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Thread: 38 Suggestions

  1. #1
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    38 Suggestions

    EDIT:
    This thread is pretty long and without any TLDR. I tried to make it easier to read by posting this in sections of 6 each and if anyone feels encouraged to adding posts (not just in pair of 6) to the list be my guest. Constructive criticism welcomed.

    If you see something in the list that is already obsolete feel free to update. I wrote down these whilst playing the game from release and have already removed a few that became obsolete since.
    Also, if a list such as this already exist pls let me know and Iīll continue on that list instead.


    1. Ranged city defense have a much bigger shoot icon and put on “next unit” list (last part obsolete)
    2. Rework on City Info (similar to the CQUI mod) so we can see exactly what wonders we have built and more importantly which wonders OTHERS already built.
    3. Messages not blocking government choices ("Chaos Quick UI" Mod temporarily fixes this)
    4. Allies that asked you to enter a war not being able to denounce you or accuse you of warmongering
    5. More random map options (resources, map, map size, start position), less crowded maps as well as Global maps (north connecting to south) and more useful yields at edges as well as more maps, team maps etc.
    6. Game remembering my map options (particular “show yield icons”), drop down menus (as in not having to block units or wonders every single time I click a city), map creation settings from last time like; Pangea, Standard Size, Prince Difficulty etc. Also game remembering load options (I have to press “Autosaves” every single time). (First part OBSOLETE)


    7. Unlimited auto saves pls
    8. Border dragging needs to be fixed. (It gets stuck half the time and the other half it moves when mouse is anywhere near upper border)
    9. Mousing over messages in bottom right corner needs fix (they keep on “spacing out”)
    10. Wonder messages (when a wonder is built there is no info on the wonder screen what that particular wonder yields, you have to look it up manually in the civilopedia). This should be transparent at game creation as well. ("Chaos Quick UI" Mod temporarily fixes the latter part)
    11. Goodie Hut message should stay locked until it is looted (actually there are quite a few important messages that should stay locked in the message screen until manually removed or becoming obsolete). Prolly should be optional so you can change yourself what messages you deem important. ("Chaos Quick UI" Mod temporarily gives an alternative)
    12. Restart button at first round of game still not completely fixed in summer 2017 patch. If I choose a random Civ and hit restart I also get a completely new random Civ to start with. If possible We want it just like Civ5; restart should only change the start position of map, maybe even new map but not a completely new Civ. (Cudos for being able to restart anytime with the Summer 2017 patch, not just first round)


    13. Auto end turn shouldn’t ignore city states “send envoy”
    14. Using two (or more) combinations of Letters dosent work on keyboard customization (“SHIFT+S” for Save for example)
    15. Increased waiting-for-next-round speed especially late game (Fall 2017 patch improved this a lot with changes to Religion)
    16. Military Overview Screen ("Chaos Quick UI" Mod temporarily fixes this)
    17. Spies who are put on defense or counterspy should be able to be automated (as in not having to choose every so often that “yes I am still counter-spying in my capitol”), maybe an option to let the player decide how many turns counterspy will continue (1-20 turns/endlessly).
    18. Minimap resizable (Obsolete with Summer 2017 Patch)


    19. The sound when the Firaxis logo comes up is really, REALLY loud and no matter how I adjust my sound I canīt lower this sound. Pls make this sound adjustable. (Same noise sound in Civ 5 as well. MonkeySeeker came up with a solution on this page https://steamcommunity.com/app/28907...2122414285707/).
    20. Nitpicking: Why is there a “Continue” button when you start the Civ6 motor, before you even get into the menus of the game? Suggestion: remove it.
    21. Naval Tradition policy ONLY applies to Quadreme, not Civ specific Naval Units like Norway’s Viking ship which seems counterproductive. Seen a few other cases where Eurekas donīt trigger for Unique Units. Also the "Heal outside of friendly territory" should prolly be one of the two first upgrades. As a whole Norway could use a buff, especially Berserkers (could be unlocked much earlier).
    22. Every time I choose “Shuffle” Map Type it gives me continents.
    23. Like to see more Civīs that can build tall instead of wide
    24. Should city states really give you quests that you cannot possibly perform? Last game I had 5 out of 6 CS ask me to build Quadremes when I had no Citys even near water. And I kept on getting trade route quests from CSīs that I couldnīt even reach. I know this was a feature in Civ 5 as well (CS asking for gold right from start when you had none, asking for luxuries that literally no one, no AI Civs, no City States, absolutely no one had etc.). Suggestion: City State Quests needs to be adjusted so players realistically can complete them.


    25. Natural Wonders need some kind of sign for the Apostle that’s get boosted if next to one. (Using the Map Pin temporarily fixes this if you can remember it)
    26. Forward Settling; the AI Civīs seems to go out of their way into the player’s territory to place City’s instead of where they spawn. Itīs neither a very fun mechanic nor a very realistic one. (see Last words below)
    27. Barb Spawning (both camps and amounts on Barb Scout return) needs to be adjusted to difficulty.
    28. Where is the Log Book? It has (as far as I know) been in every Civ game from start, pls bring it back.
    29. Eureka objectives should count when killing a military or religious opponent whilst defending (i.e. not only when attacking). (Fixed for Slingers in Fall 2017 patch)
    30. Commerce/Harbor districts being linked to # of trade routes seems like a last minute solution. This became a hassle in Civ5 (ironically this wasn’t in the Civ5 vanilla game or earlier iterations) and is still a hassle in Civ6. Trade routes should boost economy, production, culture or growth further and not be required to make any income at all. Having trade routes that fulfill different aspects could open up the game and be an incentive for later expansions/DLCīs.


