@tennmuerti said:
One thing that I've begun noticing in the later stages of the game that is a bit annoying is that now due to all the wonders and districts plus how large a lot of tile improvements are. You have entire continents looking like one giant urban sprawl with just a hodge podge mess of structures vomited onto the map. They kind of did a 360 turn and now it all looks silly and unbelievable because of it, if in previous Civs you visually identified cities as concentrations of power now it's like looking at a 4 seasons pizza with extra toppings :/
There is just something about how that art style interacts with the large number of structures of built up cities that all bleed into each other.
A bigger issue I find is the overall pacing of the game, especially when it comes to production. Now science seems about on the same level as in other Civ games (if not faster). But production costs are a bit out of whack. Firstly it's how each district increases overall district production costs for you globally. Towards the end game I decided to fund a new city and to build it's fist (industrial) district would have taken 130+ turns!!! If not for the nearby forest that I quickly processed in it's entirety getting new cities off the ground in mid-late game is a bizzare endeavor that makes 0 sense.
Secondly it's just the sheer amount of time it takes to get an army off the ground and an invasion started. Even fairly sizable cities with fully built up and supporting industry churning out 70-100+ production a turn, it still takes anywhere from 6-20 turns to get a battalion going (depending on unit type and city in question) and that's with some great general boosts and several city state army production boosts. Then to get it all together and send it to another continent. I was sitting around idling for about 40 turns on fully researched science and social trees while trying to get an invasion underway. And at the end it didn't even look like a lot of troops. This is all on normal speed btw (on a large map).
At the moment I am not feeling like starting another game of civ6 underway at all.
There's several reasons why production seems out of whack:
1) Industrial district buildings (Factories and Power Plants) give MASSIVE bonuses that get spread out to cities within 6 tiles of the district. That is a massive, massive bonus that you need to plan for in order to take advantage of it.
2) Trade routes give production bonuses if you're trading to a city with an industrial district, especially internal ones.
3) A lot of government policies give production % bonuses for specific stuff (wonders, settlers, builders, units) and there's a lot of +production for a lot of other things.
4) Hills now give plenty of food. Mines and lumber mills are super super super important improvements and you should be spamming them all over the map.
5) Plenty of non-industrial districts have buildings that give production bonuses: encampents, harbors, airports.
It takes a while to adapt. Personally I think the trade route bonuses and industrial bonuses are so large that they kind of railroad you into building a commerce and industrial districts on every city (since every commercial district gives you an extra trade route). I still think research is way too fast. But the costs are there for a reason, even if it's not fine tuned yet.
Log in to comment