Civilization VI

Civ VI is actually legitimately amazing as a builder game. The wargame on top is almost a downside, really.

LarryC wrote:

Civ VI is actually legitimately amazing as a builder game. The wargame on top is almost a downside, really.

This. CIV VI is a zen game for me, I like playing on Prince and going autopilot for a while. Through playing Old World I realized that I don't want the war AI to be too challenging either, but the lowly CIV AI takes me out of the game as well.

Guess it could be interesting if War difficulty and Build difficulty, so to speak, were two separate difficulty settings in these games.

I like playing Civ on higher difficulties, but regardless, combat is by far the least fun part to me. I try to avoid it as much as possible, outside of trying remove or limit nearby neighbors early on.

Maybe not a War difficulty setting that made combat easier as you lowered it, but made less and less viable to wage war, for both player and AI. So you could set a game where most civs would be fairly peaceful unless pushed to the brink (by culture bombing or by being boxed in).

I feel like the war mechanics haven't moved past the 90's-era Civ games? And the "combat" in those games was a function of the limitations of the technology at the time. So we've still got war happening in this game that devolves down into [unit as a representation of military force] + [animations] + [broader game queue of activities that are often more fun/interesting than telling a unit to travel X spaces] and you mash all that together and it just doesn't fit right. You get jerked out of the broader long-term planning mindset and are teleported down to "tactics" that don't feel meaningful, or fun, or cohesive with the rest of the game's decision-making structure.

It's almost like war should happen behind the scenes or be a function of other variables and the results are produced for you based on your strategic decisions/goal-setting (set against other players' decisions).

It's almost like, instead of choosing, [Build Building X] and you get a result, the combat is the equivalent of pouring the foundation and placing individual boards and nailing individual nails. It's incongruous to the rest of the game.

Maybe that's just me.

LarryC wrote:

Civ VI is actually legitimately amazing as a builder game. The wargame on top is almost a downside, really.

100 percent. The minute I reframed CivVI in my head as a player v. environment game (rather than player v. AI), my appreciation for it shot straight up.

Very simplified, almost purely output number-based combat, as Top_Shelf describes, is one thing I have generally appreciated in my favorite citybuilder/production chain games, such as Settlers 2 or Pharaoh. With combat that was just an abstracted measure of your production chain. Another example could be Factorio. Automatically creating weapons/warriors in an appropriate amount and quality, and the actual combat mostly handles itself.
The more focus the Settlers series placed on moving armies around, the worse it got.

Going that far might probably also feel weird or not work, in a 4X type game, with specific territories you want to take. In most of the games with the above system, it is more about protecting your territory from invaders.
But something in-between could be an interesting approach.

Or alternatively, make non-war takeover a more viable path in Civ again. It exists in Civ6 of course, and the Dramatic Ages game mode added in the recent season pass, pushes even more in that direction (if it wasn't for the gamebreaking bug I mentioned earlier...). Building on that could offer a fully viable path to gain territory, without controlling individual units.

The dev team for Civ 6 seemed to really like the individual unit spam though. Much worse than the military path in Civ 6 is the micromanagement of religious units, if you go for that victory.

Steam &/or 2K have sorted out their issues. The leader pack can now be added to your account for free if you already own all the anthology content.

Thanks. I actually had one of the previous DLC that I didn't own, so purchasing that for £1.40 added it and the Leader Pass to my account. I'm almost back around to my yearly winter Civilization addiction, so it's good timing.

I really really really want to play this game. I must find time for it

Darkhaund wrote:

I really really really want to play this game. I must find time for it

Playing it on Quick settings is a great experience!

LarryC wrote:
Darkhaund wrote:

I really really really want to play this game. I must find time for it

Playing it on Quick settings is a great experience! :)

can you be kind enough to explain that?

Quick cuts the # of turns in half (250 turns rather than 500) and cuts production and research times in half. So, you can play a game in half the time.

Thank you... LS so good to see you

Well, Firaxis finally proved me wrong. The Culture Industry policy bug has been fixed in a patch yesterday. After only 2 years.
Need to find time to play a game of Civ 6 in celebration

I like how they claim the bug made it "appear as if production would take 999+ turns to finish", what, no, it would literally take 999+ turns, aka. no production would ever happen for the rest of the game.
Oh well, /rant over.