    31. Could we get a map overwiew when the game ends (as in all previous versions)? Often the game ends without me having seen the entire map or even met all Civīs (I usually play with set # of turns) and seeing how youīre empire grew from start is something we really miss.
    32. Civs not playing their Strengths (particularly Scythia + Sumeria) which goes into next point >
    33. All Civs rushing Religion. What’s up with this? Why would Civīs like the 2 above even prioritize Religion over Warfare? Or why would Arabia build an early Holy Temple or Stonehenge when they always receive the last Great Prophet by default? (Obsolete with Fall 2017 Patch)
    34. Speaking of Great Prophets; in Soloplay why does the only player vs the AI have to be the first to get a religion? This makes no sense at all and is especially frustrating because even if you rush Astrology and pump Faith chances are you donīt even get a Prophet (have fun trying to beat Russia to first Great Prophet). Clearly there are more Prophets around because often I am a few points behind #1 when losing yet other AI Civīs get religion as well. This was much better done in Civ5. Please revert.
    35. Civs oppose when you settle 4 tiles away, even if no one (other than Russia) can grow a city more than 3 tiles. (Apparently you can grow bigger then 3 tiles in longer games making this point moot)
    36. When losing a Wonder race that specific tile should be reverted to the state it was in before starting the wonder construction. Or at least some of the material cost could be repaid in builders and a temporary production boost the longer you spent working the Wonder. I am aware of the cheat where, by reloading one turn before if someone beats you to a wonder, you change production to something else that requires long production, but I would suggest fixing it instead.


    37. Arabia and Kongo both have colors (yellow) that mix to easy. Please distinguish them more. (Iīm fairly certain there are other Civīs that have similar color problems).On the same token Scythiaīs City Color Boarding makes it extremely hard to read City Names (at least with my poor eyesight).
    38. Can we pls stop with the unrealistic trading offers? It’s very annoying and makes the game feel very meta. (Example; you walk into Walmart and ask if you can buy the whole company for a buck, this is the kind of deals the AI throws at you time after time again). This was completely broken in Civ5 and it hasn’t been fixed in Civ6 either. Please make some kind of value list for different items; luxuries, strategic resources, city wealth etc. and then depending on relationship the offer in prices would go up or down. AIīs that throws insulting offers at you should only be done as a way for them to provoke you into war, if an option at all.


    Last words
    I have to say; the forward settling in this game makes any other strategy than focusing heavily on military units early on, as to overpower the Civs that settles to close a non-efficient tactic. It also makes the player very reluctant to start working on good relationship with all new Civs until we can figure out their position on the map since we now canīt go to war with them if our relationship is too friendly (other then via Joined War with another AI).
    Surely this was not the way it was intended to play the game? In all other Civ versions, except maybe Civ 1 and Civ2, I always tried to play friendly games and going to war as an absolute last resort. In Civ 6 we as players are not given the option.
    Please Developers consider changing this specific extremely aggressive forward-settling behavior of the AI because itīs really ruining an otherwise very fun game that has the potential to be the best in the series.
    Peace!
    Last edited by graffen69; 3 Days Ago at 11:24 PM.

  2. #2
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    All great points.

    The forward settling would be tolerable if it was only one of the Ai's in a game but they all do it. It forces the player into a military type game just to have room for yourself to grow. Given that the only way to compete is to go wide, you have to fight for space. There is no real option to grow peacefully.

    I hated having to continually give my spies orders every 8 turns (the default) as well. I went into the XML and changed the turn timer to 30. It's still annoying (I wish you could just place them permanently - with the option to move them if you wish).

    The trade deal bug is so stupid. How could this get through QC? "the AI proposes a deal they won't accept?" ☺☺☺?. Or - they make wildly unrealistic offers (they want me to join a war with them but I have to give them gold and 2 luxuries for the honor....????). Or - they AI hates me so they offer a horrible trade deal (1 of their luxuries for 4 of mine). Hey they're the one who needs the luxury not me - you think they'd make the AI understand this and ask for at least a fair deal....

    So far, I'd say VI has gone backwards with the patches.....I really hope they can pound out a couple of awesome patches that clean up this game...I want it to be great..

  3. #3
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    Quote Originally Posted by Jazzterisk View Post
    The forward settling would be tolerable if it was only one of the Ai's in a game but they all do it. It forces the player into a military type game just to have room for yourself to grow. Given that the only way to compete is to go wide, you have to fight for space. There is no real option to grow peacefully.
    This is spot on.
    Itīs my #1 concern with the current game and Iīm trying desperately to adjust, playing with fewer civīs, fewer AIīs etc but even then more than 70% of my games I just stop playing because Iīm not interested in having to defend my borders over-aggressively. If it happened once in a blue moon or as you mention with one specific Civ I wouldn't mind, but every game same deal just kills the enjoyment completely for me.
    In Civ5 forward settling was hardly even an issue. Donīt fix what ainīt broken.

    I wasnīt aware of the changes you can make on the spies turn timer. Good tip!

    39. AFAIK there is currently no way to make other Civīs stop attacking City States by diplomacy. Can we pls have it back. Again; the focus on settling things only through military force is too heavy in Civ6. In short > more diplomatic options.
    Last edited by graffen69; 10-08-2017 at 12:12 PM.

