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	<title>Comments on: Thoughts: Civilization VI</title>
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	<description>Science, gaming, and all things in between.</description>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-61345</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Thu, 03 Apr 2025 23:29:29 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-61345</guid>
		<description><![CDATA[Will never understand how people praise adding and adding and adding more and more crap into these games.  How many talent trees and things that add bonuses to you need?!  Civics, religion, corporations, government types, buildings, tile improvements, diplomatic treaties, leader stats, resources, tile bonuses, culture, quests, policies, random decision events, great people, city states... It&#039;s insane!  The expansion packs of Civ5 ruined it and every Civ game thereafter now has to add even more or it will be accused of removing features.  Civ6 takes it to a whole new annoying level with those idiotic cards that you constantly have to keep in mind and switch up depending on circumstances.  Just re-read that whole paragraph on how the cards work and how everything is linked together in some complex ever changing web of needless convolution.  Can&#039;t believe people want to be reading tons of endless little texts boxes to try figuring out what to do each turn since there&#039;s too much of it to ever actually remember it all until you play like 100hrs+  I&#039;d rather be spending most time exploring the map, building cities.  Every time I try playing some ridiculous modern strategy game like this, I then have to go back to Civ1 for the ultimate in deep but simple gaming.]]></description>
		<content:encoded><![CDATA[<p>Will never understand how people praise adding and adding and adding more and more crap into these games.  How many talent trees and things that add bonuses to you need?!  Civics, religion, corporations, government types, buildings, tile improvements, diplomatic treaties, leader stats, resources, tile bonuses, culture, quests, policies, random decision events, great people, city states&#8230; It&#8217;s insane!  The expansion packs of Civ5 ruined it and every Civ game thereafter now has to add even more or it will be accused of removing features.  Civ6 takes it to a whole new annoying level with those idiotic cards that you constantly have to keep in mind and switch up depending on circumstances.  Just re-read that whole paragraph on how the cards work and how everything is linked together in some complex ever changing web of needless convolution.  Can&#8217;t believe people want to be reading tons of endless little texts boxes to try figuring out what to do each turn since there&#8217;s too much of it to ever actually remember it all until you play like 100hrs+  I&#8217;d rather be spending most time exploring the map, building cities.  Every time I try playing some ridiculous modern strategy game like this, I then have to go back to Civ1 for the ultimate in deep but simple gaming.</p>
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		<title>By: Thoughts: Anthem &#124; The Scientific Gamer</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-55504</link>
		<dc:creator><![CDATA[Thoughts: Anthem &#124; The Scientific Gamer]]></dc:creator>
		<pubDate>Mon, 04 Mar 2019 11:00:32 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-55504</guid>
		<description><![CDATA[[&#8230;] the brokeness and were being held back by failures in the development and design process, such as Civilization 6 and Stellaris, and some of them, like Rome 2 and No Man’s Sky… didn’t. All of those reviews [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] the brokeness and were being held back by failures in the development and design process, such as Civilization 6 and Stellaris, and some of them, like Rome 2 and No Man’s Sky… didn’t. All of those reviews [&#8230;]</p>
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		<title>By: Alexander Mulkerrin</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-35265</link>
		<dc:creator><![CDATA[Alexander Mulkerrin]]></dc:creator>
		<pubDate>Thu, 02 Mar 2017 07:48:06 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-35265</guid>
		<description><![CDATA[I feel vindicated in my decision to wait for a decent discount on Steam before buying :)
Current price of £50 is just too much for an unrefined Firaxis game...

I&#039;ll definitely end up getting it eventually, I&#039;m hardly going to stop buying entries in the Civilisation series at this point :P I can tide myself over till then with the excellent Endless Legend and its expansions (maybe even revisit some old Civ games, Civ3 perhaps?)]]></description>
		<content:encoded><![CDATA[<p>I feel vindicated in my decision to wait for a decent discount on Steam before buying <img src='https://scientificgamer.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Current price of £50 is just too much for an unrefined Firaxis game&#8230;</p>
<p>I&#8217;ll definitely end up getting it eventually, I&#8217;m hardly going to stop buying entries in the Civilisation series at this point <img src='https://scientificgamer.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  I can tide myself over till then with the excellent Endless Legend and its expansions (maybe even revisit some old Civ games, Civ3 perhaps?)</p>
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		<title>By: Zenicetus</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-33457</link>
		<dc:creator><![CDATA[Zenicetus]]></dc:creator>
		<pubDate>Sun, 30 Oct 2016 19:29:04 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-33457</guid>
		<description><![CDATA[Good review, thanks for pointing out some things I&#039;ve missed reading other reviews (still haven&#039;t bought it yet, too busy with Stellaris). 

One thing that worries me is that if the UI is a mess, does Faraxis have a good history of acknowledging and fixing UI problems? I don&#039;t remember much if anything that needed changing in Civ 5, and it sounds like some major overhauls are in order here. 

