
There are obvious checks (agendas) which you directly fulfill or not fulfill, while in civ5 you can actually build up relations over game time naturally. Originally posted by Final boss:Well Diplomacy is better in civ 6. Religion is much better, but also kind of ehh in civ 6, world congress sucks in both games. I miss how workers worked in civ 5 but at the same time hated how workers worked in civ 5(looking at you worker number 5 who has been taking 100 turns just to build a single road), when it comes to art style, civ 5 does have its own charms. When it comes to the art style well It certainly has a lot more charm than civ 5 in terms of leader animations, expressions, and other stuff like that the whole cartoony art style adds to the experiance. Like you have Melee navy units, raider units and ranged navel but even ranged naval is awful against besiging cities. Ranged units get a penalty against cities(Kind of mixed on this one) Naval units are better/good but still kind of eh. Like yeh sometimes its just kind of dumb. Artillery and siege units no longer dominate the later game(arty got its ranged nerfed to 2 instead of 3, but observation balloons which are support units bring it back to 3) support units IMO are one of the coolest new features in civ 6 even if they are a bit meh.ĭiplomacy is much better in civ 6 the AI still can backstab you sometimes and warmonger penalties are still kind of garbage(same issues with civ 5 but its better than in civ 6) Leader agendas I kind of like, but could be much better. Well Diplomacy is better in civ 6, the leader agendas kind of suck, less promotions for units than civ 5, policy cards and amenities are much better than the social policy/ideology system than civ 5, building roads workers better in civ 6 and you no longer have cargo ships and caravans(so its less of a headache), you also have things like districts which make cities take up more than 1 tile. IBut im not sure if this would be good or bad for civ 7. So even though im not a civ developer, It would be nice to see some unit stacking like 2-3 units per tile. But for civ 7 I hope they find a nice compromise.īoth games seem to have issues with air units in this regard, due to air units being the only units that can be stacked.

on smaller maps it can be really frustrating.

One issue both games have is the layouts of the tech trees and civics trees, often allowing you to rush some technologies even when it doesn't make sense, things like being able to get gunpowder units without researching gunpowder, another issue is only 1 military unit per tile, now to be fair that was a good solution to the Doomstacks of civ 4, BUT its also annoying. Which can be quite far away, but in civ 5 you get the riflemen, Although in civ 5 and 6 kind of suffer from that issue where military units quickly go obsolete depending on what speed you play. One thing I like about civ 5 more than civ 6 is theres more unit variety/more units to fill in the gaps, an example in civ 6 you get the musketmen, but your next melee unit after that is the infantry. Lets start off with wonders, when building wonders and if you loose a wonder to An AI in civ 6 its not quite as bad, due to how you get all of the production/most of the production "salvaged" in civ 6, but meanwhile in civ 5 you get like 200 gold or something which is really frustrating. TBH as much as I love civ 5 and LOVE civ 6, Both games have their issues, So I wanna have an honest conversation with what civ 5 did better than civ 6 and what civ 6 did better than civ 5, not just "civ 6 bad" or "civ 5 bad"
