Oh, here's another one I just remembered: Exchange rates when trading with the AI: There's a massive difference between "buying 1 horse at a time 20 times in a row" (cheap) and "buying 20 horses at once" (super expensive). This forces me to choose between "optimized but tedious" and "wasting money because I can't be bothered to sit through this annoying, long process". ;)
@InuyashaHanyu4 жыл бұрын
this
@jamma2464 жыл бұрын
This is like how British railway tickets work.
@Etaripamai474 жыл бұрын
This x1000
@adamgray17534 жыл бұрын
The Spiffing Brit will sit through this annoying, long process... yet call it an exploit...
@ImtheHitcher4 жыл бұрын
@@adamgray1753 I mean it is literally exploiting the retarded AI
@bart87684 жыл бұрын
One thing I'd love to see is better integration of railroads. Maybe add train stations as a city center building, and any cities that are connected by rail could get a buff of some sort. Make it clearer how they benefit trade routes, maybe a modest increase in tourism and production based on the number of connected cities, and so forth. I feel like railroads as they exist now are sort of half-baked and could use just a little more oomph.
@riz33104 жыл бұрын
I would love this. Would wanting to have little trains go back and forth on the tracks be too much? That’d be so cool.
@StarOfAthenry4 жыл бұрын
How about the option to select two cities and with one click "build a railroad between them"? Having to build a railroad one click at a time is so tedious.
@riz33104 жыл бұрын
László Jenei I would love train units!!
@adamgray17534 жыл бұрын
Good idea, Bart. I would absolutely love it if railroads would provide your Traders a minimum of +1 Movement instead of the normal 1 Movement per turn. On a military level, railroads could provide a unique Movement bonus for any military unit traveling on them. This would also default your enemies having the same Movement bonus. Though to help keep this from getting spammed to death this would be a Technology to research to enable. With further Technologies down the road railroads become increasingly more necessary as well as provide unique bonuses.
@imei20064 жыл бұрын
I also really hate that Military engineers have to convert a tile to railroads one at a time. I wished it was like in Civ 5 where you choose a destination and then the engineers will path it to the two cities.
@itaishufman89514 жыл бұрын
I have some problems too. I hate how the harder difficulties ai just gets yield bonuses. That just makes the early game hard but the end game is still easy. Maybe the bonuses get increased every era. Maybe the ai actively tries to hurt your win condition. This ties up to my second problem which is the end game. At some point i can just shift enter my way to the victory. Which sucks cause theres no point to play with the cool future era civics and techs. Theres no point to hold a giant army after you have jet bombers and if you do have an army its really uncomfortable managing it. Id like to see some changes that would make you feel invested until the very turn the game finishes.
@Skycroft10004 жыл бұрын
I have to agree that I think what Civ 6 really needs is a proper scaling difficulty, where the AI starts with no bonuses but gets more and more as your progress to the game. That way you can actually compete for early game wonders and so on, but you need to fight harder and harder to keep up with the AI as time passes. Many other strategy games (e.g. Stellaris) have a scaling difficulty and it is honestly surprising that we're on the 6th iteration of Civ and it doesn't except with mods. I do have to give props to Firaxis, though, their patches have been really great and the game is in a good place right now.
@juliocmbaia4 жыл бұрын
I think most of my games are defined by the midgame, where most of us are absolutely sure we will win. You resumed this perfectly.
@laurierhebert-jodoin57164 жыл бұрын
Yeah this is it, 100%
@anzukusari4 жыл бұрын
they could at least make the ai play more unpredictably or more strategically at later difficulties. i just feel like the AI is extremely predictable and dumb late game, but by the time you get to late game its difficult to win with anything but a science victory since everything gets so damn expensive (even though the AI will gladly just hand over all their gold to you anyway) i assume i could get really good at playing against deity AI then go online and get absolutely destroyed lol
@Archangelmd4 жыл бұрын
What is your secret? I haven't had a diety win yet and find it hard to keep up. By turn 150 I'm way behind on everything. This seems to happen even if I get a game where I can focus on building and never engaging in wars. Example. I have a game where I'm allied with 5 of the 8 diety ai and yet I cant build and tech fast enough
@redcoatlegion11834 жыл бұрын
also can't wait for your next 4 problems at 3,000 hours.
@SteveO21M4 жыл бұрын
You should be able to build districts on strategics. Oh you thought you’d be able to build an aqueduct there? Nope, you can’t because you found iron. Ridiculous and causes me to delay revealing strategics for better city planning.
@riz33104 жыл бұрын
Steven Oustecky it’d be cool if they gave your districts special bonuses too. Like an encampment district on iron would give an extra +5% combat experience to units that require iron. Or an industrial zone on coal gets a bonus to production if it has a coal power plant. It’d also be cool if the district treated the tile like a city center and keeps the yields and the resource, and then adds a small bonus of science and production or faith and culture based on the district and whether you place it on a strategic or luxury resource. So like your holy site could get a bit extra science if on a strategic resource or a bit extra culture if on a luxury resource.
@civilez70604 жыл бұрын
I think they should be outright Harvestable, for a one time amount of the resource depending on the era.
@dozzy99844 жыл бұрын
@@civilez7060 Wouldn't that make a problem when you take out the enemy city that you can't keep, just to send builders there and remove any strategic resources there? Maybe instead have a builder spend a charge to get a boost of the resource after which it would disable that tile from generating it for a while, maybe with a chance to pillage/destroy the improvement in the process (kinda like drought, but caused by player and targetting different yield).
@civilez70604 жыл бұрын
@@dozzy9984 Well being at war prevents certain things from happening. Like you can't trade a city away to another player during war, so I'd imagine you wouldn't be able to harvest strategic resources during war time either. Maybe you can't do it if your city is losing loyalty either.
@slinky64814 жыл бұрын
Can't agree more. This is one of the most frustrating parts of the game to me. You shouldn't feel punished for having a plethora of resources around your city.
@EurekaELVN4 жыл бұрын
Watching this made me realize how I'd love to see sped up games like this occasionally, no commentary needed.
@PotatoMcWhiskey4 жыл бұрын
Maybe I'll do some timelapse games where I just talk over the general strategy!
@EurekaELVN4 жыл бұрын
@@PotatoMcWhiskey Even better!
@sugercane72134 жыл бұрын
Why not try an ai only game?
@kasu3274 жыл бұрын
He talks fast enough that he could probably keep commentary on.
@billysink97424 жыл бұрын
Thats a great idea, i would love to see some time lapse plays with strategy commentary
@yvesrj4 жыл бұрын
I don’t know how much of a problem this is and more of feature request but I really, really badly would love to have the option to lock eras. To ability to play ancient era only, or play between renaissance and modern era only. I think this has been talked about a lot already but I felt like I wanted to mention it here again. Thank you for your videos!!
@PotatoMcWhiskey4 жыл бұрын
Yes this would be so cool!
@user-fe7rz4ll8q4 жыл бұрын
There's a mod for this as well
@angelsnajper4 жыл бұрын
@@user-fe7rz4ll8q Can you tell me the name of the mod please?
@user-fe7rz4ll8q4 жыл бұрын
Real Era Stop
@coreywhite11704 жыл бұрын
Alternatively, you could play with the lengthy modes like epic that make an era nearly a games worth. I too, enjoy the early game.
@wlaziu_pierwszy4 жыл бұрын
Helping a low food city to grow: Add the ability to "immigrate" a settler. It would give +1 pop to a city. This would also solve a late game problem of what to do with them if there is no place to settle.
@hdckighfkvhvgmk4 жыл бұрын
I remember there being an ideological tenent in CIV 5 that made all newly settled cities have +3 pop. Maybe they could bring this back in the form of a mid/late game policy card?
@trixon21184 жыл бұрын
@@hdckighfkvhvgmk There is policy card that newly settled cities have 3 pop from the start but only if these cities are settled on different continent
@strangelic42344 жыл бұрын
You could do that in Civ 2 IIRC. You could have a city in a mediocre place for some reasons and if the reasons had expired, your citizens could migrate to better places - just like it's happening in real life.
@52flyingbicycles4 жыл бұрын
Strangelic I like that idea. In the US, the Midwest and Northeast are stagnating while the West Coast and South are booming. Intentionally migrating from big, overcrowded cities to newer cities would let new cities catch up.