WRT diplomacy, I&#039;m getting the impression that puzzling war declarations are a result of a typical 4X trigger kicking in, when the AI decides the player is getting too big or successful. Especially when two factions do it at the same time, and you&#039;ve had good relations until then. It&#039;s a stupid way to block steamrolling, if that&#039;s what&#039;s happening.]]></description>
		<content:encoded><![CDATA[<p>Good review, thanks for pointing out some things I&#8217;ve missed reading other reviews (still haven&#8217;t bought it yet, too busy with Stellaris). </p>
<p>One thing that worries me is that if the UI is a mess, does Faraxis have a good history of acknowledging and fixing UI problems? I don&#8217;t remember much if anything that needed changing in Civ 5, and it sounds like some major overhauls are in order here. </p>
<p>WRT diplomacy, I&#8217;m getting the impression that puzzling war declarations are a result of a typical 4X trigger kicking in, when the AI decides the player is getting too big or successful. Especially when two factions do it at the same time, and you&#8217;ve had good relations until then. It&#8217;s a stupid way to block steamrolling, if that&#8217;s what&#8217;s happening.</p>
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		<title>By: jiiiiim</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-33370</link>
		<dc:creator><![CDATA[jiiiiim]]></dc:creator>
		<pubDate>Wed, 26 Oct 2016 21:33:20 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-33370</guid>
		<description><![CDATA[There is a lot of work to do, but there is an interesting, reasonably novel, interdependent ecosystem of mechanics in there. Really looking forward to an enhanced UI mod though.]]></description>
		<content:encoded><![CDATA[<p>There is a lot of work to do, but there is an interesting, reasonably novel, interdependent ecosystem of mechanics in there. Really looking forward to an enhanced UI mod though.</p>
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		<title>By: Darren</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-33363</link>
		<dc:creator><![CDATA[Darren]]></dc:creator>
		<pubDate>Wed, 26 Oct 2016 13:18:22 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-33363</guid>
		<description><![CDATA[One interesting thing: there seems to be some disagreement from players about what, exactly, determines how long it takes to build a district. It might not be based on number of districts (or not solely on that) but may also be affected by how far into the game you are, perhaps as an attempt to coax players into early specialization. Either way, that people are arguing about this speaks poorly for the game&#039;s design; this isn&#039;t the kind of detail that should be left ambiguous for flavor, it&#039;s a critical element of play.]]></description>
		<content:encoded><![CDATA[<p>One interesting thing: there seems to be some disagreement from players about what, exactly, determines how long it takes to build a district. It might not be based on number of districts (or not solely on that) but may also be affected by how far into the game you are, perhaps as an attempt to coax players into early specialization. Either way, that people are arguing about this speaks poorly for the game&#8217;s design; this isn&#8217;t the kind of detail that should be left ambiguous for flavor, it&#8217;s a critical element of play.</p>
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		<title>By: Ninja Foodstuff</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-33360</link>
		<dc:creator><![CDATA[Ninja Foodstuff]]></dc:creator>
		<pubDate>Wed, 26 Oct 2016 09:42:01 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-33360</guid>
		<description><![CDATA[Wonderful review! Have your thoughts on Endless Legend changed in the intervening years?]]></description>
		<content:encoded><![CDATA[<p>Wonderful review! Have your thoughts on Endless Legend changed in the intervening years?</p>
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		<title>By: ilitarist</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-33325</link>
		<dc:creator><![CDATA[ilitarist]]></dc:creator>
		<pubDate>Mon, 24 Oct 2016 19:55:28 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-33325</guid>
		<description><![CDATA[They&#039;ve concentrated on patching the base game instead of adding new stuff. Even the DLC you get are cosmetic one and &quot;story pack&quot;, basically adding new events and things you can find in space as well as cosmetic ones, so it&#039;s in no way necessary.

They&#039;ve rebalanced practically everything, forced ships to have specific role instead of just size progression, added new tech, changed resource system (now it&#039;s a passive bonus if you have at least 1), changed planet system (now it&#039;s 9 types of planets and planets are rare), changed diplomacy (embasies are gone, relations are very much dependent on ethos and rivals), added new casus belli (sometimes you want to purge planet or liberate or make a tributary or forbid slavery etc)... They worked on redesigning basic systems and I struggle to name one they didn&#039;t change.

