Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
I just hate that once you do get the ball rolling.. it just gets ridiculous in out shining people.
The religion and revolution mod and its successor (just out now) makes it as good as the original. Seriously. Its dirt cheap and way better than Civ 6. Like night and day.
Besides combat, where is the massive exploit? Where is the early game tech slingshot you had in civ4? Where is the luck of getting a free settler in civ 2 and 3? Or an advanced city just there under a hut?
Even a big barb uprising you get nothing but XP for it. :\
In my most recent game, i sacked my new nearest neighbors. Now i'm so far ahead nothing can stop me.
In civ4 by now the zulus would have a few vassals, and we'd still be on parity.
There's nothing the AI can do to stop you once you get even a little bit ahead.
Point also I never saw at Civ 6 a horde of furious barbarian jump outside a village, crush your scout who enter this village, then spread and eventually raid your city.
You can abandon your city that now dont need a garrsion. Anyway more than half of the time barbarians entering your territory go wander elsewhere without plunder you.
You can also spawn as many city as you want without fear bankrut (as long a map size allows it)
But the final as more important point is you have not to fear a war. War is the player exclusive tools. You can use it to forbid an AI oponent to win, if he is too close to achieve a cultural, religious, or other condition ; just kick it enough to prevent him to win. On your side you have nothing the fear. AI is unable to go at war even it have 10 times more army forces than you.
I agree a big part of a civ game fun, is to establish an empire. For most people I know, it require a large, very large map. However without surprise, without challenge, with a pityful AI, Starting a game is no more than the chronical of a fortold victory ... not very exciting ... and so boring.
I mean, if you go through the "right" vectors, most formulae become simple. You can put the research subject matter down or you can make different shapes and/or limitations to see if you can make it more interesting. Case in point, were I to avoid doing what I know is conducive to winning any match of Colonization, I would see the way it appeals to you.
I appreciate the advances that have been made in improving Civ 6 AI. The other day I spawned directly between Sumeria and Nubia and while I did fine blocking one invasion, there was categorically nothing I could do when the second attacked. The next game I was pretty much isolated in a nice defensible corner and wasn't the target of one DoW while I quickly rolled to a science victory.
The systems are complex and I don't doubt people have varied experiences with a handful of examples that make things seem easy or unnecessarily difficult. One or two AI opponents with bad sets of circumstances can make the entire world system lean toward a runaway, and experience with the game allows a human player to be that runaway.
I see what the Op wants to say, but I don't agree it's the entire picture.
They added religion but that doesn't really do a whole lot.
They added districts, which make the player think about which types of buildings they want in a particular city. That's a step in the right direction, but really isn't that huge of a deal.
The game changing wonders we used to have are all nerfed. Remember Leonardo's Workshop? The way the Library of Alexandria used to work? These were wonders where if you were falling behind you could catch up quickly. Now most of the wonders add bonuses to a civ but don't change the game at all.
What the game needs is some completely new features that change the way we play the game while keeping the core concepts intact. Otherwise we're more or less playing the same game with better graphics.
- Players don't want to learn how to manage their tiles : whining about non automatable workers
- Players don't want to learn the religious system: whining about how broken it is and desactivation of the victory condition
- Players don't want to learn the happiness system : whining about too few amenities
- Players don't want to learn the loyaty system : whining about how broken it is
- Players don't want to learn the tourism system : whining about the culture victory and only going to war to avoid their defeat
- Players don't want anything remotely random : whining about natural disaster or the random quests in CIV IV and BE
Yes the game can be perfectible but devs have made the game for a big portion of the player base who doesn't want to actually study the rules of the game to get good at it.
I don't think any of the above are true. The problem with the game is that it is not at all random, other than the starting location. Almost every game has the same flow to it. We know the religious system but feel it is more annoying than anything else. We know how to manage tiles as we've been doing it since 1992 or whenever Civ1 came out. Same with happiness. Loyalty isn't that much different than the old culture system with some different ways to counter problems with it. We understand tourism - it's not that complex.
The issue that many of us have is that often in order to obtain any sort of victory other than domination we need to nearly dominate the other civs. And if we're doing that we may as well just go for a domination victory. Culture is the only other one I sometimes go for.
Typical game:
Win the early part in order to expand.
Build up in the middle part and choose a victory condition that suits the situation.
Knock down or out any of the other civs that can challenge my victory in the modern age.
Wait turn after turn until my victory is achieved in the atomic age, or whatever the next age is.
Yet almost often, by the time I've secured certain victory by knocking down the other civs I may as well just keep going on with my domination victory since I'm already almost there.