@strangelic42344 жыл бұрын
@@52flyingbicycles I might have worded it ambiguously - the citizens didn't move on their own, you had to do it manually by building a settler and let them wander over to Newcity. But I'd like the idea of free movement as a feature of democracy in the late game. I always found it weird that your people will stay in cities that downright suck when there is another one with all amenities you'd like. It would also make the culture war more realistic. Instead of just complete cities flipping, I could build up on amenities and lure population from other countries over and exploit them as cheap lab... Then again, that might be too realistic.
@babelfish80004 жыл бұрын
Potato, your comment about specialising and shaping cities at the end of an era got me thinking about the implementation of such a mechanic. We already have Historic Moments for the game, giving you Era score when you do a really big unique thing for the first time. Having the option like Era bonuses (Monumentality, Exodus of Evangelists, etc.) for cities, based on the event they caused would be really interesting and would allow the shaping of cities over time in line with an already-known and implemented game mechanic. (e.g. New York builds an iron based unit for the first time, one of your end of era bonus options gives New York a permanent production bonus to constructing units that use strategic resources)
@ghostbirdofprey4 жыл бұрын
I really wish trade route yields were dependent on a city's actual output rather than districts. Right now a city you've settled with a large number of high yield food tiles all covered in farms is no better than any other city at providing food to other cities to help them grow which kinda makes such cities pointless. Since cities can't share resources that well, it's really to your detriment to settle cities that don't have a good mix of food and production, and having more specialized cities would also add some strategic depth when it comes to war by letting us take out cities critical the the functioning of an empire.
@MagsonDare4 жыл бұрын
@Chase Thebag Didn't the old Master of Orion game let you do that? Specialize food planets vs production planets? I seem to recall you had to have transport ships to ship the food back and forth and they were a target in war which could cripple you if not protected. But yeah, makes no sense to me that Civ never had a mechanic like this and that all cities have to essentially self-sustain.
@ericromano40284 жыл бұрын
I have wanted a way to send production/food/whatever from one city to another since possibly the very first Civ game! So many times there are places that would be fantastic if developed for pure farming IF you could ship food elsewhere once all your tiles are worked, or places that would be industrial powerhouses with their raw materials if you could just bring in some food. And it's the type of thing that obviously scales with technologies since refrigeration and railroads make transporting a ton of food a lot easier than trying to haul it by ox and cart.
@anthonywp4154 жыл бұрын
Or a way to sell army units
@ssgus36824 жыл бұрын
Caravans did this on Civ 5
@cptKamina4 жыл бұрын
@Cornerdisc5504 Very late answer, but no. Caravan yields are generated by districts and have nothing to do with the actual food or production in a city.
@SunderMun4 жыл бұрын
For me, endgame just feels unfulfilling. Idk why but I get bored, and it almost always ends up the same, with a hell of a lot of war.
@ainsouk4 жыл бұрын
I feel the same ... after ~200h I have not finished a single game.
@SunderMun4 жыл бұрын
@@ainsouk I've finished a bunch, I just found it boring. Plus once got a religious victory but the game couldn't tell I had when every city in the game was of my religion, so it wouldn't end by that condition and got really annoyed and considered that game over.
@FoFoxhound4 жыл бұрын
There is a bunch of technologies that gives you only new military units, boring as hell. Gathering Storm made the endgame a little bit more interesting though.
@CultofThings4 жыл бұрын
I usually just end up with a science victory
@bigfudge20314 жыл бұрын
I always feel once I get 2/3 of the way through a game I already know the outcome of the game and the turns take so long at that point I don't feel like playing on for another 2-3 hours when I already know that I am going to win/lose.
@Frenchie1004 жыл бұрын
Hi Potato, great vid as always. One point I was sure you'd mention given how it regularly drives you insane in the latter stages of a game ;) is the unreliable "predicted movement path": You have a unit selected, you want it to go somewhere a couple of tiles away, the game shows you a preview of the path it's going to take, and when you click to actually move, it does something completely different, often screwing you over in the process. Only solution to be safe: only move each unit 1 tile at a time. Even then, sometimes there's weird stuff going on and the game doesn't "allow" you to move where you want to for no apparent reason. I can see how this gets more and more tricky when there are more and more units and districts on the map, but it seems to me this problem has gotten significantly worse (since GS or R&F, not sure when). I hope the devs can fix this. :)
@LeandroBraz234 жыл бұрын
It got worse when GS released. the path preview mechanic can't deal with embark/disembark. There's probably something really fucked up going on that isn't easy to fix or they would have fixed by now.
@shaolo60064 жыл бұрын
Aside from exploits, pathing is by far the most broken thing in the game!
@jasonreed75222 жыл бұрын
I notice it gets really bad with rivers, especially ones that have crossings so the prediction is to go to a city cross and then make an attack but the reality is waste all movement stepping over the river directly. Also zone of control can mess it up and Apostles in other civs lands seam to predict less movement than they really have.
@LeandroBraz234 жыл бұрын
I think they should add a policy that doubles specialist yields in cities with a governor if your city has X population. The idea is to both buff specialists and tall playstyle. As for buildings, it would be interesting if every district had a variety of buildings to choose in one of the building tiers, like the theater square's museums and the industrial zones' power plants.
@drewsutton18884 жыл бұрын
Or go a step further and make some districts more like Government Plazas where every tier is a decision.
@jess16844 жыл бұрын
This is a great point - having different options and meaningful choices at each tier would make districts better - its fun to be able to choose between shopping mall and food market, same with government plaza buildings.
@hakonandreasolaussen19494 жыл бұрын
I think the biggest problem with wide vs. tall in Civ 6 is that more cities don't decrease your science/culture output like in 5, which made it a proper decision
@RodrigoTechador4 жыл бұрын
What does "tall play style" mean?
@LeandroBraz234 жыл бұрын
@@RodrigoTechador It means playing with a few large cities, while playing with a lot of cities is called wide. In Civ V, it's optimal to play with 4-6 cities, while doing the same in Civ VI will set you behind, since it favors wide by a lot. It's always better to have more cities.
@martinhendry26834 жыл бұрын
There's one thing I'd really like to see return from Beyond Earth which is building quest decisions. I think it'd be a great way to choose between tall and wide empires so for each building you can either choose not to modify it in order to cost the usual amount of production and give a flat yield or specialise it to cost a significant amount more in terms of hammers/gold and give a percentage or population based yield as well. I think this could go a very long way to addressing the wide/tall balance.
@oops_all_nops4 жыл бұрын
For Civ 5, there was a mod that would let you level up your buildings so that the more you invested into a building, the more effective it would become. 5 was wide-empire-phobic, but I could see a similar approach working out for implementing a wide/tall customization.
@adamgray17534 жыл бұрын
In 5, @@oops_all_nops, very much so with that Global Happiness nonsense. In 6 though you can build as many Cities as you want repercussion-free specifically Happiness. That is a fantastic deal for me because I love building my Empires as far as I possibly can... even if I have to ride a river of blood to do so.
@chrissmith35874 жыл бұрын
Martin Hendry the quests in beyond Earth were so good, it actually felt like things were happening
@theycallme47994 жыл бұрын
If PRESSURE, both religious, and loyalty were 'worked' a bit better into the game, tall COULD be just as viable as wide, minus production, with specialization towards subvertive/covert combat side of things.
@brightlights3654 жыл бұрын
One thing I'm really hoping they change is religious victory. At this point, it's just domination but far more tedious.
@mateolucas184 жыл бұрын
True. Plus i think you should be able to spawn missionarys from cities from other civs which al religious people follow your religion.
@TheBelrick4 жыл бұрын
Civ6 is the worst civ game since civ3. I dont understand why anyone plays this instead of civ5
@TheImmenseFence4 жыл бұрын
Once you get the hang of religion it's actually far less tedious than domination. Think about it. It's domination, but your units never go out of date, so you're always on an even playing field with Ai. You don't have to manage a tonne of cities. You just need to adhere to some rules. Apostles promotion should always be +20 theological strength. Apostles primary objective is to kill other religious units. I can fully convert another continent to my religion whilst only have like 150 faith per turn with 6 apostles and 2 gurus. This is on deity difficulty. Also for religion beliefs: choral music, no movement costs on religious units, mosques for the extra spread, and +2 faith per converted city.
