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>Have over 1,000 hours logged into Civ5
>Play Civ6
>Something feels off, probably cause it takes a little getting used to
>Play for approximately 30-ish more hours
>Never play it again after
Why is this game so bad?
>>
>Recreational Civ6 hate thread #999999
>>
>>2411633
Are you from the past? I hope you haven't discovered Civ 7 yet.
>>
>>2411633
you probably didn't like how board gamey 6 is compared to 5 perhaps maychance?
>>
>>2411633
>have over 1,000 hours logged into Civ4
>play Civ5
>Something feels off, probably cause it takes a little getting used to
>Play for approximately 30-ish more hours
>Never play it again after
>>
>>2411633
its vice versa for me
>>
>>2411700
>have over 1,000 hours logged into Civ3
>play Civ4
>Something feels off, probably cause it takes a little getting used to
>Play for approximately 30-ish more hours
>Never play it again after
>>
Ed Beach is from the school of high complexity low depth. His solution to every design problem is to throw another system at the wall to provide busy work. He turned the franchise into a puzzle game.

Instead of simple decisions with deep ramifications like "library or granary?", you plan the entire city layout with "map tacks" in the year 2000BC based on the maps features.

This is his legacy.
>>
>>2414439
And then your pre planned city layout gets completely ruined because you discovered horses on the map and you can no longer put a district there.
>>
>>2414229
The Civ3 vs Civ4 fight its so retarded obviously the two are very different games by design.
>>
>>2411633
>Why is this game so bad?
Be Ed BIATCH.
Take civ v and turn into a boring simcity game with tourism/city state stuff being stupid busywork.
Make civ 6 revolve around a hundred systems that barely interact with each other and just give you busywork.
Get high while playing humankind and make civ 7 about civ switching. When doubts start to appear double down.
Man single handedly fucked up anything past civ 4.Including BE, since he was still responsible for that.
Also Sid, mogged him with civ rev,a simple console game game he designed in a afternoon.
>>
>>2411633
For me, and I have a similar experience, I think I just love 5 and its mechanics so much that I don' have a need for a game which is similar, but different.
It doesn't help that I personally don't like the changes like the reworked movement, the artstyle, the policy cards, the builders, or the districts.
>>
>>2411633
Whats the best/most classic Civilization game for a casual total war/command and conquer player?
>>
>>2417145
I'd say 5. It's the most visually clear, has the least micro-managing, and the way warfare works there is somewhat more intelligible since it's all about building front lines of units and good tactical deployment of ranged units.
It can be a bit annoying to get working on Windows 11, but it's nothing too bad if you just follow a guide.
>>
>>2417154
Nice. Is it on steam?

Im pretty tech illiterate so i just use steam for all my PC gaming now.
>>
>>2417145
2 easily

