Civilization VI

So far I like VI much more than V, but I haven’t tried any mods with V so maybe Kevin is on to something. I just prefer the systems in VI, the way city states are handled, city development, and probably more.

Kevin, what does that mod do that makes it better? I haven’t tried any mods.

Very much this. It felt like I was robbed of my real victory. I wanted to win because I built an empire that spanned the globe; I wanted win because I settled Mars. Instead I won because a lot of people bought cheap snow globes at my souvenir shops.

I really disliked Civ 5 and it got shelved after a couple of games, never to be played again. I never even bothered trying any mods. Despite my disappointment with accidental cultural victories, I am enjoying Civ 6 and like what’s there. I think the biggest thing for me is that there isn’t that horrid penalty for expansionism in this iteratiomn. Sorry, but 4 lousy cities was just too constraining.

I am not as disappointed in the AI as others here. It is just a continuation of the AI behaviour from previous versions. Idiotic declarations of war and flipping between sworn enemy and BFF on a whim is something that has been a staple of this series so it feels normal really.

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That is excellent to hear! Oh I hated that too! It took so much of the fun out of the game since exploring, expanding, finding those wondrous pieces of land before you opponents. That was one of the best parts of Civ for me.

Pretty much every aspect of the game had been touched, there’s (interesting) new buildings and units. Policy trees have been redone and are really interesting now, I feel they’re more impactful and tie into different playstyles better. Religion has been built upon, with a bunch of new beliefs that you can really use to customize your civ. Several civilizations have been tweaked for the better and the AI has been massively improved, both strategically and tactically.

There’s a bunch of other stuff too. City state diplomacy has been redone and I find out plays a lot better than vanilla. There’s a new class of diplomatic unit along with associated buildings and wonders that are related to it. The AI is much better at pursuing various victories too, as I played with Austria as my neighbor. We got along great all game, I was focused on spreading my religion while I watched her sail of diplomats and their escorts to treat with the various city states. No reason for us to fight, so we never did.

They’ve completely redone the Happiness system. There’s still global happiness, but the way you address it is different. Instead of being Unhappy, it’s now based on Needs. People want Entertainment and the Coliseum will still help with that, but they will also be unhappy due to lack of security in the city (crime), poverty, illiteracy, etc. Basically, a city needs a certain amount of culture, gold, science, etc based on its population. A city with tons of gold resources won’t need as many gold-producing buildings to address poverty and that sort of thing. It all requires more of an investment instead of “obtain a new luxury resource and build this specific happiness building”.

They’ve also brought some concepts back from Civ4. Vassals are a thing once again, and you can achieve monopolies in luxury and strategic goods, which provide different bonuses based on the resource which applies across your civ. Corporations have returned in some form, but I haven’t played with them yet.

There’s probably a lot that I forgot to mention, but that’s what I could think of off the top of my head.

Would I be wrong to suggest that the cold war ended with the US beating the USSR with a accidental cultural victory :)

Wow, that sounds pretty comprehensive. Is the need system logical? Like, what drives crime? Is it purely population size?

Hah! I for one got a good chuckle out of that one.

Funny. It looks from here like the USSR just won in 2016 with an espionage victory.

I too like the Vox Populi / community patch for Civ V, but honestly the Needs thing is way too overdesigned in my view. You end up with all these fiddly bits that don’t really matter, in numbers that are not terribly human-readable (“reduces X need by 0.15/pop”), for a system that at the end of the day just wants you to build everything everywhere. I’d rip that out of the mod if I could.

Which, really, I probably could. And someday when I don’t have two kids and everything else going on in my life and have some hundreds of hours to devote to Civ V modding, maybe I will ;)

Most of the rest of the mod is great, though. Definitely recommend it to Civ V players (I would suggest players new to the game to play vanilla first; the mod adds a TON of crunchy bits that would not exactly lead to a good new player experience IMO).

e: Myself and some other folks discussed the mod in more depth in the Civ V thread starting here, if folks are interested.