@theycallme47994 жыл бұрын
@@TheImmenseFence AND a BUFF to religious PRESSURE.
@Monochromicornicopia4 жыл бұрын
i find religious victory to be by far the easiest victory condition. You can get a religious victory in less than 40 turns.
@246Rennie4 жыл бұрын
One of my complains is how restrictive early game civic cards are, i fell like i always use the same thing on all games because some of them are just better. My idea on this would be that when you found your first city you get to lock in 2 "Tribal Laws" from a set of 8 and they serve as a guideline of what your people are working towards as a earlier civ and are lost when you get to you first real government.
@InuyashaHanyu4 жыл бұрын
Thats an interesting Idea, I like it.
@adamgray17534 жыл бұрын
Perhaps, @@InuyashaHanyu and 246Rennie, we can pick up Civic ideas in the Tribe Tiles. After up to five turns later your Civilization adopts those Civic ideas as Civic cards. Making them unique Civic cards. So potentially your Civilization could be the only Civilization in-game that could be potentially way OP this way.
@wdietsche72584 жыл бұрын
I think the trade routes is the single most interesting aspect of civ vi that needs to be developed. Both bonuses for in and out of your civilization. Economic victory would be a great final expansion
@Crowbar4 жыл бұрын
This! Economic victory is missing! It would really change the game and make certain civs much more viable.
@damarus874 жыл бұрын
I think they should bring back the ability to buy envoys with gold. As it is gold is basically useless as a source of achieving a victory. Sure, you can buy units and buildings but that's it. In Civ 5 diplomatic victory was basically the economic victory because you needed a ton of gold to get delegates from City States.
@Crowbar4 жыл бұрын
@@damarus87 you can also buy great persons, which helps you with any victory.
@shelbytimbrook20954 жыл бұрын
@@damarus87 Play Hungary. Levy units for cheap, get 2 envoys and an army.
@jacobbaartz77104 жыл бұрын
After almost as much time in Civilization VI, I'd like to see utility replace the high yields of later game buildings. I would also like to see win conditions not having such linear and repetitive paths i.e. emphasize Campus construction for science victory; Theatre Square for culture, Encampment for domination. I think more cohesion between districts would go a long way. The holy site district does this well, where it reinforces a multitude of victory types, and offers several options that can shape around how your game has started. The current happiness restriction is fairly easy to work around which is why building wide is so strong. I think building wide in general needs to be a fair bit more punishing, and tall more rewarding. Leading to my favourite mechanic... I think the perk system in civ 5 had great influence on game changing aspects like building wide or tall, or having excess happiness and even incentive to explore. It is able to drasticly change gameplay while being easier to balance than many other suggestions Ive seen. It could possibly over-ride the era score system we now have, which is nice, but doesn't entirely influence how you play - you kind of just select the option that best suits how you were already playing. Finally, just an idea... The victory types include: Science - attained through mostly brute force construction (nothing too interesting) Domination - Produce troops, which is a rather satisfying rock, paper, scissors and chess strategy game (I mean, who doesn't like crushing someone every once in a while) Religion - Construct Buildings which can buy troops, which scatter and assimilate everyone (it's okay I guess, not my favourite but I do think it offers interesting methods of attaining other victory types) Culture - Construct a number of buildings; feeding into a race for great people, and find artifacts you can mix and match to attain maximum effectiveness (One of the more engaging win conditions, pins you up against other making it feel more competitive) Diplomatic - A victory type Ive never had a game last long enough to see achieved, too few options to lead to this victory These victory types are fairly distinct, separate, and generally have you producing their intrinsic speciality district. My proposal is the "Glory Victory", or whoever can come up with a better name. Achieved by glorious feats which include: - Producing wonders and earning great people - Exploration; discovering new continents, natural wonders or first contact for city states. Also circumnavigation. - Conquerer; achieved by the same unit being used for capturing cities or recapturing of a previously dominated city state. - Saviour; recapturing city state, reinforcing allies at war, or helping in 'aid' projects (which could maybe involve sending a builder to help, something more interactive than consuming the already limited production) These feats would also give unique bonuses (and a name) to the units that completed them ie. - Being first contact for 3 city states gives the unit free passage through city state borders and the first envoy point when inside the borders for the first time. - Conquerer; emits an aura which allows adjacent units to do more damage against a city centre. - Builder aid: this unit will not expire but may only complete tasks which do not consume a build. - Wonders and great people already offer their unique bonuses. I think this could be a very interesting victory type which also doesn't force you to be the best at any single thing, unlike the others you may spread your resources among multiple branches which can be played out in multiple ways. Thanks for reading
@s66s464 жыл бұрын
Good idea!
@Albursine-4 жыл бұрын
I wish you could spend great prophet points on some sort of schism mechanic. Get converted early, or miss out on all the prophets? No problem! Time for religious strife! There would be downsides, like you still don't get a founder bonus, or you get to pick which of the beliefs you keep but must choose some new ones, empire wide unhappiness etc. Obviously the developers would decide on the mechanics, but I think it could be a lot of fun and change up the religion game.
@adamleite57874 жыл бұрын
Albursine how about being able to keep getting great prophets and their ability is to completely convert a city to your religion or to create holy cities
@theycallme47994 жыл бұрын
How about religious pressure from holy cities actually become a thing, instead of just a stat modifier?
@s66s464 жыл бұрын
I think they should make so specialist provide extra great person points, so one specialist provide 1 great person point of their district, max 3 great person points in 1 district, they should also increase the number of great person points required for every great person, so you have to focus much harder on your population to get many great persons
@diepie51444 жыл бұрын
I had an idea a while ago, what about you can use pops to build districts and district buildings faster? Like say your building a campus, and you can go into the pop tile working selection screen (or whatever its called) and click on the campus to assign a pop like you would a specialist, and it would add x production per turn (maybe growing with era to help combat the increase in district cost). This would help make high growth-focused cities more useful, by making districts easier to get while having low production
@sephikong83234 жыл бұрын
Wait wait wait I haven't played 6, but I recall it working like that in 5. So why did they change that ? I thought that it worked perfectly. And from what I've seen 6 seems to have tall playstyle very underpowered whereas it wasn't so at all in 5 (it may have been the opposite actually), so implementing this change alone could already be a great boost for tall empires (I recall that if you played tall with Babylon in 5, with the Hanging Garden and Artemis temple and all, you could rack up an extremely early scientific victory. It was fun to do albeit broken)
@varazir4 жыл бұрын
I would like to see AI wage war more in the end game if you start to have example high turism it would try to combat then more aggressive like they do with diplo points.
@Besudler4 жыл бұрын
Very happy to hear such positively framed feedback. Gives the criticism a good footing. I agree with all your ideas and considerations. And btw: What a game going on in the background! :)
@grahambell74074 жыл бұрын
I never have time for Civ anymore so I love watching you play while I'm working. One way I would like to improve Stock Exchanges is to tie them to a global network of all players who also have stock exchanges so that financial decisions made by one Civ will effect the gold of every other Civ. Essentially at the start of every round the amount of global financial growth or shrinkage is calculated and then distributed across all Stock Exchanges. So, if there are 10 SEs belonging to all players and one players SE suddenly obtains a profitable trade route then there would be a percentage increase in the gold generated by all SEs. If however, a city with a SE is destroyed, conquered or rebels then all SEs will have a sudden loss until the situation is resolved. Likewise, 8f a war is declared and a player has to spend massively on military then this loss of money could effect all SEs. Potentially a player with multiple SEs could start losing money.
@backattackjack38574 жыл бұрын
My biggest issue: too large of a gap in units. Where is Great War infantry?! Musketman -> infantry is too fast progression and often causes too large a strength gap for one to defend himself
@Panagiotis21234 жыл бұрын
I think that this is a deliberate choice of the developers. Small unit gaps are problematic in faster game speeds. It takes too long to travel along the map and small unit gaps mean that often your army would be outdated by the moment you reach the enemy's territory. This happened to me a lot of times in civ V which had smaller gaps. I can understand however that those who enjoy playing with slower game speeds would love to have more units to play with.
