Honestly, one of my biggest problems with Civ V was that there was almost no incentive to expand, and over 4 cities was practically pointless. Definitely prefer the incentive to expand, to the forceful "Stay small" of old. There does need to be a happy medium though, which I think Civ has always had problems with.Meiam said:My biggest problem with it is that there's very little incentive to staying small, the more cities you have the better so you end up having to build a ton of city and its become micro management intensive (but very boring).
Honestly, I was looking for something not that thought intensive. I actually have Civ 5 with all expansions but I've not played it yet. I was wondering if Civ 6 was more up my alley.Joccaren said:Which is better? Which would you prefer? The simpler, but more polished Civ V, or the more complex and deeper, but less consistent, Civ VI? Both have their upsides, both have their problems. It largely depends on what reasons you're playing for as to which you'd prefer.
I used to play wide in civ V as well and it is certainly possible to have a lot of cities. (I got the achievement to get that really longnamed city of the celts, which is their 33th founded city, playing on emperor) Especially versus human players having more cities can help outproduce them during wars. Playing tall is certainly the standard way, but by no means the only way possible to play civ V. Right now, I see pretty much no way to play tall in civ VI besides expecting to not tech very fast at all. You can't really have a few large cities with lots of specialists because, a) more cities is always better, no nuance and b) cities are rather harshly capped by housing and the small amount of tiles which doesn't go away until rather late in the game.Joccaren said:Honestly, one of my biggest problems with Civ V was that there was almost no incentive to expand, and over 4 cities was practically pointless. Definitely prefer the incentive to expand, to the forceful "Stay small" of old. There does need to be a happy medium though, which I think Civ has always had problems with.Meiam said:My biggest problem with it is that there's very little incentive to staying small, the more cities you have the better so you end up having to build a ton of city and its become micro management intensive (but very boring).
i think the intention fo the devs was that you build a lot of cities but that you specialize them. depending on what victory yhou want to acheive. so let's say that i go for a scientific victory, i create 3 cities for production, 3 for culture, 3 for gold and 6 for science for exemple... and you build appropriate districts....Meiam said:Well if you've never played civ 5 then play it with both expansion over civ 6 definitely. Civ always worked the same way, the vanilla version throw some interesting spin at the usual formula but also takes a lot of stuff out of the game compared to the previous instalment with all it's expansion.
So I'd say civ 5 (exp)> civ 6 (vanilla) > civ 5 (vanilla)
Civ 6 introduced some cool concept, but a lot still feel like it need tweaking. The AI is pretty awful, a bit worse than usual AI and diplomacy is kinda broken right now cause if you have a different government from the AI they're almost guaranteed to hate you.
My biggest problem with it is that there's very little incentive to staying small, the more cities you have the better so you end up having to build a ton of city and its become micro management intensive (but very boring). Also this mean that war and conquering city is pretty much just a net positive, especially early game since you can capture city very quickly and there's almost no downside. The various civilizationa are also ridiculously unbalance, with some being almost useless and some ridiculously strong.
The district system (where you build some part of your city out in the world) is really nice, but right now building new districts is prohibitively expensive, so I tend to build few of them and so it's not as big a part of the game as I wish it was. Also the economy is kind of bonker and you can very quickly makes insane amount of money trough trading.
Anyway, overall its a nice (vanilla) civilization, and once they do some tweaking it should be great, but if your wondering if you should buy it now, I'd wait until the first expansion.
I'm pretty sure that was indeed the intention, but in actual fact I just built production, science and gold districts in all my cities. If you have 15 citizens which, lategame isn't that hard you can build as many districts as you need.cathou said:i think the intention fo the devs was that you build a lot of cities but that you specialize them. depending on what victory yhou want to acheive. so let's say that i go for a scientific victory, i create 3 cities for production, 3 for culture, 3 for gold and 6 for science for exemple... and you build appropriate districts....
Yeah but it really didn't work, I think if that's what they wanted they should have made it so we could build multiple of the same district per city and made district slightly cheaper, as it stand once you have access to neighboor every city can have most districts.cathou said:i think the intention fo the devs was that you build a lot of cities but that you specialize them. depending on what victory yhou want to acheive. so let's say that i go for a scientific victory, i create 3 cities for production, 3 for culture, 3 for gold and 6 for science for exemple... and you build appropriate districts....