It feels better to me, not as generic and bland as it was before. My neighbours have a sense of character, empires in general are less dense (smaller number of habitable planets). There are still undeveloped systems - factions are just rebels; sectors develop slowly; there&#039;s nothing like a trade system apart from strategic resources; winning conditions are still a joke even though they&#039;ve added a new one (victory with federation). It&#039;s fun to play right now and I feel this is the best of all worlds in space 4X genre. It&#039;s not a perfect the way Civ4 was some time ago but as space 4X genre doesn&#039;t have perfect game (and don&#039;t tell me it&#039;s MoO2) I honestly thing it&#039;s the best one out there. Though I&#039;m very sceptical if I&#039;ll ever get too &gt;400 hours in Stellaris as I did in EU4.]]></description>
		<content:encoded><![CDATA[<p>They&#8217;ve concentrated on patching the base game instead of adding new stuff. Even the DLC you get are cosmetic one and &#8220;story pack&#8221;, basically adding new events and things you can find in space as well as cosmetic ones, so it&#8217;s in no way necessary.</p>
<p>They&#8217;ve rebalanced practically everything, forced ships to have specific role instead of just size progression, added new tech, changed resource system (now it&#8217;s a passive bonus if you have at least 1), changed planet system (now it&#8217;s 9 types of planets and planets are rare), changed diplomacy (embasies are gone, relations are very much dependent on ethos and rivals), added new casus belli (sometimes you want to purge planet or liberate or make a tributary or forbid slavery etc)&#8230; They worked on redesigning basic systems and I struggle to name one they didn&#8217;t change.</p>
<p>It feels better to me, not as generic and bland as it was before. My neighbours have a sense of character, empires in general are less dense (smaller number of habitable planets). There are still undeveloped systems &#8211; factions are just rebels; sectors develop slowly; there&#8217;s nothing like a trade system apart from strategic resources; winning conditions are still a joke even though they&#8217;ve added a new one (victory with federation). It&#8217;s fun to play right now and I feel this is the best of all worlds in space 4X genre. It&#8217;s not a perfect the way Civ4 was some time ago but as space 4X genre doesn&#8217;t have perfect game (and don&#8217;t tell me it&#8217;s MoO2) I honestly thing it&#8217;s the best one out there. Though I&#8217;m very sceptical if I&#8217;ll ever get too &gt;400 hours in Stellaris as I did in EU4.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-33323</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Mon, 24 Oct 2016 18:56:37 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-33323</guid>
		<description><![CDATA[I want to say it was Civ IV (Colonization doesn&#039;t count because it&#039;s basically the same game) but I can&#039;t remember what it was like on launch - for all I know it was really bad and I just didn&#039;t notice. Therefore it was probably Pirates!, a game which is celebrating its 12th birthday this year.

Civ VI didn&#039;t strike me as particularly slow? I&#039;ve averaged six hours per game, and that time went down dramatically after turning on fast combat/movement. What I will say is that there are parts of the game where it drags; thanks to the boosts it&#039;s very easy for your science/civic progress to outstrip the rate at which you improve your cities, meaning that sooner or later you hit a bottleneck where everything is taking 15-20 turns to complete. This made parts of it a bit more of a slog than Civ V circa Gods and Kings - but then I remember Brave New World reintroduced the same problem there too.]]></description>
		<content:encoded><![CDATA[<p>I want to say it was Civ IV (Colonization doesn&#8217;t count because it&#8217;s basically the same game) but I can&#8217;t remember what it was like on launch &#8211; for all I know it was really bad and I just didn&#8217;t notice. Therefore it was probably Pirates!, a game which is celebrating its 12th birthday this year.</p>
<p>Civ VI didn&#8217;t strike me as particularly slow? I&#8217;ve averaged six hours per game, and that time went down dramatically after turning on fast combat/movement. What I will say is that there are parts of the game where it drags; thanks to the boosts it&#8217;s very easy for your science/civic progress to outstrip the rate at which you improve your cities, meaning that sooner or later you hit a bottleneck where everything is taking 15-20 turns to complete. This made parts of it a bit more of a slog than Civ V circa Gods and Kings &#8211; but then I remember Brave New World reintroduced the same problem there too.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-civilization-vi/#comment-33322</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Mon, 24 Oct 2016 18:51:20 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=5127#comment-33322</guid>
		<description><![CDATA[You&#039;ve nailed it on the quotes, and I believe some of them literally are taken from blogs and websites. I noticed the sarky and/or quirky tone has made it into the Civilopedia entries too. Like, I would love to know what made Firaxis think having most of the quotes in the game be about how shit the thing you just researched/built is was a good idea.

How is Stellaris now? I&#039;ve not been back since launch; it seems like they&#039;re adding new content at what for Paradox is a fairly slow rate so I&#039;ve not felt compelled to give it a second try.]]></description>
		<content:encoded><![CDATA[<p>You&#8217;ve nailed it on the quotes, and I believe some of them literally are taken from blogs and websites. I noticed the sarky and/or quirky tone has made it into the Civilopedia entries too. Like, I would love to know what made Firaxis think having most of the quotes in the game be about how shit the thing you just researched/built is was a good idea.</p>
<p>How is Stellaris now? I&#8217;ve not been back since launch; it seems like they&#8217;re adding new content at what for Paradox is a fairly slow rate so I&#8217;ve not felt compelled to give it a second try.</p>
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