@backattackjack38574 жыл бұрын
Panagiotis2123 yea, and I always play on epic speed because the eras don’t go by as fast and units don’t go obsolete as quick as you get them. So that’s probably why I want that fixed
@Gymnopedie554 жыл бұрын
I also have well over 2000 hours in Civ 6 and absolutely agree with your points here, especially regarding cities not having much direction potential and lack of specialization for cities as it is built up. Another complaint I have and one that really is the main issue holding me back from many more hours of obsessive play recently is the city settlement distance limit of 3. In many games it feels OK and everyone basically spams out cities until the map is colored and we invest our time into cities based on their relevance. But with certain civs and in certain games (especially on Huge maps which I inherently love and prefer) the number of cities gets a bit out of control and becomes straight up tedious to manage, even with the queue system. City settlement distance and the AI could be altered or at least allowed to be altered through either game play or with pregame settings, but I would really prefer a more intricate approach where tall cities promote a certain style of strategies in a powerful and meaningful way. I could elaborate on an entire legion of changes but I think the point I have made is sufficient here. I also want to mention I am a player (all games deity, pref. huge maps) who strongly prefers domination focused strategies and styles, but as time goes on I am becoming increasingly off-put by eating up dozens of satellite AI cities that are 1) poorly placed, 2) require tedious micro management for very little return, and/or 3) I raze just so I don't accumulate 5000 cities to manage. Love your videos, Spud-daddy! :) Keep it up!
@adamgray17534 жыл бұрын
Yeah, Mr. Pebbles. I have noticed that between 5 and 6 how the AI deals with Razed Cities is radically different. In 5, the AI Civilizations treated Razed Cities as though what you did as an apocalypse level event. In 6 Raze a City on a highly contested City and there are *NO* repercussions on any level!! I've done this maybe a dozen times since I began to play both games over the last couple of years or so. Only in 5 can you get the appropriate Diplomacy repercussions for Razing Cities. In 6 the AI pretty much forgets what you did by next turn. In 5, the AI will usually attempt to recolonize the Razed City area, but usually by planting a new City nearby, rarely on top of the ruins of the Razed City in question. I hate how in 6 you Raze a City and literally all of the Improvements in the City you Raze vanish. In 5 those Tile Improvements remain as so long as those Tiles exist. So in 5 you see up to alot of physical evidence a City was once there. In 6, you get nothing but maybe a small series of roads to tell you a City was once here. I think 6 would be nearly perfect over 5 if some of the elements from 5 were imported to 6 such as the aforementioned and described Razed City issue. I would also like for it to be easier to counter passive Victory attempts such as the Diplomacy and Culture Victories through passive means. As far as I know the only current counters to any passive Victory attempts is going full steam ahead on Domination Victories.
@bakh5543214 жыл бұрын
@@adamgray1753 I agree, razing cities should take time art the very least and the tiles should remain even after the cities are gone. Also I'd think razed districts could be pretty cool aesthetically and gameplay wise.
@adamgray17534 жыл бұрын
Yeah, @@bakh554321. For the time being Razing Cities in Civilization 6 is completely broken and has been since launch day.
@ed16594 жыл бұрын
7:47 Turn 44, Science and Culture equal with AI, 5 cities, 2 wonders completed and 3rd is on the way, quite large army, a lot of tiles upgraded and there are still couple of builders sitting, while shrugging off of AI declared war and massive barbarian swarm. Whhaaat?
@PotatoMcWhiskey4 жыл бұрын
Online Speed, so technically Turn 88 in a normal game
@kaizermierkrazy68864 жыл бұрын
@@PotatoMcWhiskey I've never understood how "speed" works
@PotatoMcWhiskey4 жыл бұрын
@@kaizermierkrazy6886 Take the number of turns it takes to do something and divide\multiply it by a number. Online speed - 1/2 speed (things happen 2x as fast) Quick Speed - 2/3 speed, things happen 50% faster. Standard. etc
@kaizermierkrazy68864 жыл бұрын
@@PotatoMcWhiskey oh. That makes sense thanks
@adamgray17534 жыл бұрын
Yeah, @@kaizermierkrazy6886. I prefer Normal Speed myself. Seeing things go crazy too fast tends to make me feel really inadequate real quick like.
@shannonblack35134 жыл бұрын
I just clocked 2500 hours. Lol. I really like how you can choose between a mall or supermarket for neighborhoods. Would be cool to have more buildings with 2nd tier options like this. YES food trading between your own cities without wasting a trade route would be great. Maybe with a distance limiter or same continent only rule?
@senturian4 жыл бұрын
To be honest, none of my other complaints about the game seem relevant next to the AI's complete ineptitude at navigating the combat system. The game has needed an actual AI since release and that hasn't changed.
@mysterymastermind1753 жыл бұрын
Yup, on all difficulties they just zerg you and if you beat the zerg you win
@grant644 жыл бұрын
Stock Exchange: +1 gold per turn per district in the city when powered
@adamgray17534 жыл бұрын
Stock Exchange: +1 Gold for each Ally whose Cities have a Stock Exchange; +2 Gold if you have an active Trade Route with your Ally's City or Cities with a Stock Exchange.
@TheJackOfFools4 жыл бұрын
@@adamgray1753 this is a really good one. I like providing more incentive to be particular with where you place your trade routes.
@ClarkJackson4 жыл бұрын
I would love an option when you get up to Military Engineers and railroads to automatically have them replace all modern roads with railroads (but do it intelligently as there are roads everywhere by this time in the game). I spend a bunch of time walking my Military Engineers all over the map upgrading my infrastructure as I tend to turtle until end game and then sweep out with Cruisers and Rocket Artillery to wipe out the opposition, the railroads allow me to shift forces around inside my civ super fast so I can keep my army/military smallish. awesome vids, thanks PM, keep up the good work.
@Freya_Forever4 жыл бұрын
I would love for players to have more economic options when it comes to commercial hubs. For example, placing commercial hubs next to certain districts grants additional yields or unlocks something. One idea maybe is after researching a certain civic or tech, the player has access to the world market, or every certain number of turns a global market opens like the World Congress. Civilizations could bring resources to market, purchase, or engage in other activities that could feed into an economic victory type. Perhaps also bringing back the companies from civ IV would give some additional interactions.
@discordiancommunism4 жыл бұрын
Armory allows to build Corps Shipyard allows to build Fleets
@elCorciu4 жыл бұрын
Definitely late game auto-pathing, most of the pantheons and dedications and please for the love of God rework the entertainment complex. The most awful thing is going domination and conquer a bunch of cities (with no fresh water or possibilities for aqueduct) with random entertainment complexes on +4 campus spots or some bs like that. Oh and AI building 1 tile Petra or 1 deer TOA or 1 lake tile Huey or using jungle chops for Chicken Pizza ye you got it
@timothyboland10484 жыл бұрын
Totally agree but would like to point out that TOA is still worth it even if you only get one deer - the +4 food & housing (+1 guaranteed amenity from camp requirement) is still amazing, plus standard wonder benefits (theatre square bonuses & Tourism bonuses)
@adityavarshney66903 жыл бұрын
Jungle chops for chichen itza LOL
@briancannam4944 жыл бұрын
Follow along the lines of Sid Meier's Civilization Beyond Earth - have buildings get the choice of two ways to develop them, usually a small increase in yield, or a smaller percentage increase in that yield; or repelling aliens 3 tiles vs 2 tiles and protecting traders etc.
@gemc46344 жыл бұрын
Great video, totally agree with everything you said and thankyou for all your hard work. Before i started watching I had never progressed past king level but i just started a game on immortal and I'm crushing everyone in all areas. Off the top of my head I'd say some improvements to economics could be you take loans from banks or your competitors take loans from you/your banks. This could be a way to exert power over opponents but also a strategy for them to bankrupt you by not repaying you on purpose. I have always said I would love to see power lines included in strategy games, you could take out these in a war in order to cripple an economy via units or spies. It could also extend the reach of power stations but add the need to protect your power lines. What about if your spies are captured they get interrogated? They could reveal troops positions/upgrades, production queues etc. Possibly reducing the faith cost of of great people just so that having high faith is actually worth it. Maybe giving you a choice of great people to choose from each time you earn enough points so you can tailor your game more easily. Definitely getting rid of some of the dud great people and giving great generals better retirement buffs than just experience.