It's available as "free civ", you can google it.
>>
>>2417204
autist answer
>>
>>2411633
Extremely unintuitive game mechanics
The average casual doesn't notice it but my god does civ 6 have a bone to pick with strategy gamer common sense
Also the AI is dogshit, like literally brain damaged some of the worst I've ever seen
>>
>>2414439
Civ 6 is a deep game, the MP scene proves that. It's just not deep in a way that appeals to anyone who hasn't already sunk a hundred hours into studying its meta
>>
>gsme barely started
>see barbarian camp
>send my warrior and slinger to remove it, my scout not far behind
>slap the enemy scout on the way, no detection
>barbarian camp goes into overdrive, every turn printing horse riders, until there are 5 of them
>look around, single cattle tile 2 turns away is the culprit
>slinger dead, warrior barely alive, scout is defensive mod, will die turn later
>barbarian camp prints more horse fuckers
this shit happens maybe once in blue moon but it is aggregating, there is no counterplay until you have spearmen
>>
>>2417226
where do you think we are?
>>
>>2417164
Yep it's on Steam.
I think, if you have windows 11, the only start-up thing that you may have to do is navigate the file explorer to find a folder you, for some reason, sometimes have to delete.
>>
>>2411633
Sucks to suck
>>
>>2411633
civ 6 is the only version I've played so I have absolutely no clue what civ5 players talk about hating
>>
>>2417790
Mainly it's the artstyle.
There's also complaints about 6 being too micro-heavy, having bad leader/civ choices, and tall gameplay being harder.
But 5 has plenty of issues too
>>
Is 7 good yet?
>>
>>2419366
Nope. It's design is fucked from the core, even doing away with civ-switching can't save it.
Everything from the eras system, to the visual design, to the way buildings work just make it an inferior civ game.
>>
>>2417303
Dude, who the fuck can train an AI to play civ 6? Just look at the game. Such a task is hopeless.
>>
>>2419827
If you play AI on hardest difficulty it's automatically better than most players
>>
>>2419366
it never will be
>>
>>2419366
>>2420105
It will be when 8 comes out and turns out to be EVEN WORSE!
>>
It doesn't matter which Civilization game I try, I can never beat the game.
No, Revolution doesn't count.
>>
>>2419827
Just give them all Russia style free extra territory. Hell, give it to players too just give Russia even more. Playing civ 6 the unintuitive research debuff/district cost stuff was what bugged me the most but looking back the worst part of it was the claustrophobic city borders. The district system always felt like trying to fit 10 pounds of shit into a 5 pound bag
>>
>>2422804
Districts are ugly as fuck
>>
File: civ rev.png (211 KB, 256x320)
211 KB PNG
this is what a game looks like when its made by fun havers without the balance autists having any say
>>
>>2422902
It's hard to emulate, at least give it a PC port
>>
>>2422902
I have that, it was fun, still have my ps3 so maybe I'll play it again
>>
>>2422902
Civ Rev is good cus you can play a whole game in a weekend. Other Civ games take a week or two.
>>
>>2417790
>>2419064
Civ 5 and Civ 6 couldn't be more different. In Civ 5, a policy can turn the tide of a game, if you choose the wrong one, you'll likely lose, but if you choose the right one, it can win you the game. In Civ 6, you can unlock 20 philosophies that give you 40 policies that are completely useless.
The same goes for wonders, in Civ 5, Himeji Castle can save you from an enemy invasion, the Pyramids increase the working speed of your workers and give you 2 free, In other words, building one is a strategic move in your game. In Civ 6, while wonders are important, they aren't nearly as strategic as they are in any of the older Civ games.
But the war is, in my opinion, where the two games differ the most; there’s no comparison in terms of army size, the aggressiveness of the AI, the conquest of a civilization or even unit creation. In Civ 5, If you don't have a strong army, you'll lose. The AI can send an army all the way across the continent to wipe you off the map. Even if you want to win through culture, the war is an essential part of the game that you can't ignore. In Civ 6, this is something you can avoid, as long as you maintain good relations with your neighbors, they’ll leave you alone. It’s surprising how easily overlooked this aspect can be, considering that, ever since the first game, it’s been just as important as science.
I feel like Civ 5 and Civ 6 are two different game, as different as Civ 3 and Civ 4, It's obvious that they were designed with completely different game philosophies.
>>
>>2424369
>Pyramids increase the working speed of your workers and give you 2 free, In other words, building one is a strategic move in your game. In Civ 6, while wonders are important, they aren't nearly as strategic as they are in any of the older Civ games.
You clearly need to play more Civ6 friend.

In Civ6 Pyramids give all builders and extra build charge for the rest of the entire game even ones that you currently have automatically receive am extra charge and this is in the Ancient era, the early game, when it is the greatest economic power spike. That is basically a +33% extra value for every builder you will ever build for the rest of the entire rest of the game and it stacks witch all other future effects like Serfdom for example.

Wonders in Civ 6 are way more strategically important and potentially game winning than you seem to think. There are few that are so niche that they suck in most cases (Panama Canal, Venetian Arsenal, Statue of Zeus, Greta Zimbabwe), or some that are not worth to try because the AI will build them anyways.