Little of column A, little of column B. The needs are generated by population size. That is, a population of 10 requires a certain amount of gold, culture, science, etc to be fully content. This means that if your city is rich (has gold mines in the area, or a lot of dye, etc), most of those wealth needs are already going to be met. If your city produces a lot of culture, you’re not going to have to invest so much in the traditional “happy producing” buildings, because the culture need is already being met.

The reason I like it is because it makes managing happiness just a little more nuanced. In Civ5, you had very hard limits on when you could expand and how much, based on when your got your “happy buildings” researched. With this, everything isn’t considered equal. A city up in the barren tundra is going to generate more unhappiness than a wealthy port city with access to a lot of pearls.

Oh, another thing I really like is what they’ve done with the early tech tree. Most resources start out being hidden on the map and you must research techs to reveal them (like how Bronze Working reveals Iron). You also can’t build settlers without first researching Pottery, so you’re faced with a choice: You can research pottery right away to rush settlers out, but the drawback is you don’t have good vision on where all the resources are. On the flipside, you could research Animal Husbandry first to reveal the horse/cow/sheep resources, or Trapping to reveal Bison/Fish/Deer, before getting Pottery and building a settler. Your choice is going to be dependent on both your starting situation (are you crowded in by neighboring civs?) as well as what strategy you’re looking to pursue. If I’m going Tradition and I’m planning on going “tall” with just a handful of cities, I want to make sure they’re optimal. The other two policy branches (Authority and a new one they implemented) provide much more benefit per city, so you might decide that you want to get more settlers out as quickly as possible.

Anyway I don’t want to derail the Civ6 thread too much, but the mod basically killed Civ6 for me for the time being, and this is from someone who really disliked Civ5. The AI in particular is just… it’s a breath of fresh air, after dealing with Civ6’s diplomatic idiocy.

So, new to the party, but I finished my first game on Prince, as Peter. It’s not an awful game, and it does have that one-more-turn addictive quality at times, but it’s got poor pacing and a lot of the systems are not well executed. Most of the following has been stated before.

I won on a religious victory despite going for a science victory. I got that bonus that allows you to pick the promotions of the religious units and it was pretty easy to convert everyone to my religion.

Everyone was pissed off at me for being a warmonger. Does the warmonger penalty ever go away? As others have noticed, the whole diplomacy system seems kind of useless. Everyone is pissed off at me for most of the game. They will still trade with me. The end. I ask them to stop converting my cities. They agree. Then they do it anyway.

Civ-o-pedia is awful. I couldn’t figure out how to build spies. Sometimes I could get one. Sometimes I couldn’t.

Special people is poorly thought out. By the end of the game I had a zillion authors, artists and musicians sleeping throughout my realm and nowhere to put their great works. Civ-o-pedia doesn’t help.

I had barbarians invading me right up until the end. I guess I could have put outposts to increase map visibility, but I didn’t.

Other than the religious victory, why am I spreading my religion?

It seems like it took forever to get cartography, before which there was no way to get off my land mass.

Here’s to hoping they patch it up. There’s a good game in there somewhere, but Endless Legend seems a lot more coherent. It seems that Civ6 added a bunch of systems just for the sake of saying they were there, without a lot of thought to whether they worked or whether they added to the game. Wasn’t it Sid Meier who said that a game is perfect not when there is nothing more to add, but rather when there is nothing more to be taken out?

Yeah. I saw this Tourism icon at the top of my screen. I didn’t play much Civ5 so I didn’t really know what it was, exactly, but it was listed like a prominent resource. Hit up the 'pedia and… no entry for it. You know, the major resource in how you achieve culture victory, but no entry for it.

This game wasn’t rushed to get it out before Christmas at all!

The game is not over. And there are other players, too. ;)

Indeed it is. I have yet to look up anything there and get my question answered. I end up finding it by googling and landing at forum posts and whatnot.

Fake news.

The problem is that someone got the Victory screen, hit ‘Just One More Turn’, and stopped playing seriously, doing things for the LULZ.

So now we are in the part of the game that is poorly playtested, unbalanced, and prone to weird outcomes as the game systems haven’t scaled well. I expect we hit game over when the turn limit expires under the poorly understood and undocumented ‘global warming’ mechanic renders the game unplayable.

Oh god global warming in Civ4 was the worst thing. Ruining tiles forever.