@metroidnerd90014 жыл бұрын
I know you don't play with game-changing mods, but the Real Building Upgrades mod does a great job addressing the issue of boring buildings. For instance, some building upgrades give bonuses to specific resources a city may have, give extra housing or amenities to name a few. I think it would be really interesting if they implemented something like this into the next expansion so specific upgrades can help to specialize certain cities.
@DavidSmith-mt7tb4 жыл бұрын
You made a great point in the last video and it still applies here: special buildings should be interesting. As a designer myself I have embraced this idea as well. This is actually sort of a design principle. Abilities/perks/whatever should provide new gameplay options rather than mechanical bonuses. One example can be seen in dungeons and dragons. In 3rd ed, many feats just gave bonuses to a group if skills, attack or damage bonuses on certain weapons, etc. In 5th edition feats are more dynamic, granting situational bonuses, or new types of actions, or new conditions to activate other actions. I actually think really embracing this would help with the last problem. Maybe buildings should behave more like wonders. If building a trade center in a city that is say, in a pass between mountains where there are a lot of cities on each side, granted you a bonus because more traders had to move through it, then it would organically make that a trade city and placing other trade stuff there could turn it into a real specialist city. This may be hard to implement in civ 6, but it's a good design concept for this type if game and it would be great to see civ type games find ways to implement this type of thing. It could also do things like magnify culture and religious spread if those were your focus. There could be interesting interactions there.
@Burevix4 жыл бұрын
I would love to see quests comeback like we had in Beyond Earth. I would love to see going tall come back as viable for some civilizations. I remember back in Civ IV if you built six cities in quick succession you would strangle your economy but in Civ VI it is a requirement to win.
@radiofrequency58014 жыл бұрын
If more buildings have branching paths that would be very cool
@thoughtfuljanitor66274 жыл бұрын
Sadly this wouldn’t lead to the desired effect: you just reinforce the jack of all trades playstyle. By having more branching buildings, you just incentivize the player to build twice as many of the district, and to have half of them build x building and the other half build y building. You don’t actually get more specialized cities, to the contrary: you incentivize uniform district choices across the empire
@blackzar094 жыл бұрын
I would like to see them bring back corporations or perhaps buying, selling and trading stocks. Another cool feature I wouldn’t mind seeing is some sort of loan system.
@cshickson4 жыл бұрын
1) For the Appeal lens, use the same adjacency bonus summary tag that is used for district place ("+2 Appeal", w/ a hover trigger that shows where it's appeal is coming from) 1a) Add an appeal bonus to adjacent tiles when in the district placing lens or when considering removing an improvement 2) Fix 'X turns left' predictor for Culture victory 3) Add earlier era options for earning diplomatic points 4) Strengthen 'grievance' effect to have more impact against human players 5) Create red alert for pillaging by natural disaster (in addition to its summary alert) 6) When looking at Production menu for a city, replace district name with latest building constructed (ex. if you have a Theater Square w/ an Art Museum, make the Production menu show 'Art Museum' instead of 'Theater Square') 7) Limit the capture of goodie huts to only Scouts
@jrotko74374 жыл бұрын
I feel like city specialization could be done in part through more buildings at various tiers in the specific districts that accomplish different yields or bonuses that are outside of the main focus of the district they're built in and thus synergize towards specific strategy focuses and are mutually exclusive to each other, like how Archeological and Art Museums are. Such as mid or third tier buildings for the Commercial district that all boost gold to some degree but one helps great work strategies and culture yield while another increases science. Add layers of also working with adjacency in certain ways and etc. Could help build dynamics of making certain cities feel like arts or science focused more.
@brad91804 жыл бұрын
I don't think the way the siege units work with the final promotion is a bug. I may be wrong but I've always seen it as firing with a siege unit requires 2 movement points, and the final promotion makes it so it costs 0 and you can fire after moving regardless of remaining movement points.
@adamgray17534 жыл бұрын
Yeah really. I find this final Siege unit Promotion to be the ultimate training exercise. Meaning you will be hard pressed to kill that specific Siege unit because they can pummel you two or more Tiles away while you may be stuck with 2 Movement a turn.
@MattSuttonVA4 жыл бұрын
My problem: Time travel. I start a game at the early hour of 6am with a cup of coffee. In the blink of an eye, the coffee is gone and the family wants to know if they're getting dinner.
@JoeyRhubarb4 жыл бұрын
Specialisation of cities is a good one. Take a look at the CODEX mod for Beyond Earth. It divided cities into 3 specialisations. Metropolis (growth), Industrial and Commerce/Energy, and you had to balance between the 3 effectively. The whole mod added a real and difficult meta to an otherwise bland game.
@adamgray17534 жыл бұрын
Sounds good to me! This is something that tends to happen to me over the course of my Civ 6 games. That I will be lucky enough to plop a City down somewhere with up to extraordinarily high Production, but next to no Food anywhere remotely nearby. Yet at the same time I will have the opposite problem with another City. This City will have extraordinarily great Food luck, but next to no Production. The same for other Cities naturally specializing in one or more things purely because of the environment you plopped them down on. While I am a fan of the idea of City Specialization I do not want City Specialization to be forced upon me, especially during a time in my game where that would be up to critically bad for me. Heck, even choose to specialize a naturally high Production City for say increased Food production, or even to endlessly produce Military units. Though for the City that endlessly produces Military units I would like to be able to choose specific units, land, or water based units. You know, you may wind up fighting one heck of an involving war against one one or more AI Civilizations and too busy to seriously micromanage your Cities how you did prior to this craptacular war happening to you.
@giaco4174 жыл бұрын
Call me old fashioned, but I'd love to see some of the old mechanics from Civ III (I think? Maybe Civ I?) reappear, where conquering an enemy city gifts you a tech (or tech boost) from that Civ, and conquering a capital occasionally splits their empire in two... Tech boosts/techs being able to be traded as part of deals is also a function I'm a little nostalgic for. Or even from as recently as Civ V where conquering a city gives you gold. Receiving plunder for capturing a city without actually having to plunder all the tiles you might want to re-work once you own it. Unless I've been going crazy for 2000+ hrs and this is already in Civ 6? Love the videos!
@indeboss4 жыл бұрын
For the civ/city specialization bonuses, I imagine there could be like a progress bar that grows with the set number of actions. And then, there are multiple milestones for each bar of which u can only pick one. So, say, you reach 20 specialization points for economics in your city and you get to pick one of the two promotions: lower cost for purchasing units or for purchasing buildings. And then you reach 80 points and you can pick either "can boost your production for the current project/building/unit/wonder with money" or "can buy one promotion for a unit". And so every city has this progress bars.
@thehistoryrevisionguy-de52084 жыл бұрын
I like the point about food being able to be shared/distributed. I think maybe this could be worked into the road/transport system....the idea I have is maybe something like this: -Each city has a setting that allows it to grow at like some standardised rate if it crosses a certain surplus threshold (this is abit fiddly, but some kind of setting that allows cities to move surplus food like you said) -For this to happen, two cities must be connected, or be separated by a short amount of coastal tiles if they are coastal cities (or maybe only Rome gets that extra ability as a unique granary building that has some other cool similar buffs, I mean egypt fed the rest of their empire no?). In the early game this would route maybe like 30-50% of the surplus. -In the late game, railroads can be used to transfer the surplus at a higher rate, like 100% of surplus can now go without any being wasted? I would like something late game that allows big cities to transfer alot of production/food surplus to other cities, I like this in particular as a strategy for settling the less desirable parts of the map. It makes sense in the early game to avoid plain desert or snow/tundra, but in the late game they can end up being more viable. Especially if modern strategic resources like oil, uranium etc are focused mainly in these areas. So they can maybe increase likelihood of key late game resources going onto shitty tiles. But anyway, as you said, its probably the most difficult thing to fix and actually come up with clever gameplay systems for.
@TexasFriedCriminal4 жыл бұрын
Beyond the AI, my main issue is that whenever I'm not playing science victory, I have to play in a science victory enough to make me wonder why I'm even bothering to go for anything else, because I need research and production anyway.
