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Why don’t great writers use AI in Civilization 6?
How to evaluate the game "Civilization 6"?
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I have 604 hours of pve farming party
Civilization 6: The gameplay of Changing Winds is actually too simple. I have summarized the following shortcomings
1. Governor can basically use Pingala Lao Ma Lao Liang, and Lao Ma Lao Liang does not need to be upgraded.
2. The old horse traveling around has become the mainstream color of the game, cutting down immigrants, cutting down areas, and cutting down wonders. emmm, also, wooden rockets. . .
3. The benefits of exploding stores are far greater than those of fine stores. Exposing stores has become a feature of the game, and building a city has become one of the most important things to consider in the first half of the game. (Technology victory requires 16-18 cities) It greatly reduces the fun of the game (especially for people like me who like fine shops and careful planning of each city)
4. The regional price increase mechanism is very unfriendly to new cities. In the later period, it usually costs 70, 80 or even hundreds of tons for a new city to sit down and take pictures of an area.
5. The birth points are too different. The fertility difference between the middle part of the map and the north and south plots is too great, so players have to keep brushing the map (if they want to have fun)
6. There is a huge gap between the quality of city-states. I don’t know why some city-states were designed (such as Vilnius and a bunch of military states). Some city-states are ridiculously strong (Kumasi, Chingeti, Kandy, etc.) )
7. The intensity of the pantheon varies greatly, with powerful ones such as religious immigrants, or Maozi's aurora, and Brazilian double roads, etc., and others that no dog can choose such as: Earth Goddess, stone circles, religious idols, etc.
8. Divine AI is too outrageous in the early stage and too weak in the later stage. In the early stage, there are 5 sticks, 2 workers and 3 immigrants, which means re-opening. In the later stages of the game, Shenai's science and technology economy is far behind the players. It is basically fixed at 100-300 and has stagnated. The players already know that they will definitely win. It is just a matter of how many rounds it takes, making the game not much. The competitiveness becomes 0 (if competitive with AI is counted), causing many players to quit when they don't win.
9. The barbarians are so powerful that I shut them down every time now. As for why they are strong, where they are strong, and how strong they are, I suggest you experience the barbarians under God's love for yourself. . .
In general, the reason why a game can be played by players for a long time is because of its playability or explorability.
Civilization 6: Gathering Storm is fun because players can immerse themselves in it and enjoy the process.
However, after its playability has been developed by the masters, you will find that this game is actually like memorizing a formula. Even if different civilizations have different play styles, they remain the same. Zong.
From the first moment of clearing a barbarian outpost, to the excitement of breaking through 100 science and technology, to finally completing the technological victory in more than 400 rounds, to later grinding the map, stuck in technology, stuck in culture, stuck in culture, etc. Regional production capacity, cards 40% off, cards divided into gold, old horses traveling around and cutting, finally 160t technology wins (of course it may be faster). Victory comes faster, but happiness is less.
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