But Wonders like Pyramids, Hanging Garden, Mauselum of Halicarnassus, Temple of Artemis, Colosseum, Petra, Kilwa Kisiwani, Ruhr Valley, Statue of Liberty, Forbidden City, Eiffel Tower, Machu Picchu,Casa de Contratación all offer incredible power spikes in the right circumstances. A select few wonders like Pyramids, Hanging gardens, are just flat out good in any circumstance.
>>
>>2424369
>policies are bad in Civ 6
horse shit, late game policy slot triples my science output or gives an opportunity to win science victory without a single ounce of aluminium mined, early game either I make gold or I am drowning in maintenance costs without policy card
>Wonders are bad in Civ 6
another falsehood, you have quite a lot of important wonders to choose from
>Apadana
absolute must to control city states (good for diplomatic victory or have A.I fight 2 front war)
>Oracle
gives a nice boost to great people, Kongo/Russia/Brazil need it
>Stone Circle
guaranteed free prophet is a guaranteed religion, religious bonuses are good in 6
>Statue of Zeus
3 spearman(ii), 3 archers and a ram from a single wonder, that's a siege ready army
>Potala Palace, Forbidden City, Big Ben, Alhambra
policy slots, big ben doubles your gold
>Machu Picchu
makes mountains give fat adjescency bonus to districts, really good if you can build it
>Civ 6 avoiding war
good luck with that, A.I checks your military power upon meeting,if it is significantly lower your relationship will plummet, you really don't want warmonger nation as your neighbor
same with borders if A.I has no room to expand it will attack you
>>
>>2424369
>In Civ 5, If you don't have a strong army, you'll lose.
That isn't true at all.
Civ 5's warfare is really damn easy, with just a few strategically-placed ranged units you can resist damn near every ai invasion outside of maybe deity difficulty.
>>
Civ 6 is bad game for the single reason, despite me having plenty h in it. AI is shit in it. Civ 5 wasnt pe4ceft inthis regard but at least it was much better when it came to wars, improving titles or overal difficulty. Civ 6 plays like solitare, theres no challange even on deity. The rce to catch up ai is still there, but AI cant put up a fight despite cheats. When ypu conquer its land the land is unimproved and by the midgame the army isnt upgraded.
Civ6 got some multiplayer scene so I guess it have some kind of appeal, but each time ive try to play in in single player I arrive to the same conclusion.
>>
>>2417451
>players need to learn they need a military before they see the army that will conquer them
>add barbarian threat for this
>don't explain barbarian scouts have a mechanic that only applies to this NPC faction
>add eurekas that demand you to ignore military to progress early, giving you immediate positive reinforcement
>military is constant negative reinforcement (uses the work queue, costs upkeep, promotions take forever, promotions are lost if the unit is, units are slow, can't see very far, and die fast)
>players get filtered and retvrn to civ 5

>>2422804
>the unintuitive research debuff/district cost stuff was what bugged me the most
And workers, each one costs more than the last
I'm still not sure if chopping is good because the game has so many unmentioned stacking modifiers
>>
>>2424369
Some victory conditions and playstyles in Civ6 require wonders
>>
>>2426371
before feudalism chopping is good, if production is for the apadana, the coliseum or the ancestral hall (settler if you already have it) or a food chop if it gets you to 4 or 7 pop

gold never
>>
>>2426371
>And workers, each one costs more than the last
This simple. It is because Workers are one of the core resources of the game, they are the thing that improves tiles and thus allows you to improve your empire's output. However as you improve your empire your overall production output will dramatically improve and the cost of workers need to keep up with it that improvement otherwise your output power would just snowball to the moon in short order. Once you gain Serfdom for example your worker charge increases by 66% with just that one policy the power spike would be insane.

It also adds a layer of decision making and thus space for skill because you need to know which improvement to prioritize to use the early cheaper builders on, if you mess up and the improvement need to be removed then that is just wasted resources.

>the unintuitive research debuff/district cost stuff was what bugged me the most
Research debuff is simple, techs that are in the age ahead of the game's age are more expensive. Again this is a speed bump to make it harder for research focused civs to min-max into reserach ignore the rest of the game and run ahead on the tech tree gain only the necessary powerful techs and snowball further into the tech tree. While past age techs are cheaper to allow other civs to keep up somewhat.

The districts costs buff/debuffs are kind of dumb that I agree with, they are the same thought process are the main thing that multiplayer revolves around and that is stupid.
>>
Love civ5 but it's hard to enjoy it in single player after playing multiplayer with the lekmod



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