@iamspamus87844 жыл бұрын
Thanks, Potato. Good vid. There used to be caravans that would allow sending stuff between cities. That was good. Also, you could send out colonists to claim far off resources. The last one just be a few spaces outside of your territory.
@winoodlesnoodles19844 жыл бұрын
Just a thought on district buildings. A smallish tweak to trade routes might make things a bit more interesting. Have trade routes pass along bonuses based on the districts at the two ends of the trade route if both ends have the same district(s). For example, trade routes between to cities with Theater squares would generate culture bases on the building upgrades of each Theater square. As the districts improve from amphitheaters to museums to broadcast centers the cultural benefits of such a trade route would improve. The benefit would have to be small enough not to overpower existing systems. However, even a small bonus would provide incentive to improve districts as well put a bit more strategy into trade routes.
@bigfudge20314 жыл бұрын
I Would really love the ability to change the leader of a Civ to a different leader, this opens up so many different gameplay possibilities and adds a lot of replayability. I know this is completely unbalanced and some combinations would be super broken, so maybe have it as it's own separate game mode.
@texasgamemom22904 жыл бұрын
I agree the exploits need to be fixed!
@Rumpel14084 жыл бұрын
You realy got me to check my youtube settings to see if I accidently had the speed up, well played
@JoeyRhubarb4 жыл бұрын
Did the commentary not give it away...
@taresuriel66514 жыл бұрын
I like your reviews because they clearly come from someone who is a fan of the game and genuinely wants to see it be made more fun, and not just hating on the game with flat jokes to seem smart
@novapokerplayer2074 жыл бұрын
It's not a huge deal, but I'd love to see them fix that small bug where sometimes early in the game the AI will pick a sub-optimal tile to work when there's clearly a better tile that should be worked by default.
@marcobizzaro35264 жыл бұрын
Another thing i'd like to address is sort of having a sector system like in stellaris. As when playing competitively, empires can get quite big. And it would be a huge quality of life improvement to be able to designate certain cities to automatically develop and focus on certain resources. This would definitely make domination less tedious. And finally introducing vassals, it would be amazing if it was possible to vassalize captured empires and make them go to war with you against other empires. This would make domination even more interesting and less tedious, but also more dynamic
@hdckighfkvhvgmk4 жыл бұрын
So like puppeting+ basically. Yeah im down with that.
@Phlebas4 жыл бұрын
I have a few things I'd like to see in Civ 6. - Let tourism have some secondary effects other than straight up cultural victory points. Civ 5 made it kind of interesting; having high cultural influence over another civ gave you bonuses to trade, espionage, and affects resistance to occupation. I feel it could open up playstyles a bit more, like going for a domination game but as a cultural civ. - Make the AI more competitive with regard to its air force. I think it's the main reason why I don't really build up my own air force much. Sometimes I'll make a bomber or two if I'm playing a domination game, just to make taking enemy cities a little easier, but I've never had a use for any sort of fighter class units since they're mostly around to take out enemy aircraft, which rivals never seem to build. - On a related note, make aerodromes more interesting and give us an incentive to build more than one per continent, if even. Also, give us an incentive to fully upgrade. At the moment, a fully upgraded aerodrome gives you a slight production boost, the ability to house more aircraft that you probably didn't bother to build (see above; also resource limitations will keep most air forces small), and the ability to airlift which I find to be kind of a situational thing that I usually don't use. I mean, think about it, airports bring commerce - how about an extra trade route? How about the ability to trade with any city in the world with an airport? - Make the diplomatic victory require diplomacy. Easiest way to guarantee a diplomatic victory? Eliminate enough rivals to ensure they can't vote against you in World Congress (don't worry, the grievance penalty is pretty minor). I feel like diplomatic victories should be a lot more dependent on emergencies and specific actions that you take and less dependent on World Congress votes. Liberate a civilization from an aggressive neighbour, get two diplomatic victories. Declare an aggressive war, lose a point. Attain a level 3 alliance, gain 3 points. Have a war you started drag on past a certain point, lose a point every 20 turns. Let third party civilizations negotiate peace between two warring parties like in previous games, and reward the negotiator. When climate change starts affecting the world, gain one point for every 30 turns where you're the lowest CO2 emitter and lose a point for every 30 turns where you're the highest emitter. For example, but you get the idea. And on that note... - Overhaul the World Congress and reintroduce the concept of rogue nations. So for example, say everyone decides to ban ivory. You can decide not to implement the ban, but you take a diplomatic hit as someone who's unwilling to recognize international law (and maybe even give law-abiding nations a cassus belli). Being a member of World Congress in good standing should be a requirement for the diplomatic victory. - Better UI. Main things I'd like to see is a better trade screen that can be sorted in such a way so as you can clearly see which trade route will get you the best yield from any city (as opposed to the current system where you can only sort by yield from the city that your trader's currently in). Civ 5 had this, so it bugs me that Civ 6, even after all these patches and expansions, hasn't caught on. Next, show the yield changes whenever you implement a new policy or assign a new governor. It's super tedious looking through each of my cities to decide where Reyna should go so as to get the most gold, but that's what I do; it's also tedious to look at each city's yield to decide if I'm better off with Scripture or Simultaneum if I want to maximise my faith, for example; or maybe I want to take the Conscription policy slot out for a few turns to switch it out with Press Gangs to churn out a navy quickly - I'd like to know just how much gold per turn I might be costing myself.
@peterdodds26944 жыл бұрын
Watching this gave me an idea about the commercial district. I would love that for every new trade route a commercial district unlocks, a road is made between the district and a city within 4(? Idk) tiles. Also, I would love it if commercial districts were more instrumental in making railroads, like if all roads between a city and a commercial district become railroad after building a particular building
@marcobizzaro35264 жыл бұрын
I second the 'boring buildings' point that he mentioned! I think simply adding interesting new effects to buildings, would incentivize me to use them even more strategically. For example even if science buildings are already really good, a little strategic effect would really bring a lot of these buildings to life!
@Kibika994 жыл бұрын
One idea I had about those boring buildings is to use some of the early strategic resources to boost them. For example, the arena consumes horses per turn, the workshop consumes iron per turn, etc, to get higher yields. This solves another issue I see with early strategics (horses, iron, niter) - at some point in the game you have way more than you need, you just hit your cap and they sit there, especially if you're not going to war. Yes, you can trade them away, but it gets too repetitive after a while, or the AI also hit their cap.
@lolzxd74624 жыл бұрын
I would like to see the T3 building unlocking a non-special district (those green districts) that can be placed next to that specialty district many times. This will really make specializing city possible as its quite hard to specialize when you can only build 1 commercial hub and your city has a population of 20 for example and you want to build an economic city. It will also make early game city planning more important as now the player would have to think about whether they should focus more on adjacency bonus or the unique mini district.
@harleylindley55904 жыл бұрын
The biggest problem I have is not being able to harvest luxury goods tiles, and strategic goods.
@Rex19874 жыл бұрын
but why harvest resources? it a one time boost to your resources. Keeping it on the title makes you able to gain a bonus over a longer time
@harleylindley55904 жыл бұрын
It's just annoying when diamonds spawn on a plus 5 campus spot.
@dontnormally4 жыл бұрын
I strongly agree with #4. In Civ6 everything seems so fluid, like there's almost no permanent changes you can make to differentiate civs beyond your initial leader pick and religion characteristics.
@hakonandreasolaussen19494 жыл бұрын
There are some mods out there (for those interested) that deal with some of these issues: Wondrous Wonders, for instance, lets you build national wonders, BUT most of them are a "build this or that" kind of building; for instance if you build "tier 1" science national wonder (Library of National History, +15% science in this city plus some other stuff), you can't also build military, religious or economic national wonders in that city. Really lets you specialize cities, and you can scope out settling spots that would for instance have fairly bad yields, but an amazing campus adj. bonus that would be very good for a science city with the national science wonder that doubles your campus adjacency
@jasonmolleson12764 жыл бұрын
It's interesting that you mention two prominent features of Civ 2. Building caravans in cities that allow you to send production directly to another city and the incentives that you had to stack one city as your science/gold/production city.