  4. #4
    18. Minimap re sizable ("Chaos Quick UI" Mod temporarily fixes this)
    Mini map size is (now) very re-sizable (patched in summer patch?) ...Options|interface has slider for 'minimap' size, and is changeable anytime (not just at game start)

  5. #5
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    Good Catch.
    Iīll add Obsolete to it.
    Thanks!
    Last edited by graffen69; 10-19-2017 at 09:11 PM.

  6. #6
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    40. Shouldn’t Civīs follow their own agendas?
    It feels very ambivalent that America has this “Big Stick Policy” (Hates Civīs starting wars against a City State or Civ based on his continent) and the first thing they do is taking out City States and killing other Civīs at their home continent in almost every game. Weather itīs true or not from a realistic point of view Iīm talking from a pure game sense perspective; it feels wrong that Civilizations donīt follow what they preach. Germany (for ex.) has a bonus (+6 military unit Strength vs. City States) and it would fit them much better to be the natural City State aggressor.
    Also America as a whole feels very weak - especially now that Spain, Norway & England has gained a boost. I liked the 50% reduction in buying tiles for U.S. in Civ5. Maybe something similar could be boosted for them in Civ6 as well?
    Last edited by graffen69; 12-10-2017 at 07:00 AM.

  7. #7
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    41. DLC bundles
    Iīm not sure how this one works; is it Steam or 2k that setīs the current pricing?

    Been waiting on DLC bundles since the DLC pricing is so overdone (compared to civ5īs 3,50 € in 2013 and bundles of 4 Civīs for 10 €). Judging by the # of negative posts of Civ6 DLCīs on Steam only concerning DLC pricing specifically, maybe selling bundles for a better price should be prioritized?
    Also, introducing a way for those who didn't buy the Deluxe ed to upgrade would be much welcomed.
    Last edited by graffen69; 3 Days Ago at 11:35 PM.

  8. #8
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    Good suggestions.

    20: I do think maybe on a new game it should say "Start game".. but when I create a game, often I setup, hit create game, then go afk and make a coffee or something..or when loading do the same. I'd prefer to have a continue button on screen to let me manually start the game/continue rather than for it to just load straight in, although there wouldn't be much of an issue with a new game, if you have autoturns on and then reload a map, you might find yourself autoturning whilst being afk etc. Which could be an issue.

    As for 41:

    Imho game software is woefully undersold and extemely cheap. Back in the day, Windows software used to cost around Ģ800+ per copy, Anti virus, Firewall, Office Software were on avg around Ģ50+ and specialist softwares like server suites often Ģ150-Ģ600 mark. Yet games have been almost consistantly around Ģ30 for pc and Ģ40-50 for consoles. Games that sold for Ģ10-20 often being in beta/Ea or from indy companies that really were very small designs.

    Dlc's have quite a chunk of material in them, usually at least 1 civ, 1-2 new units, 1-2 new systems and maybe a scenario, although I don't personally play any of the scenarios, I prefer freeplay games. I do see the argument that if a game releases with 10 civs, that 1 civ should therefore release with a price of on avg 10% of the original games release cost. ie Civ sold for Ģ30, dlc's = Ģ3 each.

    But given that I feel games should be sold on avg for a lot more than Ģ30.. I'm honestly surprised they aren't selling for a minimum of around Ģ150 each, Dlc's are therefore still very cheap. Expansions as well.

    I'd be quite happy buying a game for Ģ60-Ģ80 and Dlcs for around Ģ10-Ģ20 each with Expansions around Ģ30-Ģ40. The argument that you don't have any money is your fault, not 2k's or Firaxis's. It isn't that I'm particularly rich, but that I expect to be paid a decent wage for MY work.. therefore I expect to pay a decent amount for EVERYONE elses work as well. If I contract someone to do a job and they ask for a below avg charge, I'll usually tell them to raise it, because paying people less money for a job, often means getting a badly done job. Paying people good money, usually gets you a better quality of work.

    It's not always the case.. ie Civ 6/5 on release.. NMS.. or the first iteration of my driveway and so on. But that's also down to players not researching games before purchasing. ie it's their own fault if they feel letdown..

    My driveway had to be redone by another company.. the first were cowboys. The second company by necessity had to charge for both the removal of the old and creation of the new and yet charged a competitive price and did a fantastic job. People in general prefer quality over quantity.. and judging from the number of complaints Civ 6 has, it is the same for games. So why not pay people for doing a good job instead of trying to price gouge them and then complaining they are leaving holes in their work.

    I think it is inherently unfair to demand that firaxis fix their game and give us a quality product, if you're then going to say that not only do you expect this and in the future all such games to be of a high quality, whilst at the same time demanding that they work for less money, you're insulting their work and employees whilst demanding more quality.

    Whilst many company managers do try to walk this path, it is a path to failure and rarely gets anything of quality done. You want hardwork.. you have to pay for it.
    Last edited by Goliht; 10-28-2017 at 08:39 AM.

  9. #9
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    42. Shouldn’t Harbor Districts count as Commerce districts for Commercial City states since there are no Naval/Harbor focused City States?

    43. Russia feels really inconsistent currently because the Tundra bias means they will almost always be extremely short on food. I don’t recall this ever being an issue in Civ5 (where Russia was one of my favorite Civīs). Would love to see them being able to produce food (maybe on Tundra?) because Russia as a whole is an otherwise really fun and well balanced Civilization. They are forced to go the “Feed the World” (Shrines and Temples provide food equal to Faith output and ”Gurdwara” (building +3 house, +2 food) belief route to have any chance of growing. The beliefs in themselves are not bad but for Russia is a must. Which means they are shoehorned into building Holy Districts in every tundra City.

