Civilization VI

The new engine is great. It way more fluid than Civ5 and the moddablity looks excellent so far. Just waiting for them to release the mod tools. Also found the auto explore option under advanced unit options. The AI missionary spam does get a bit annoying though. Especially when you run out of Apostles.
 
Apart from some minor bugs and small UI issues, I'm enjoying the game a lot.

It's taken some time to get a hold of the new systems, but I can see myself putting more hours into Civ VI than Civ V, especially thanks to the inevitable mods and expansions.

Also, the multiplayer seems smoother than Civ V's so far.
 
Apart from some minor bugs and small UI issues, I'm enjoying the game a lot.

It's taken some time to get a hold of the new systems, but I can see myself putting more hours into Civ VI than Civ V, especially thanks to the inevitable mods and expansions.

Also, the multiplayer seems smoother than Civ V's so far.

Agreed, although I have never played Civ in multiplayer.
 
After playing a bit more i have to agree with this review.
It's hard to quantify what doesn't click in this game, but I just don't enjoy it like I have past games in the series. Might be a little long:

- Turns take longer. Not necessarily sit and wait turns like late-game Civ 5, but each individual turn throughout the entire game has you managing things, so Civ 6 lacks the fast buildup phase that the other games had. That's due in large part to the next issue, which is...

- Miltary conquest is happening, whether you want it to or not, regardless of difficulty. I enjoyed the civ building aspect of the series in the past, often ignoring military expansion in favor of just building my own civ. Can't really do that here, you will absolutely need to focus on defense, and often military units and actually using them just to get reasonable tech advancement.

- Advancement doesn't have the same rewarding feel to it, either. The culture system and tech tree only have a few spots that feel like milestones, and the rest just quickly become ignored. It all seems built with a very specific goal in mind from the start, so you focus on getting certain cards and a government to support them, with no organic feel to the buildup. It makes it a bit tedious to play for hours, because there's little adaptation from an initial strategy you're somewhat bottlenecked into from the moment you pick your civ's leader.

- The new spy system is atrocious. Build a spy, then you're forced to choose not just what city to defend or go against but also individual districts. For a larger city in late game, this turns into a maddening display of micromanagement that you're forced to repeat after a fairly short number of turns for each spy.

- I'm also not a fan of the new builders. They're expendable units with a number of charges, rather than being persistent. You can't automate anymore. Some things they can repair on pillage, others have to be fixed through that city's production screen.

- Barbarians are annoying. They ramp up in tech, your units don't wake on seeing an enemy in Civ 6, they're smarter about pillaging, and the map is worse about letting you know where to combat them. They aren't hard to deal with, they're just a constant aggravation that stops being fun fairly quickly combined with all of the other management you're doing.

- Enemy civs are aggressive, and they stockpile units like crazy. Even at farily early turns it seems like you're being swarmed, and with so many of the civs being military-centric they don't hesitate to declare war on you. This is probably fine if you enjoy Civ as a wargame, but that's never been what I liked about it and I still don't find the combat any more compelling in this version than it was in 5.

- Wonders don't feel that wonderful anymore. They take up precious expansion hexes, they take forever to build, and often it's a tossup if it's even worth it. You're not going to mass produce them like past games, it's not even possible. The screens when you do complete one are neat, but you're rarely going to see any of them.

- At 1440p the UI is ungodly small. Little tiny X's to close windows, and a number of other issues make it a bit frustrating to get the information you need when you need it.

It's not that Civ 6 is a bad game, it's just only going to be a good one for a particular mindset of player. This is a less casual, far less relaxing game than the others in the series that focuses far too much on armies and not enough on the things that always made Civ stand out to me from other strategy games. It also seems like games actually take longer to complete in Civ 6 than they did even in 5, but at least the save feature is a little better.

It'll be better after an expansion or two to streamline things, but right now I don't recommend it unless you're the warmongering type or only ever played the previous entries in the series on the highest difficulties.
 
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sauce
 
[MENTION=13506]Apollo[/MENTION] I'm going to have to disagree with that review, I prefer the less casual approach to gameplay and enjoy the challenge, especially the new barbarians.

I think Civ VI could be my favourite game of the series, especially once all the small bugs are fixed and expansions/DLC are released.

That cheat sheet is awesome thanks, my district planning has been terrible so far:D
 
[MENTION=13506]Apollo[/MENTION] I'm going to have to disagree with that review, I prefer the less casual approach to gameplay and enjoy the challenge, especially the new barbarians.

I think Civ VI could be my favourite game of the series, especially once all the small bugs are fixed and expansions/DLC are released.

That cheat sheet is awesome thanks, my district planning has been terrible so far:D

I think my issue isn't with the barbarians/difficulty but the lack of an alert stance on my defensive units. It's kind of a basic option that should have been there from the start. My biggest irk though is the AI and their missionary spam. I'm constantly fighting holy wars and end up being the warmonger.
 
I think my issue isn't with the barbarians/difficulty but the lack of an alert stance on my defensive units. It's kind of a basic option that should have been there from the start. My biggest irk though is the AI and their missionary spam. I'm constantly fighting holy wars and end up being the warmonger.

Agreed, I also miss the alert stance - have lost a builder or two to the omission of that option.

I tend to try and develop a strong faith infrastructure to combat AI missionaries/convert their cities. Religion has definitely moved from an additional feature to a central part of gameplay which is difficult to ignore unless you're fine with an AI religion in your empire.
 
Agreed, I also miss the alert stance - have lost a builder or two to the omission of that option.

I tend to try and develop a strong faith infrastructure to combat AI missionaries/convert their cities. Religion has definitely moved from an additional feature to a central part of gameplay which is difficult to ignore unless you're fine with an AI religion in your empire.