As a core game, Civ VI is leaps ahead of V. There are base gameplay concepts like unstacked cities, wonder requirements, tech tree splitting, etc that really move the formula forward in meaningful ways. For that reason, I'd recommend it over V, despite the fact V with expansions is a more complete and polished game.DoPo said:How would you say the latest instalment of the game is? How does it compare against the previous game? Note that I've not played either. Would you recommend one over the other?
well, it's depend of the victory condition you want to try. i'm still in my first game, and i'm around turn 420 in the biggest map. i was getting for a scientific victory, however, turns out that the city with the most production doesnt have enough population to build a new district, so i cannot build the spaceport there. plus i think there's some interresting choice to make sometimes. one city had the only suitable place for the aqueduc over a valuable ressource, and in another i wasnt able to build an encampment because there was no suitable tiles to do it.Pseudonym said:I'm pretty sure that was indeed the intention, but in actual fact I just built production, science and gold districts in all my cities. If you have 15 citizens which, lategame isn't that hard you can build as many districts as you need.cathou said:i think the intention fo the devs was that you build a lot of cities but that you specialize them. depending on what victory yhou want to acheive. so let's say that i go for a scientific victory, i create 3 cities for production, 3 for culture, 3 for gold and 6 for science for exemple... and you build appropriate districts....
Then yeah, I'd recommend Civ V. Civ V is very, very different from Civ IV, and Civ VI is arguably closer to IV than V was, but V is the easier one to get into. Combat is more forgiving, deathstacks of warriors aren't a thing, early game conquest is pretty damn hard if you're not a civ geared for it, and even then...DoPo said:Honestly, I was looking for something not that thought intensive. I actually have Civ 5 with all expansions but I've not played it yet. I was wondering if Civ 6 was more up my alley.Joccaren said:Which is better? Which would you prefer? The simpler, but more polished Civ V, or the more complex and deeper, but less consistent, Civ VI? Both have their upsides, both have their problems. It largely depends on what reasons you're playing for as to which you'd prefer.
I probably should note that I've played Civ 4 several times, but I'm by no means an expert. I've also played one previous title (1 or 2, can't remember) but I...wasn't that good at it. I remember that I played that, researched alphabet, mathematics, literature all the intellectual things...and then the AI came in and beat me with its stupid and unsophisticated warriors. Apparently poetry doesn't protect you from swords. Restarted, and the same thing happened, then I quit. It wasn't until I played 4 that I actually learned how to play.
Its certainly possible to play with lots of cities, but its also possible to play with a handful of cities in Civ VI. First game I only founded 2 cities, and captured the rest of the world - a total of 8 cities. It very much depends on the setup of the game you're playing, the map size, layout, and number of players.Pseudonym said:I used to play wide in civ V as well and it is certainly possible to have a lot of cities. (I got the achievement to get that really longnamed city of the celts, which is their 33th founded city, playing on emperor) Especially versus human players having more cities can help outproduce them during wars. Playing tall is certainly the standard way, but by no means the only way possible to play civ V. Right now, I see pretty much no way to play tall in civ VI besides expecting to not tech very fast at all. You can't really have a few large cities with lots of specialists because, a) more cities is always better, no nuance and b) cities are rather harshly capped by housing and the small amount of tiles which doesn't go away until rather late in the game.
Yeah, Civ IV had the best solution I've seen from Civ to many of these issues. Of course, it also had a pile of its own. And unfortunately, Civ is a game that does just slow down late game. Long turns from hundreds of units and tens of cities, and numbers slowly ticking up, with all your important decisions already made for the next era. To some extent, its where build queues come in handy, automating a lot of that, but that's got its own problems in setup time. The game needs something for the mid to early-late game to keep the busy work at bay, and that's something Civ VI has started towards. Constant pushes for Eureka moments and more complex systems create more meaningful decisions to make, but I think there's still some way to go before we get to things being where they should be.Civ IV did it pretty well I think. You have a lot of incentive to expand because you'll have more production, though your science takes a big hit if you overexpand before you have currency and courthouses. In addition the maps are smaller, and fill up with cities pretty quickly, so after a while it's conquest, sailing across oceans or making do with what you already have. (occasionally culturepushing) I think one of the problems is that it turns a lot of the game to busywork later on, when you have 12+ cities, a mediocre UI and either 40 turns to wait for a wonder you are building while you wait for the AI to take it's lenghty goddamn turn or large armies and groups of builders to order around.