@PaddyPanda4 жыл бұрын
Biggest problem: No Ireland civ 🇮🇪
@adamgray17534 жыл бұрын
The Spiffing Brit probably is glad about this. lol
@generalhorse4934 жыл бұрын
Real biggest Problem is this game is the one place i can get my Brazil fix
@LeeSong3254 жыл бұрын
General Horse civ 5 has Brazil too
@generalhorse4934 жыл бұрын
@@LeeSong325 It does thanks to DLC anyway.
@nickkatz53524 жыл бұрын
i know i'm late to the party here, but i had an idea: stock exchanges could open up a boom/bust mechanic where your decisions regarding war, disaster, and amenities/ housing could trigger either massive gold yields or a massive crash that forces you to choose between a bailout or some longer term economic consequence. essentially consistently good play across all aspects of your empire gives more gold, and allowing aspects to lapse punishes.
@Potatotenkopf4 жыл бұрын
My laptop can't run civ 6 only civ 5. :( Also damn 2k hours I haven't spent even close to that on a single game or set of actions other than living.
@PotatoMcWhiskey4 жыл бұрын
To be fair thats 2k hours over like nearly 4 years! Couple hours a day!
@mario30824 жыл бұрын
He is getting paid for it mate, so don't sweat it
@Potatotenkopf4 жыл бұрын
@@PotatoMcWhiskey very true, I forgot to account for the span of time it took you to reach 2k hours, nice video.
@quinnborges62794 жыл бұрын
i had a really poor laptop, i ran it on strategic view only, and with no sound. Pretty consistent 20-30 FPS on an intel pentium laptop u could give it a try
@Potatotenkopf4 жыл бұрын
@@quinnborges6279 my laptop is from 2007 and runs a Pentium (r) with 4 gigabytes of ram, I don't think civ 6 is ever running on it, I'll get a job and buy a better laptop or even build myself a PC, but for now I'm satisfied with civ 5 and some older games like fallout 1.
@etsharry4 жыл бұрын
I actually had this idea a few months ago which could kind of solve a lot of your issues, which i agree 100%. Tbf my idea may be too big for a patch but this is my chance to tell it to someone anyways: Specialists get the chance to get an promotion if they work for xrounds in a district. The promotions have 3 levels and can only be achieved if the district has the corresponding level of building, like market for lvl1 bank lvl2 etc... As soon as a player sends a specialist to a district the building hof his current level gets a theme and cannot be changed with later specialists of that level like: this university is now a specialized dessert university or is it a climat university. Is it a military market or a Ressource market. Or hell even a political museum or a scientific one. That means the player can choose between promotions fitting to the theme. Fex there could be promotions like in the city the dessert specialist works, desserttiles get +1 gold or desserts in this city have 200% more chance of spawning oil/artefacts etc. or specialists of level 3 climate university can reduce the co2 emission of coal plants in this city to 0. There could be a plethera of promotions . Now the cool thing would be that you can move your specialists between cities like great works, so you could generate specialists in a special city and deploy them in a different city that has to have the corresponding district. Maybe you could even trade specialists lik works to other players. I I actually had this idea worked out way deeper and always wanted to share it. There could be so many awesome promotions and that would solve a few of you listed problems: 1. Specialists would be buffed 2. Cities could be specialized way more, with level 3 scientists fex there could be massive buffs to yields culture or anything else 3. Buildings in districts would have a huge impact on your strategies as they unlock different promotions 4. Long term strategies would become way more interesting as you have to decide way before the specialists get the promotions (like 20rounds fex) what and if at all you want to invest population to get specialists and YOU HAVE TO COMMIT THE BUILDING TO A THEME as soon as you put the first accordingly leveled specialist in it Anyways another criticism i have are the very dull and non balanced dedications, which ar ein my opinion also way to few and too stagnant. Same goes for the upgrade tree of units, i wish upgrades were more balanced. Thanks for reading, awesome video again.
@Reece_Hart4 жыл бұрын
Solid video that's well articulated. A lot of the time with videos like this people just end up bitching about how crap *Example A* is and then give no feedback on how the dev could address it. With specialists I'd like to see maybe some bonus' scale with era or change completely. With Magnus for example with his bonus to chopping/harvesting maybe switch it up in the end game where when you're meant to be more focused on "going green" that the bonus becomes one for planting forests making it more viable to make national parks.
@weatherwaxusefullhints29394 жыл бұрын
I think that the research bonuses should be mutually exclusive and guaranteed. Let's say, you get a bonus to researching pikemen, if the first 2en tier unit, you build two of is a spearman and you get a bonus to researching crossbowmen, if the first 2en tier unit you get two of is the bowman. This would change the research bonuses into something that underlines the continuity and character of your civ instead of being a strange mini game in which you try to get as many bonuses as possible, while also pursuing your real goals.
@elsanto24014 жыл бұрын
Heres some ideas: 1.Specialists in districts provide +2-4 extra production to city projects. Not only that, but its not specific (campus specialists providing commercial hub investments). Imagine a city's experts pulling together to pull off something really impressive. 2. Entertainment District Project that produces a permanent amenity. I don't know why people are scared of this. A single tile improvement provides 4 amenities over an empire, figure you should be able to chunk 60 production to solve some of your empire's issues. 3. Why not make Monarchy the Tile improvement Government? Mercantalism has districts, theocracy has faith purchase, make Monarchy good with builders.
@brandobatel4 жыл бұрын
Does anyone else want more units between the eras and a more balanced tech advancement? I feel units upgrade far too quickly and slaughter lower ranked units easily. This especially applies to the end game. GDRs can effectively wipe anything with little recourse.
@Groaker4 жыл бұрын
I think Commercial Districts should be reworked to have as big of an effect on the game as Theatre Squares in order to bring in an Economic Victory type.
@riz33104 жыл бұрын
I’d like to see workshops give a free builder with +1 build charge.
@sjtimmer74 жыл бұрын
In civ5 there were a lot of these things: trade routes gave a city extra food and production, markets made trade routes more profitable, that sort of thing.
@justincirillo26394 жыл бұрын
Thanks for the video! I still feel like my biggest issue with the game is the economy and trading system. In theory, it should work really well, and I do love how roads just feel a lot more natural in Civ 6. But due to some other poor concepts, trade just doesn't work. This is a problem with the UI at launch, but the idea to not tell you exactly how long a trade route will take to finish is a bad idea. If your trade route is *one tile* longer/shorter than the optimal amount (4/6/11 turns), it can take much longer to complete the trade route, regardless of what era you're in. It took me months until I finally looked up this issue online and downloaded the mod that corrected this. But still, it feels rather confounding why a trade route that's 11 tiles long takes nearly *half* the amount of time to complete than a route that's 10 tiles long. And since there's no way to speed up trade routes (even though it really should as you progress through the tech tree), you're kind of screwed if the AI decides to settle a city that's not at an optimal distance from the city you export from. When I play EU4, one of the things that impresses me is how organically trade seems to grow (your tech increases, you can trade across longer distances, and you can unlock more merchants). I feel Civ 6 wanted to go in that direction but fluffed its lines in the execution. Really hoping there's something in the New Frontiers DLC that addresses this problem.
@thewonderdoc29994 жыл бұрын
I just wish it wouldnt be so hard to run a tall empire. Changing the „happiness“ system has blown away the balance between tall and wide so hard. I‘ve easily spammed out 25 cities in Civ6 without thinking. In Civ5 you still wouldve needed to overthink that and carefully choose tall or wide. Give us some policy cards that reward us for having few but big cities.
@ProtonCannon4 жыл бұрын
Amen to that! My sentiments exactly, it just doesn't make sense that having a massive cities are not really better than smaller ones because well placed districts offer you the same adjacency bonuses bonuses even if technically "nobody works there" at all. XD Granted Firaxis must be given credit they have shown great progress to this by buffing Specialists with the tier 3 district building, that is a very careful but welcome step towards this.
@alecgalbraith56044 жыл бұрын
Civ 5 had the opposite problem though: building 4 cities was the OP strategy. Tall was dominate and it wasn’t even close.
@chadpayne7074 жыл бұрын
I think the game just needs more ways to interact in the trade screen. Being able to trade something like "refuse to trade with X player" or "stop sending religious units" for diplomatic points. Alliances/emergencies are a good start but I feel like they could do more.