    44. When using the Civilopedia I canīt find a “go back one page”-button. Also when marking the search column my last written message disappear. Please revert to Civ5īs version which was spot on.

    45. Wouldn’t it be cool if we could have allied victories in Single Player with AIīs?
    I think this really could open up the game further. Once you have an ally with at least 2 Civīs you could form a Pact where you can trade between everyone inside the shared Pact. For example you could ask for all your Allies to join in war vs. a potential Civ Threat, not just a single Civ joining the war. I think it also could give another layer for Spies, how to handle diplomacy (or treachery) inside the Forum/pact and there could even be a specific High Score list only for Allied Victories where being # 1 of the pact is the goal. Something for expansions maybe?

    46. Envoyīs lost due to another Civ razing a City state should be reclaimed, at least partially. Or yield whoever was the Suzerain and/or had most Envoys some kind of compensation; maybe a spy in the city state if it was not razed. If it was razed it could instead yield a bonus to production of the CSīs theme (i.e. razing Stockholm would yield Science districts + science buildings temporary production bonus). If you can reclaim and liberate a City-state those points invested should remain (and probably gain a hefty CS bonus due to liberating the CS). Also, Liberating CS should at least let you move through their borders temporarily.
    Last edited by graffen69; 3 Days Ago at 11:49 PM.

  10. #10
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    47. I'd like to send my spies to become diplomats in friendly civs cities. With diplomatic missions. Stealing tech boosts, when you're the tech leader.. kinda pointless, as are pretty much all of the spy missions. And on harder diffs, spy missions are almost impossible to ever complete, so even having spies is pretty useless. Why not use Civ 5's system and make them diplomats instead?

  11. #11
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    Quote Originally Posted by Goliht View Post
    20: I do think maybe on a new game it should say "Start game".. but when I create a game, often I setup, hit create game, then go afk and make a coffee or something..or when loading do the same. I'd prefer to have a continue button on screen to let me manually start the game/continue rather than for it to just load straight in, although there wouldn't be much of an issue with a new game, if you have autoturns on and then reload a map, you might find yourself autoturning whilst being afk etc. Which could be an issue.
    .
    Regarding #20
    Just so we are on the same page (pun intended); Iīm referring to the "Continue" button that is the first thing you see on the screen when loading up the Civ6 motor via Steam, before you even get into the menu which feels a bit odd since the player already decided to play the game (i.e. Iīm not referring to the "continue" button thatīs on the screen of the Civ youīr playing).

    Again, Iīm only nitpicking on this particular suggestion, itīs not like pressing a button is much of a hassle. Iīm actually more curious as to why itīs even there, maybe its different on other operative systems (playing on Windows 10).
    I will change my wording on #20, good catch.
    Last edited by graffen69; 4 Weeks Ago at 09:10 PM.

  12. #12
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    It's probably just a hangup if you play the movie or something. But yeh, it should really just load straight into the main menu. As soon as the game starts loading I'm mashing the mouse lol.. trying to get to the menu asap..

  13. #13
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    I think #20 is simply a legal thing. It's crediting companies, trademarks, copyrights and some more. And because of that it might even be hard for 2K / Firaxis to remove it.
    “If you are involved in a game, everything ends up being a set of trade-offs. Anything in a game is a sacrifice of things not in the game.” --Gabe Newell

    Playing Firaxis games and helping out in the Official 2K Forums!
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  14. #14
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    Yeh right enough, the continue is under the copyright notice, so they're really drawing your attention to that. Rather than just annoying us with one more click hehe.

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    48. Barbarians spawning before you settle your first city; is this intentional? I remember in Civ4 there was something like 10 round-ish before Barbs could spawn. Getting your Settler snagged at round 3 whilst moving to a better location itīs pretty much game over.

    49. The word “Continent” is a bit misleading in Civ6. For example, I didn’t realize until today, 13months after Civ6īs release, that Englands continent bonus doesn’t require an actual new continent but rather how the game viewīs different land masses as new continents (Iīm fairly certain Iīm not alone in this). Suggestion: Change the wording of “Continent”.

    50. When a citystate is captured a visual indication of where on the map the CS was located at would be helpful or a note of which Civ actually captured it. Maybe both?

    51. Something is amiss with the gold/turn count. Apparently I had a +32.4 Civ income and yet I kept going back 20-ish gold/turn. Does it take into account trades as well as Spies stealing? If not maybe it should?

    52. Not a fan of other Civīs snatching Petra Wonder when they have access to only 1-2 Desert /Floodplains Tiles without Hills. Maybe Petraīs requirement instead should be “at least 3+ adjacent Desert or Floodplain Hills of any combination”? Iīm aware of one Tile representing a huge area but seeing as to how every AI always rush Wonders, even if they have no real use for them like in the case described above, it detracts from both realism and fun-mechanism. Maybe down-tone AI wonder rushing as well?

    53. Speaking of Dead Tiles there are too many of them in the Game. Unique Civīs Tile Improvements like France Chateau canīt even be built on dead tiles like Desert or Snow. This is a downgrade from Civ 5īs ditto and it makes starting locations with an abundance of those an auto-restart. Why are there even dead tiles in the game? More Wonders/Tile improvements that can utilize such pls.



