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The first part is pretty obvious but anyways... And why it gets boring, lack of decisions to make or what?
Late game is not so much boring for me as it is just long. Turns feel much longer, and there is usually much more to do per turn, so I start to miss how quickly the turns go in early game. Unless I am really invested in a round, I usually start a new round by this point, since it drags on a little.
Note that I said "less fun" and not "boring" for me anyway.
I don't know, maybe because of the wait for the turns of the other civilizations slows the game a bit more. I tend to find exploring more entertaining, and after the map has pretty much been explored the game seems less exciting to me. Also, sometimes waiting on a technology to do what I want do can drag the game a little. If most the other cultures that I'm surrounded by are mainly competing with me for culture, science, or religion, it can seem like little action is going on. The game seems more exciting if playing for a domination victory, but Civ VI seems like it less geared and more discouraging to domination victories as few leaders are geared to those obtaining that kind of victory, and then add the unfavorable responses by the other civs when you do try dominate another civ. Religious victories, to me, seem to be the easiest but are also the most tedious to achieve.
I personally really enjoy mid and endgame, but I mostly go for Domination, i.e. World War with Nukes and Giant Death Robots™.
If you raise the AI difficulty to Emperor and beyond, that'll also make especially Endgame much more challenging, and therefor interesting, instead of being able to simply steamroll urvythang.
Of course, on the higher difficulty levels, the AIs approach victory conditions pretty early in the turn sequence, while you as a human are delayed because the AI bonuses kept you from early snowballing. These two effects can result in games that are still competitive as an AI is about to win, so you really need to hustle to get your win condition first.
That said, the more usual pattern is to either get slaughtered by higher difficulty early, or eventually pass the AIs up early enough that the game is soon no longer competitive. The game could definitely use a victory type based on a civ having reached that point of inevitable victory, without having to get to any of the defined victory conditions.
That said, the period of gliding after the game is no longer competitive is not really burdensome. Put all your units on fortify, queue up projects for your cities and just click "next turn" until it's over. If your interest in the game is at all towards a city builder, you can even use this period to construct or reconstruct model cities because you no longer have to compromise your city builder aesthetic with practical needs.
Which is precisely why I'll always turtle up until I have at least the ability to airdrop reinforcements, heh.
Diplo is even more effective. You need /10/ diplo points to win.
Found a religion and pick...I think it's Pagoda? Gives you 1 diplo favor a turn per building. Build a diplo quarter and the buildings. Become suzerain of all the city states nobody cares about for more diplo favor. Pressure everyone into sending you delegations and embassies.
And then sling your diplo favor at whatever you think is the most likely options every congress (and if you hate one of the likely options, well, that's why you have huge amounts of diplo favor, just throw like 15 votes at it and tell the rest of the world to suck it up).
In 5 congresses or less, you'll win. Those competitions can also net you diplo victory points, which is why it may not even take the full 5.
If you fall asleep during matches of Chess, then I guess the answer is yes?