I couldn't really compare myself. I got civ V some time after launch and civ IV when it was in its current condition. Didn't play it before that. If what you say is true, I would like to see it in a few years to say if it is then the best civ game. And if not, it's still good enough.cathou said:serioujsly the game need fixing, but so far, i think it's probably the best civ game ever on day one. civ 5 had far more important problems on it's launch version than civ 6
If you mean that you can cavalry rush your opponents, sure. But if you are looking long term, well, I couldn't make less than 10 cities work.Joccaren said:Its certainly possible to play with lots of cities, but its also possible to play with a handful of cities in Civ VI. First game I only founded 2 cities, and captured the rest of the world - a total of 8 cities. It very much depends on the setup of the game you're playing, the map size, layout, and number of players.
Really? I've mostly played 12 player matches versus AI's where there is more space. I have played matches with not a lot of space, but only space for 3 cities? That doesn't match up with my experience except for some rare cases. As for hapiness, I agree that was the main factor keeping empires small. You could push it with religion though (in the expansions, that is) and once you have enough cities, just building some hapiness buildings could get you a lot of hapiness.Joccaren said:In Civ V, there was a much harder cap on the number of cities you could build, thanks to luxury resources being far and away the largest source of happiness, and every city you founded drastically reducing your happiness. This meant that for most of the game, the only reason to found another city was if it gave you access to a new luxury resource. If it didn't, you were just shooting yourself in the foot as your larger cities would stop growing, your income would reduce, your new city wouldn't grow, and if you pushed it too hard you'd have rebellions everywhere. In most multiplayer games I played, there also wasn't room for more than 3 cities a player without massively cannibalising your own cities, and this was on medium-large Pangea with 3 players. Cutting out City States would naturally help with this, but that leads to other gameplay issues.
It also irradiates the area so severely that sending units in to take the zero defence city tends to kill them.cathou said:wow, ok at turn 450 i actually realised i could produce an army instead of a single unit...i wish i saw that earlier :/
plus nuke is too powerfull now. it reduce city defence to zero.
this.Meiam said:Well if you've never played civ 5 then play it with both expansion over civ 6 definitely. Civ always worked the same way, the vanilla version throw some interesting spin at the usual formula but also takes a lot of stuff out of the game compared to the previous instalment with all it's expansion.
So I'd say civ 5 (exp)> civ 6 (vanilla) > civ 5 (vanilla)
Civ 6 introduced some cool concept, but a lot still feel like it need tweaking. The AI is pretty awful, a bit worse than usual AI and diplomacy is kinda broken right now cause if you have a different government from the AI they're almost guaranteed to hate you.
My biggest problem with it is that there's very little incentive to staying small, the more cities you have the better so you end up having to build a ton of city and its become micro management intensive (but very boring). Also this mean that war and conquering city is pretty much just a net positive, especially early game since you can capture city very quickly and there's almost no downside. The various civilizationa are also ridiculously unbalance, with some being almost useless and some ridiculously strong.
The district system (where you build some part of your city out in the world) is really nice, but right now building new districts is prohibitively expensive, so I tend to build few of them and so it's not as big a part of the game as I wish it was. Also the economy is kind of bonker and you can very quickly makes insane amount of money trough trading.
Anyway, overall its a nice (vanilla) civilization, and once they do some tweaking it should be great, but if your wondering if you should buy it now, I'd wait until the first expansion.
How OP are we talking here? We're not talking Civ: Revolution Aztec's OP, are we? As in, if they get ahead early game it actually becomes impossible to beat any one of their units, OP? Because I've got my eye on this for the sales, but that would be a deal-breaker...Rangaman said:There's other problems as well. The AI is pretty broken and I'm told the multiplayer is similarly fucked. And Balance is still a major issue. Germany, Sumeria and Scythia are ridiculously OP.