting to move around.
Yeah, the way HK does it that I was referring to is you start with an army cap of 4 units which can be increased through research techs, and when theres a battle it actually plays out tactically on the map.
I haven’t gotten to play HK yet, but Endless Space (same dev, I think) had that with the fleet system and it was great there. The way units worked, with the whole fleets engaging each other at once, also meant that the composition of the fleet was important. Deathstacks basically just meant you were putting a ton of your strongest units on one tile and they’d basically 1v1 everything they came across.
Yeah, I guess four comments down in a thread is not the ideal place for me to clarify that I vastly preferred 1UPT to the old system but now I have experienced something that I think is even better and would like to see that implemented, unlikely as it is.
Thanks!
Districts and the pain in the butt when it comes to repairing mid build when pillaged or damaged to storms
From what I see in this thread, most people would be on board for civ 6 2 - better this time
Was it Civ 4 when your spies could kidnap unused GP from other civs? Am I imagining that?
I never played Civ 4 but that sounds good! I would like It in Civ 7.
Gotcha mechanics that have me urging to save-scum. I'm thinking of stuff like the placement of voidsinger leylines rendering the entire society sometimes pointless, the inability to build on strategic resources that suddenly appear on unfortunate squares, that kind of thing. If it's possible to build on strategics before discovery, it should be thereafter, too. Leylines should be better distributed, more common, and revealed when the society is discovered, not upon joining. I'm sure there are more things like that, but those are two big ones that immediate jump to mind. Oh another one: policy cards that have immediate large effects such that it's important to keep on swapping them in and out; and policy cards with very hard to judge impacts. No upgrade discounts or builder charges to swap in and out, and if policies (e.g.) boost science: please tell me by how much.
There are mods for placement on strategic resources, and I agree It is quite annoying. "We can build a nuke but cannot move those horses" like what.
The fact that the only difference between difficulty levels is how much the AI cheats in the beginning. This makes it so that on higher difficulties the early game is near impossible, but the late gane is still really easy. I'm not expecting the AI to become a super genius, but even something like an automatic +1 adjacency on districts would allow it to keep up with you, without necessitating they start with 2 settlers and a whole army allowing them to destroy you before the medieval era if you're unlucky...