    Edit: I know this suggestion is too late to implement in Civ6 but a function that you could always see what happens with your next move would remove ton of reloads (at least the way Iīm playing). I remember seeing this feature in a free (yes, actually completely free) Fantasy themed 4X-game called “Battle of Wesnoth” which struck me as brilliant. Maybe something to consider for Civ7?
    Last edited by graffen69; 3 Days Ago at 11:57 PM.

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    54. Should Nations the player is at war really be able to ask for settlement borders restrictions? Feels very odd since weīre already at war.

    55. When someone completes a wonder that the player was building, a notification of which city that cannot continue building the related wonder would be helpful. This becomes even more important with mods that allow stacking builds.

    56. Currently it seems we get the same amount of Diplomacy hits when declining Peace weather we were the aggressors or the defenders. Suggestion: Warmongering penalties should be far less when not being the aggressor of a war.
    Speaking of which, shouldnīt there be a cool-down timer after each time you ask for peace? I think that could make Peace offers more strategical as well (as well as introduce some new military policy cards).

    57. “Promise not to spy on me” seems to have no effect.

    58. When someone is getting close to winning, a notification could be sent to other players. Ex. “Arabia needs 2 more conversions to win a religious victory”.

    59. Eureka effects from Technologies like “Siege Tactics” seem not to trigger if the units are in a corps or army formation. Having to hold on to single target units in this way to trigger the effect seems counter productive. Suggestion: Eureka’s should trigger whether unitīs are single or in formations. Which leads to next suggestion:
    Last edited by graffen69; 12-10-2017 at 09:52 AM.

  17. #17
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    60. Formations seem to not affect Military score (MS).
    As a whole the MS is very skewed; even if Iīm 30+ Techs ahead of everyone else (Singleplayer) and have enough units to defend each city, the AI always has double to quintuple my amount of MS. They then attack with hopeless odds > their Crossbowman vs. my Tanks. I suspect this is the main reason the AI starts war vs. someone they cannot even match (their score donīt represent their actual strength) and after a few rounds of fighting asks for peace.
    It also seems Unique Military Units give unappropriated amounts of Military Score. Please make the actual combined Strength of a military unit affect the MS much more, with Corps and Armies boosting it further.

    61. I think something needs to be addressed with wonders.
    The general consensus I hear is that in Civ6 wonders are almost exclusively too bad to bother with because of the way the game is set up; District building beast Wonder building by far and you never lose time, production or even space with districts.
    One idea then would be to make Wonders not only district related, such as the Eiffel Tower for example being a culture building and needs a Culture District to be built, but also that it counts as a district for adjacency bonuses but yield much higher dittos. With the amount of Wonders the AI builds this could also mean the AI becomes more challenging.
    But I also think each specific AI Civ should have a few wonders they will always rush, a couple they might build, and a few they will almost (or) never build like Arabia – Stonehenge for ex. (as described on suggestion #52).

    62. Great Musicians are unlocked too early in the game when there’s nothing you can do with them at that stage.
    Suggestion: either create more use of musicians (culture bomb opponent citys for ex.?) or let them pop later.
    Speaking of Great People, why do all Great Culture People (Musicans, Writers, Art etc.) have 4 charges? Wouldn’t it make more sense to have 1 charge with 4 great works? Or are you planning to include more uses for them as well?

    63. Religion is still not very fun, still clogging Screen more than it needs.
    I had hopes that Religion in Civ6 would be somewhat similar to Spying in Civ5, you just send them to different citys, never taking up space on the map, and get some options of what you could do.

    64. Culture Victories seem unnecessary complicated.
    Civ5īs culture feature (culture skill trees) was my favorite in that iteration. Couldn’t something similar be unlocked with Culture points in Civ6? I mean, itīs not like current card system is mutually exclusive with Civ5īs. The Culture tree could unlock more cards and variants. For ex. I never play Autocracy (+bonus of wonder production and capital yields bonuses) since it gets no green cards unless Iīm playing Greece, with their bonus wildcard, because else I really get behind in Envoys. Unlocking more Wildcards or specific colors (as in this case Green/Diplomatic) could be a cool feature and Tourism could be either a Culture Tree in itself or "golden" cards with special features like swapping one color card for another (purple exclusive).

    65. The Eureka system is working against itself, its counter productive and non-intuitive:
    To optimize your tech tree you switch skill every time it reaches 50% (40% in the case of China) and learn something else to eventually trigger them all and thereby minimize the time you research all Techs. The way it prolly should have been implemented was as a currency, that upon reaching a specific threshold, you allocated your Eureka points in to whatever tech you wish and then you start from scratch with an increased number to trigger the next Eureka moment. That way you a) cannot trigger eureka for every tech and b) it brings more replay value since you want to specify differently depending on what Civ you play.
    The irony of it is the alternative system I mention is already in the game (more or less) but it only applies to Great Person Points. Once you’ve unlocked one Great Person you start building up new GP points anew.
    Last edited by graffen69; 3 Days Ago at 12:05 AM.

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    I think Iīm pretty done with this thread now.
    The Expansion is around the corner and I canīt think of anything else I would like to see added or changed. If not completely fixing the biggest concern myself and many others have with Civ6, "Rise and Fall", at least by the look of it, seems to make the extremely-aggressive-forward-settling somewhat more toned down and hopefully only targeting the players and never other AI Civs will be a thing of the past once the expansion goes live.
    I donīt know if the Devīs even read the 2k forums since Iīve never seen them respond but I hope they are. If someone wants to add to the thread be my guest. Else, thereīs another thread on this forum that just started from scratch again.
    Iīll end this as I started by saying I think Civ6 has the potential to be the best in the series. Only time will tell if it will but despite the rocky start Iīm hopeful about the future of Civilization 6.
    Peace!
    Last edited by graffen69; 3 Days Ago at 12:11 AM.

