CIVILIZATION VI - £12.49 on steam

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Dowbocop
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PostRe: CIVILIZATION VI - £12.49 on steam
by Dowbocop » Tue Jul 06, 2021 9:49 am

Lagamorph wrote:Been playing this a little bit after getting it in the recent Humble Bundle and so far I think I prefer Civ V. The changes to the mechanics in this just aren't really clicking with me.

I like the Natural Disasters stuff from the expansion (Rising Storm I think?) but one thing I really dislike is the thing with Builders being a "Use 3 times then they're gone" rather than a permanent unit now. Having to waste time making more Builders fairly frequently as you expand is just really annoying. Not to mention it means that you have to do everything manually, rather than being able to set builders to an Automated mode if you wanted to (Or having manual control if you prefer).
Can't say I'm a fan of Roads now only being created by Traders rather than being something builders can create. Essentially cripples movement in the early game until you unlock way more trade routes to build more traders.

Gameplay wise, VI is so far just a big step backwards from V for me.

Yeah I didn't like the finite builders or trader roads. I don't actually like builders as a unit full stop - Rome didn't stop all other production every couple of years just to build some mines and a mile of road. I think infrastructure like roads and mines should be a form of currency like faith that is earned each turn (either civ-wide or per city but with reallocation options between them). You plan out what you want on a map layer and then it gets built as you gain the needed infrastructure points (you can obviously change this like a build queue as the game develops). You can change focus between infrastructure point accrual and traditional hammers for each city.

I know people don't like the district system in general but I thought it was quite cool. My only gripe is that you can't change them once they're built, and there's no obsolescence. For instance, once you get the ability to build air defence or late-ish stage artillery, I think it's bollocks that my city is more vulnerable from one side because that's where I built my encampment in the strawberry floating dark ages :lol:. Once I have rationalism or whatever, why do I still have a faith district? You should be able to voluntarily change each non-obsoletable (yes that's definitely a word :shifty: ) district once per game, losing most of its benefits (but not wonders), but gaining a tourism boost as people come to visit your famous old theatres, churches and military academies.

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Ironhide
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Location: Autobot City

PostRe: CIVILIZATION VI - £12.49 on steam
by Ironhide » Wed Jul 07, 2021 5:46 pm

Dowbocop wrote:I think infrastructure like roads and mines should be a form of currency like faith that is earned each turn (either civ-wide or per city but with reallocation options between them). You plan out what you want on a map layer and then it gets built as you gain the needed infrastructure points (you can obviously change this like a build queue as the game develops). You can change focus between infrastructure point accrual and traditional hammers for each city.


That's a bloody brilliant idea.

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