Anyway, I just finished my first game of Civ 6 which is why I am in the thread in the first place. :)
I was randomly assigned as Kongo, which was probably for the best in that I totally ignored the religion system (despite generating a ton of faith thanks to this city-state I befriended from the beginning) and focused on other things. (I bought a couple great people and a naturalist, iirc.)
I am generally quite favorable on a lot of the new systems that 6 brings to the table. The districts and the idea of building things outside of your cities is pretty cool, and things like factories that affect other cities within X tiles is a great idea. (Cities building things that affect other cities in a region is neat, and new to Civ as far as I remember.)
They’ve tried a lot of variations on governments and civics over the years and I think the slots & policies approach here is a good one. It’s generally fun to try to pick the different cards based on what you’re doing–I went cavalry-heavy early on as I had horses but not iron, and the feudalism-era ones were good with that, and later on I went trade-route heavy. Getting new governments felt pretty great, because all of a sudden you get to add more bonuses to your empire. The main downside to the system is that there were no, well, downsides. The best government system IMO is still Alpha Centauri, where each social engineering choice had definite tradeoffs and going from green to econ-focused to police state really changed how you’d play. I think that because there were no negatives in the policies (IIRC there was all of one policy that had any kind of negative effect) they couldn’t really add in too many positives, and I think in the end it might end up feeling a little inconsequential.
I don’t think I got a full grasp on their general tall-vs-wide mechanics. The amenities thing seemed really weird at first (I was expecting luxury goods to be empire-wide, instead of each new luxury counting for four cities or whatever) but in the end I think it is reasonable. Other than that and a scaling settler cost I didn’t really see what there was to prevent me from expanding other than good city locations.
The dual tech-tree system was also neat. IIRC all the governments and policies were in the culture tree and all the units in the science tree, and I think it is a bit of a missed opportunity not to mix them up a bit more. I like the (baby steps) move away from the thesis that “scientific progress is the sole driver of civilization” and I think if they put some things that really are cultural developments in the culture tree it would be cool. The tech boost system was cool, and definitely altered my gameplay–maybe I didn’t really need that third privateer but it was worth half a tech = X hundred research points, so let’s do it. The downside is that I basically optimized my tech research through the boosts, instead of what was needed for my empire. I suspect that in future games I’d do it differently, though.
Diplomacy, as discussed above, needs a bit of work. I’m just playing the base game, and I gather the expansions, uh, expand it a bit, but it seemed pretty lacking that I allied Sparta and there was no way for me to join their defensive war against Rome. I did the standard Civ maneuver of conquering a neighbor when you get knights and then digesting it to outgrow the rest. However, the warmonger penalty from that seemed to stick with me for basically the rest of the game. OK, that’s not quite fair, but the warmonger penalty meant that everyone other than Sparta hated me, so whatever, guess I’ll take out Rome next, and then the warmonger penatly basically nullified diplomacy for the rest of the game.
Broadly speaking I think the 1UPT system is improved from Civ 5, though I don’t remember too much about Civ 5 at this point. They seem to have rolled it back a bit, in that there are now a lot more units that can share a tile (i.e. support units). The corps and army mechanic is neat but seemed a bit underbaked – +10 strength is great and all, and I understand that concentration of force is key in a cramped 1UPT system, but that’s it?
I also liked the promotions, in that they seemed to be a bit more unique and less rote “+10% everywhere” or “+20% in X situation” kinds of things. Splitting light and heavy cavalry was neat, though I was thrown for a loop when I couldn’t upgrade horsemen to knights.
Fundamentally, though, I was disappointed in the end by the AI. This was my first game and I made plenty of noob mistakes (like planning a whole conquest based on upgrading my horsemen to knights) and at basically no point did the AI present any challenge. I was playing on totally default settings, at Prince difficulty. So clearly I’ll up that next time. But when I effected my early conquest of the Vikings they had a couple underdeveloped cities and only a few archers. Rome did manage to raze a Spartan city, but when I took them on they again had only a couple scattered defensive units–they never seemed to rebuild their losses. Similarly there were maybe 3 to 5 units tops from each of my subsequent conquests (Brazil, Aztec, America, and eventually Greece), except for the Spanish who had a bunch of cavalry and conquistadors (maybe 10?) that didn’t do much against my end-game army. (Granted I’d already “won” much earlier but it took me a while to get across the oceans and find everyone’s capital.)
I let Sparta hang on until last because they were actually somewhat competitive, scientifically, and even managed to launch a satellite. But they weren’t competitive in any other sense, and the conquest was trivial.
At risk of cheesiness, I must say that I did learn some things about myself. For one, this:
And to expand on it a bit, I also love just exploring the different gameplay systems and building my way through them. This was also one part about Stellaris that I really loved–yes, I’m going to build an army of clones and an army of robots, and tweak my battleship’s laser cannons, because even though there’s no functional point to it (the game is already won or lost based on economic strength), it’s just cool. So it goes for manipulating the governments and trade routes and district placements in this game.
I also realized that I really don’t mind not having a nail-biting challenge in the game. According to Steam, I played this for 18 hours, which means maybe 16 hours on this game (given 2 hours of fighting with the broken tutorial). That’s roughly a week and a half of my free time, and I just don’t want to lose a game that’s gotten all of my free time for the last two weeks. I spend plenty of time losing in the rest of my life. Yes, I’m a weak participation trophy millennial, whatever, go ahead and rant about your superiority if it makes you feel better. The flip side is that what I really want is something to do with all the stuff that the various system-manipulation gives me. That is, I’ve spent all this time tweaking my policies and trade routes and whatnot to get a great empire, and now I need something to do with it. Rolling over conquistadors with tanks is unsatisfying–maybe what I should have done is see if I could beat Sparta to space.
I guess what I’m really saying is that maybe the real civilization is the friends we made along the way.