  19. #19
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    I love this thread, thanks for taking the time to identify so many worthy concerns and more importantly (IMO) taking the time to offer some solutions

    Quote Originally Posted by graffen69
    7. Unlimited auto saves pls

    10. Wonder messages (when a wonder is built there is no info on the wonder screen what that particular wonder yields, you have to look it up manually in the civilopedia). This should be transparent at game creation as well. ("Chaos Quick UI" Mod temporarily fixes the latter part)
    7 is the only item on your list I take exception to. Autosaves are a great tool but you have to take responsibility for saving your own work. While I routinely fail to follow my own advice, I make a serious effort to save before founding a city, district, and wonder, as well as saving as soon as a wonder or great person is acquired. As always, with any application, I save any time I step away from my computer.

    10 is a real pet peeve of mine too. It just seems so obvious. This isn't to suggest I find your other points less significant, just that this one in particular is one I constantly shake my head at

    Quote Originally Posted by graffen69
    11. Goodie Hut message should stay locked until it is looted (actually there are quite a few important messages that should stay locked in the message screen until manually removed or becoming obsolete). Prolly should be optional so you can change yourself what messages you deem important. ("Chaos Quick UI" Mod temporarily gives an alternative)

    25. Natural Wonders need some kind of sign for the Apostle that’s get boosted if next to one. (Using the Map Pin temporarily fixes this if you can remember it)
    I wish they would get rid of Announcements and Messages in favor of a newspaper containing the information we could peruse at our leisure each turn, complete with a Back Button that would allow the review of 4 back issues. Think about how much fun the talented graphics team could have with this, the format changing from era to era, complete with some small images from within the game, such as generic pictures of that shady looking captured spy, or a screen shot of a completed wonder from the wonder animation, etc. Heck, they could even include some fun advertisements for manufactured resources, such as jeans and perfumes, not to mention an opportunity to include some real world announcements about Civ6 DLC and Expansions from a renowned toy maker

    Other pet peeves of mine regarding the UI include, the use of two different balloon notifications when hovering over a tile, active religious units automatically invoking the Religion Lens, and I cannot filter out cities and Districts, Units and People, and Wonders and Improvements from Strategic View as in Civ5 - A feature I routinely used to identify the resource locations in the previous release.

    Quote Originally Posted by graffen69
    17. Spies who are put on defense or counterspy should be able to be automated (as in not having to choose every so often that “yes I am still counter-spying in my capitol”), maybe an option to let the player decide how many turns counterspy will continue (1-20 turns/endlessly).
    I find this frustrating too. But I have a greater issue with the counterspy premise that it's effective within specific districts and any adjacent districts, which just adds another tier of consideration for district placement that I find more needlessly bureaucratic than fun. I could accept the premise if it was an early limitation that eventually evolved to include all districts in a city, be it through an espionage promotion, or better yet, a City Center building, such as a Constabulary, which could upgrade to a Police Station, allowing the benefits of a Counterspy unit to extend to all other cities with a Police Station.

    Quote Originally Posted by graffen69
    36. When losing a Wonder race that specific tile should be reverted to the state it was in before starting the wonder construction. Or at least some of the material cost could be repaid in builders and a temporary production boost the longer you spent working the Wonder. I am aware of the cheat where, by reloading one turn before if someone beats you to a wonder, you change production to something else that requires long production, but I would suggest fixing it instead.
    I like this idea, but would like to offer another consideration. What if there was no more competition for who can complete a Wonder first. What if the ability depended first on obtaining the Grand Design (construction documents) by expending specific GP. For example, a particular Great General might offer the Grand Design for Alhambra, a particular Great Admiral might offer the Grand Design for Venetian Arsenal, A particular Great Merchant might offer the Grand Design for Great Zimbabwe, etc. You'd still have to meet other prerequisites, but you'd have the plans (construction documents), which you could buy/sell/trade and even steal, like Great Works of Art. Starting the construction of a Wonder removes the plans from your inventory. Maybe they even require a Great Work of Art slot.

    Quote Originally Posted by graffen69
    46. Envoyīs lost due to another Civ razing a City state should be reclaimed, at least partially. Or yield whoever was the Suzerain and/or had most Envoys some kind of compensation; maybe a spy in the city state if it was not razed. If it was razed it could instead yield a bonus to production of the CSīs theme (i.e. razing Stockholm would yield Science districts + science buildings temporary production bonus). If you can reclaim and liberate a City-state those points invested should remain (and probably gain a hefty CS bonus due to liberating the CS). Also, Liberating CS should at least let you move through their borders temporarily.
    Quote Originally Posted by Goliht
    47. I'd like to send my spies to become diplomats in friendly civs cities. With diplomatic missions. Stealing tech boosts, when you're the tech leader.. kinda pointless, as are pretty much all of the spy missions. And on harder diffs, spy missions are almost impossible to ever complete, so even having spies is pretty useless. Why not use Civ 5's system and make them diplomats instead?
    While the Envoy system is certainly a step up from the Civ5 system of buying City-States, it's still just a commodity based system and I for one desperately want more. I want to see the Espionage system adapted to a Diplomacy system for city-states, complete with promotions and district specific missions for Envoys. Mission success increases opinion while mission failure decreases opinion, risking banishment or death. Other factors could include same dominant religion and/or government, just occupied by followers of your faith, just belong to the same government path, Trade Routes, etc. Missions could include increasing religious pressure with a Holy Site District, or increasing Trade Route benefits with a Commercial Hub/Harbor District. This wouldn't preclude Suzerain status, it would just require a different approach to achieving it, same religion, same government, having accumulated enough influence points through successful Diplomatic missions to become allies. Once reached, Suzerain status might be permanent until a rival Diplomat successfully completes a mission that discredits you. I'm certainly open to other ideas regarding Suzerain status, just offering one possibility.