@griffin2594 жыл бұрын
I’d love for some civ balance fixes, or atleast a litttle help for some of the shitty civs. Georgia could get buffs to wall production, maybe Poland could get a free relic every era change, stuff like that
@InuyashaHanyu4 жыл бұрын
I'd love that too, if you compare the strongest with the weakest civs, the difference is rather big.
@ChrisJones-dg9xn4 жыл бұрын
Georgia already gets a buff to wall production, +50 percent
@arctrog3 жыл бұрын
I think it's important to remember that you can't have too large an amount of high level play rules enabled all the time or it will be difficult for new and casual players of the game. I'd like to see a handful of the issues you mention be in game modes like secret societies and corperations
@WatcherofVideosSometimes4 жыл бұрын
A couple of things from my personal perspective regarding A.I. behaviour: - Empires with 1 city threatening me and demanding gold when I have 20 cities and am 2 eras ahead of them (and they do it EVERY turn)! - Getting a worse deal in trades if you want a larger quantity of stuff. - They're not aggressive enough. I wanna be looking over my shoulder and worrying about my cities all the time, but they don't seem very interested in taking my cities at all (I admittedly haven't played on the HIGHEST difficulty yet so maybe this is fixed here). Another thing: Building railroads takes forever and doesn't seem anywhere close to being worth it.
@TungLe-yj2cj4 жыл бұрын
Totally agree, they should implement more interactions with specialist: maybe specialist may increase adjacency of the district that will be further improved by civics or having 3 specialists will give the district a special effects. Also I just really hope they improve the scout auto explore so they would explore more horizontally, in many of my games scouts just wander to the ice and tundra region to be killed by barbarians whenever I put them on auto pilot. Finally give the player the ability to remove strategic resources, I hate it when suddenly there's 2 iron hexes or niter next to my government plaza where I supposed to put my theater squares.
@TyphoonJig4 жыл бұрын
I think that having a second "trade route" unit could be great. Let's call him the logistician, you may build one more per workshop and he allows to move some yield of a city to another. Unlike the trade routes that make food and production appear from nowhere he would just displace it from one city to another.
@isistoy4 жыл бұрын
Broh! Great ideas. I'd like to see more things directed into shaping some of the most boring districts, it would be refreshing indeed. Like mechanics allowing transfer of food/goods/production to other cities when marketplaces are buit or having a central bank, or whatevs. There is room for ideas and improvements :)
@theflorri4 жыл бұрын
I like the Idea of tying the commercial hub with the diplomatic victory because that victory type needs some love
@MrCed19424 жыл бұрын
I miss civ5 tall/specialist economy so i aggree they should buff specialist to make it a viable way to play
@bakh5543214 жыл бұрын
Little late. I wish there were more long term planning in the game. Currently long term planning means. I placings cities here, here, and here; I'm gonna place build this wonder here and that's about it. It'd like a few more options to guide me to the late game.
@frankgeisenburg92084 жыл бұрын
I agree that the pantheon exploit needs fixing. However, it did give me the chance to playtest mildly increased bonuses for God of the Sea. Increasing the +1 production to +3 isn't game breaking, but does make it a more viable pantheon. (Heck, even +5 isn't really unbalanced) So maybe I'd like to see a rebalancing of some of the pantheons.
@MinyaKinar2 жыл бұрын
My biggest gripe I have is this. Upgrading. Bring back "Upgrade all" like in Civ II. If you had multiple of the same unit, like say, 5 or more Archers, and you wanted to upgrade them, have a feature to "upgrade all Archers" or "upgrade all other Archers". I've had games where I was really warmongering in the beginning and had like 20 Crossbowmen and 10 Cuirassier by the time I unlocked field cannons, and individually going and finding every single archer and clicking on them and then hitting the upgrade button is so annoying and time consuming. That brings me to my next point. I've NEVER seen any severe consequences for constantly going to war either. War weariness basically does nothing. Make that more prominent, more impactful, like, I'm sorry I'm going back to Civ II, but when your citizens weren't happy, especially with war weariness, they overturned your government. So for example, you cities should do something like the following. Any governors in the city should be ousted, like the Spy Ability Neutralise Governor. The feature is already there, it can make sense there too. Or maybe have them overturn your current government. Have a period of Anarchy until you can calm your citizens down and then re-establish your government. Make it so that you have real penalties for constantly going to war. Obviously this shouldn't count if YOU are declared war on, or if you start a war of Reconquest or Retribution (retaking your cities OR bringing back a city state or other player's city.) Selling buildings as well. You're going into negative income early and can't afford to disband units because you're surrounded by barbarians? Need just one gold a turn to not go into negative? Sell that monument or library or shrine. There, you're covered. Accidentally built an Archaeological Museum instead of the Art Museum? Or even accidentally bought it? There you go, no harm done, yeah, you lost some gold, but at least you can put the correct one in there. Really nasty issue. Some buildings that you can build one or the other only, when you buy the previous building, like the Amphitheatre in the Theatre Square, the Art Museum and Archaeological Museum switch places SOMETIMES, which leads to occasionally buying the wrong one. I've done that also in the Industrial Site. I want to buy the Nuclear Reactor? Oops, I just bought a Coal Plant, now I have to use the project to convert to Nuclear Power. Finally one last suggestion. Increase some of the abilities of the pantheons and religion perks. As it stands, a lot of them don't seem that appealing or useful, or are just pointless. If some were bumped up, or even some of the initial perks made their way into the evangelisation, it could make later formed religions still quite viable. Yeah, those are five of my problems with Civ VI as it stands currently. Other than that, I still 100% love the game. Always loved Civilization since II. An amazing job was done with the game and I have had countless hours of fun playing it both single player and online with friends.
@Adam-vu6ho4 жыл бұрын
The one feature I wish they would add would be auto build for builders, I miss in civ 5 when you could just leave them on auto and not have to micro manage them every turn
@bigfudge20314 жыл бұрын
I hate builders late game, it just feels like they take up so much time. If they were automated it would be great, also after a certain point in the game they should get additional build charges and movement points, because It always seems like a waste using the policy cards for them.
@sbkgugbosd4 жыл бұрын
Huge respects for your dedication to the game and to the community, hopefully your idea would be considered
@karoel1234 жыл бұрын
My idea to solve specialists problem. Every building in campus give +0.5 yelds to every specialist in every city in range 6 hexs from city center. Campus won't be that much stronger, because you can get a lot of bonus yelds just from having one in your empire (doesn't stack) :D
@jaeusa1604 жыл бұрын
There were things I really loved from Civilization Beyond Earth which I've always felt should've come into 6. One being Miniquests which alter building yields and sometimes convey more interesting effects. Over the course of my BE playtime, I ended up choosing most of them. I think this system would be a fantastic way to address your issue with some buildings. They're not very intrusive either, just a quick popup.
@drewsutton18884 жыл бұрын
Suggestion for your next video. Do duplicate districts but try to 'urban plan' your empire to show specialization with Wonders. It'd demonstrate how little there currently is for that play style & maybe spark ideas for future improvements. Also, interesting that you mention the rumored 3rd expansion (Boston Marathon day?) because one of my 1st recommended videos for this one was titled "Civilization 7 CONFIRMED!" Hype. Can't live with it, can't live without it. :D
@pant80814 жыл бұрын
AI that is progressively better with difficulty as opposed to % buffs to all of their stats and yields and this would be hands down my favourite strategy game as well as Civ game. I loved previous games but the amount of new content in 6 after the expansions and the old content which has become more nuanced is amazing. The AI agenda system, so much more to do with espionage and civics being essentially a second science tree to name a few. Would pay an inordinate amount of money for an expansion that made the AI have half a brain
@ripoff01214 жыл бұрын
I'd say a good option for the amenities fix/update could be to base it on difficulty system (if it isn't already) so that on prince amenities stay at low rates for good/bad and can be ignored while on emperor and diety they buff the rates, bigger risk bigger reward. Not sure what percentages would be favorable, but that could be figured with more theory/testing.
@gumbycat52264 жыл бұрын
I'd like to see a more detailed upgrade path with more units.