I've not tried it myself yet but can't you link builders with a military unit? That's actually an awesome new feature, especially when sending settlers through barbarian territory.

My current strategy is to hide a billion inquisitors in my capital city.

inq.jpg
 
I've not tried it myself yet but can't you link builders with a military unit? That's actually an awesome new feature, especially when sending settlers through barbarian territory.

My current strategy is to hide a billion inquisitors in my capital city.

You can, but my Civ V habits are hard to kick and I forget to link them when they're in danger sometimes:D

Haha I hope they expand on the holy wars mechanic, was cool to see my apostles shooting lightning at Ghandi's army of missionaries.
 
Okay something that's really starting to bug me is that for me there is no feeling of progression. It's hard to explain but with previous Civ's it was always exciting to advance to new ages and technologies. Now it feels more "meh" when you advance.

Don't know. I'm still 50/50 on this game. Maybe i should go back to 5 and wait for the first expansion.
 
Okay something that's really starting to bug me is that for me there is no feeling of progression. It's hard to explain but with previous Civ's it was always exciting to advance to new ages and technologies. Now it feels more "meh" when you advance.

Don't know. I'm still 50/50 on this game. Maybe i should go back to 5 and wait for the first expansion.

I'm still getting used to it but I can definitely get a sense of progression. although the lack of New Era popups is slightly disconcerting and will take some getting used to.

Once the minor issues are sorted out I think I'll have almost no problems with the game.

Oh yes, and the minimap is terrible. Like seriously, just let me zoom all the way out and get rid of that thing.

Have you played any multiplayer yet?
 
I'm still getting used to it but I can definitely get a sense of progression. although the lack of New Era popups is slightly disconcerting and will take some getting used to.

Once the minor issues are sorted out I think I'll have almost no problems with the game.

Oh yes, and the minimap is terrible. Like seriously, just let me zoom all the way out and get rid of that thing.

Have you played any multiplayer yet?

Not yet, but will probably get a GMR match going once the Civ6 implementation is done.
 
Winter update is out. I'm happy about a couple of changes, especially alert stance and production cost fixes

[NEW]

  • Added Earth map (Standard size)
  • Added “Alert” action for units
  • Put a unit to sleep until they spot an enemy unit
  • Scenario setup menu
  • Jump into Scenarios more easily within the Single Player menu. This only shows up when a single player scenario is available and enabled (as can be found in both of the new DLCs!)
  • Added new replay option to Wonder completion movies


[GAMEPLAY UPDATES]

  • Religious units may now Fortify Until Healed
  • Coastal Raids can now pillage districts in addition to the buildings within
  • Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes


[BALANCE CHANGES]

  • Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories)
  • Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums)
  • Decreased production costs of Wonders progressively
    From the Industrial era (about -10%) to the Atomic era (about -40%).
  • Decreased production costs of all Space Race Projects by 40%.
  • Increased research costs of Technologies and Civics progressively
    From the Industrial era (about +5%) to the Information era (about +20%).
  • Increased Faith from Mission
  • Increased Culture from Chateau
  • Lowered the minimum unit upgrade cost
  • Improved clarity on Warmongering penalties associated with taking a civ’s final city
  • Most Civilization unique districts now require population to construct (like normal districts)
  • Spaceport district no longer requires population to construct

[AI TUNING]

  • Improved AI Deal negotiations and analysis
  • Improved AI handling of Promises; including that they are more likely to agree if they like you, and also will consider how trustworthy a civ is by whether they’ve kept previous promises
  • Improved tactical handling of Great Admirals and Great Generals
  • Improved AI interest in Terracotta Army
  • Improved handling of leaf techs
  • Improved building of Forts
  • Improved resource grabbing in late game
  • Improved Last Viking King agenda’s analysis for who is in bottom percentage of navies
  • Improved handling of several complaint or kudo messages from AI
  • Rebalanced Catherine’s evaluation of the ‘no spying’ Promise
  • AI will not try to convert unconvertible cities


[BUG FIXES]

  • Fixed several unique buildings that weren’t getting their yields increased by various game effects (ex. Policies)
  • Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack
  • Fixed it so loading screens now show the correct text and play matching VO
  • Fixed an issue that blocked certain relationship-based diplomatic actions
  • Fixed an issue where incomplete Encampment districts were able to attack
  • Fixed an issue where you could declare war on friends or allies by moving units
  • Fixed an issue where AI could declare war on a civ with whom they were already at war
  • Fixed an issue that caused a Multiplayer lobby to require joining players to have Additional Content that wasn’t actually needed
  • Fixed a bug that caused Apostles to run out of promotions
  • Fixed a bug where gaining policy slots mid-turn could block progression
  • Fixed issues caused by trading lots of Great Works at the same time
  • Fixed an issue where turn timers weren’t loading correctly from a save
  • Fixed an issue where Rome’s roads would connect to too many adjacent roads
  • Fixed issue where civs could get another civ’s exclusive agenda
  • Fixed multiple links to the Civilopedia
  • Fixed issue that could cause menu music to play twice and overlap itself
  • Fixed an issue that could cause private MP games to become public
  • Fixed multiple text & grammatical issues
  • Fixed multiple crashes


[VISUALS]

  • Added new art for National Parks
  • Updated Mines for several eras
  • Updated Swordsman
  • Improved city fading during combat


[MULTIPLAYER]
  • Hallowed Ground scenario is no playable on huge maps
  • VO now plays correctly when loading a save


[UI]

  • Resource Report now correctly shows resources from several sources:
  • Great People abilities
  • Diplomatic Deals
  • Checkboxes for toggle yields and grid now stay in sync with hotkeys
  • Improved differentiation in Government Lens hex colors
  • Added Defeat icon to the End Game Results screen


[AUDIO]
  • Added sound effect for Quick Save hotkey

 
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