    At the very least, STOP giving an Envoy to the first player to meet a city-state. Give something else, like a Eureka/Inspiration moment, because the first mission they offer is being the first civilization to find them. Giving an Envoy means the civilization lucky enough to start with the closest religious city-state is going to get the best pantheon, Earth Goddess (IMHO, and apparently the AI's), and that just sucks. Some things should be achieved through effort, not the luck of the gods - lol, and a civilization's first belief is such a thing.

    Quote Originally Posted by graffen69
    53. Speaking of Dead Tiles there are too many of them in the Game. Unique Civīs Tile Improvements like France Chateau canīt even be built on dead tiles like Desert or Snow. This is a downgrade from Civ 5īs ditto and it makes starting locations with an abundance of those an auto-restart. Why are there even dead tiles in the game? More Wonders/Tile improvements that can utilize such pls.
    I'm not a fan of "dead" tiles either. The two easiest ways to address this is bring back the ability to build Farms adjacent to fresh water sources, and introduce the ability to build Mines adjacent to Mountains, both regardless of terrain and habitat. Also, introduce Thermal Springs for the Arctic, to mirror the Oasis of the Desert. Fjords are another possible (coastal) feature that might be considered for the Arctic, to balance out Floodplains of the Desert. Lastly, consider giving single mountain tiles +2 Faith and mountain tiles with adjacent mountains just +1 Faith [a stand alone mountain being more iconic than a mountain range].

    Seals could be added as an Arctic resource (Camp), and Ski Resorts could be added as an improvement for Hills adjacent to Mountains with a minimum Appeal rating of Breathtaking in Arctic and Tundra. Another possibility might be offering a +1 Culture for every two (or three) "dead" Arctic and Desert tiles worked (rounded down), because those who chose to live in such hash habitats may not be prolific farmers or builders, but they certainly had rich cultures - just a thought.

    Quote Originally Posted by graffen69
    64. Culture Victories seem unnecessary complicated. Civ5īs culture feature (culture skill trees) was my favorite in that iteration. Couldn’t something similar be unlocked with Culture points in Civ6? I mean, itīs not like current card system is mutually exclusive with Civ5īs. The Culture tree could unlock more cards and variants. For ex. I never play Autocracy (+bonus of wonder production and capital yields bonuses) since it gets no green cards unless Iīm playing Greece, with their bonus wildcard, because else I really get behind in Envoys. Unlocking more Wildcards or specific colors (as in this case Green/Diplomatic) could be a cool feature and Tourism could be either a Culture Tree in itself or "golden" cards with special features like swapping one color card for another (purple exclusive).
    I'd like to see a merging of the Civ5 feature with Civ6 too. It doesn't seem like it would take much more than providing Government paths that offer specific benefits, and penalties if you switch paths, such as a 50% (or 25%?) loss of legacy bonuses. Examples include, but are not limited to...

    Monarchy > Autocracy > Fascism (Espionage/Spies?)
    Confederation > Oligarchy > Communism (Diplomacy/Envoys?)
    Republic > Commonwealth > Democracy (Military Combat/Units?)
    Theocracy > Papacy > Ecclesiocracy (Religious Combat/Units)

    Improved policy cards need to be considered. Doubling pillage yield (Total War) is weak because it's so infrequently of use. I don't want to destroy the improvements I'm about to own, but if it provided unit healing when pillaging too, that would be a policy card I'd consider adopting before going to war. Same with doubling experience for Recon units (Survey), not a bad card, but am I going to take it over Discipline? Not a chance, now if it reduced production cost of Recon units too, that's another card I'd consider. Introduce policy card(s) improving Food and/or Production (+2) with domestic trade routes sooner than the +4 bonus to Food offered in the Modern era with Collectivization.

    There should be one more starting policy card available for Military and Economic policy types with the Code of Laws civic. Such as...

    Economic: Tribal Villages always provide a random benefit other than gold (Possible precursor to a policy card that allows Encampments to provide Tribal Village benefits).

    Military: City Garrison Health heals 50% more/turn and receives +2 Combat Strength bonus with a garrisoned unit (Precursor to, and obsolete with, Bastions).

    Quote Originally Posted by graffen69
    61. I think something needs to be addressed with wonders.
    The general consensus I hear is that in Civ6 wonders are almost exclusively too bad to bother with because of the way the game is set up; District building beast Wonder building by far and you never lose time, production or even space with districts. One idea then would be to make Wonders not only district related, such as the Eiffel Tower for example being a culture building and needs a Culture District to be built, but also that it counts as a district for adjacency bonuses but yield much higher dittos. With the amount of Wonders the AI builds this could also mean the AI becomes more challenging. But I also think each specific AI Civ should have a few wonders they will always rush, a couple they might build, and a few they will almost (or) never build like Arabia – Stonehenge for ex.
    I lied, I disagree with you on the idea of incorporating World Wonders into districts too. If they bring back National Wonders in an expansion I could see those being included in the appropriate district, but I think it's important that World Wonders chew up real estate, that doesn't mean I don't think some of the World Wonder benefits shouldn't be beefed up. I think they should at least increase Appeal of occupied tile +2, and adjacent tiles +1.

    Quote Originally Posted by graffen69
    63. Religion is still not very fun, still clogging Screen more than it needs.
    I had hopes that Religion in Civ6 would be somewhat similar to Spying in Civ5, you just send them to different citys, never taking up space on the map, and get some options of what you could do.
    I think the reason I favor the current system is because I favor a city-state Diplomacy system based on the Espionage system. but that doesn't mean I'm satisfied with the current system. The Suzerain bonus for the city-state, Yerevan, is too much about luck and to little about effort. Replace it with something else (More below). Also, do religious capitols have a bonus resisting religious pressure (Palace)?

    Converting all citizens of a rival faith's religious capitol (or majority of followers in all cities belonging to founding civilization) to your faith earns you the opportunity to swap one of your beliefs for one of theirs [Having essentially conquered the religion].

    ---

    I absolutely hate the limitation of random promotions for Religious and Espionage units, it takes the strategy out of the strategy game. However, I could live with it if it were something that could be addressed by a choice, rather than luck (finding Yerevan). Don't get me wrong, I absolutely want to be able to choose from any of the promotions from turn one, but as a compromise I could see the ability being tied to respective policy cards, if the cards included some other minor benefit, such as...

    Religious units can heal each turn w/o action when occupying/adjacent to a Holy Site district in a foreign city following their religion -or- A specific religious unit suffers less damage from religious combat (Apostles or Missionaries) -or- Inquisitors gain a religious combat strength bonus against Missionaries.

    and

    Embassies provide some kind of espionage bonus, such as Diplomatic Immunity -or- Listening Posts provide a military unit combat strength bonus against enemy units native to the city's civilization and within the city's borders.
    Last edited by pixelripper; 4 Weeks Ago at 11:42 AM.
    "Don't try to out weird me, three eyes. I get stranger things than you free with my breakfast cereal." ~ Z. Beeblebrox

  20. #20
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    Quote Originally Posted by graffen69
    10. Wonder messages (when a wonder is built there is no info on the wonder screen what that particular wonder yields, you have to look it up manually in the civilopedia). This should be transparent at game creation as well. ("Chaos Quick UI" Mod temporarily fixes the latter part)
    Quote Originally Posted by pixelripper
    10 is a real pet peeve of mine too. It just seems so obvious...
    Hovering your cursor over the medallion next to the wonder's name provides a balloon notification of the wonder's game mechanics. Though if the important information isn't in the Civilopedia description feeding it, it won't be in the balloon notification, Sydney Opera House, for example. [Thanks, Sid, for showing this to us (again?) in the latest Developer's video ]
    Last edited by pixelripper; 3 Weeks Ago at 11:12 AM.
    "Don't try to out weird me, three eyes. I get stranger things than you free with my breakfast cereal." ~ Z. Beeblebrox

  21. #21
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    Quote Originally Posted by pixelripper View Post
    What if there was no more competition for who can complete a Wonder first. What if the ability depended first on obtaining the Grand Design (construction documents) by expending specific GP. For example, a particular Great General might offer the Grand Design for Alhambra, a particular Great Admiral might offer the Grand Design for Venetian Arsenal, A particular Great Merchant might offer the Grand Design for Great Zimbabwe, etc. You'd still have to meet other prerequisites, but you'd have the plans (construction documents), which you could buy/sell/trade and even steal, like Great Works of Art. Starting the construction of a Wonder removes the plans from your inventory. Maybe they even require a Great Work of Art slot.

    If they bring back National Wonders in an expansion I could see those being included in the appropriate district, but I think it's important that World Wonders chew up real estate, that doesn't mean I don't think some of the World Wonder benefits shouldn't be beefed up. I think they should at least increase Appeal of occupied tile +2, and adjacent tiles +1.
    Oh this is intriguing. As far as I can remember Wonder-races in the Civ series has never really felt neither realistic (i.e. building same wonder in 3 different Civīs at once) nor very fun – unless you are the one completing them.

    Natural Wonders being district-related and the world wonders needing a blueprint – quite brilliant. I love the idea of Spies stealing blueprints for a wonder.

  22. #22
    Quote Originally Posted by pixelripper View Post
    I like this idea, but would like to offer another consideration. What if there was no more competition for who can complete a Wonder first. What if the ability depended first on obtaining the Grand Design (construction documents) by expending specific GP. For example, a particular Great General might offer the Grand Design for Alhambra, a particular Great Admiral might offer the Grand Design for Venetian Arsenal, A particular Great Merchant might offer the Grand Design for Great Zimbabwe, etc. You'd still have to meet other prerequisites, but you'd have the plans (construction documents), which you could buy/sell/trade and even steal, like Great Works of Art. Starting the construction of a Wonder removes the plans from your inventory. Maybe they even require a Great Work of Art slot.
    This is an awesome suggestion. This could go a long way to buffing some of the more lackluster great people.

  23. #23
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    I know right?
    Iīm actually surprised that more players haven’t commented on this suggestion (cudos to Pixelripper). I think itīs one of the best suggestions for the series that I have ever seen and that it fixes a lot of the hassle with Wonder building. Even if this wouldn’t make it to any of the Civ6 Expansions itīs such a groundbreaking idea that Firaxis would do well to remember it for next iteration of the series.

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