Audible eXtension For Civilization VI

Join Nate, Troy and Joshua as they discuss the Civilization VI review. We discuss what was left on the cutting-room floor and where this game is headed. Come and listen to what we think about Civilization VI!

Music by Mangadrive for eXplorminate

10 thoughts on “Audible eXtension For Civilization VI

  1. booooo CIV6….bad AI and warmongering….same dissapointment as CIV:BE….enough said

    and saying that as long time (about 22 years) fan of the series with over 1200 hours in CIV5.

    besides that, well done eXtension :)


  2. i’m sorry but i have no more confidence in CIV.
    the way Firaxis supports their games and the rythm in wich they give out patches is a total desaster.

    yes, CIV5 was also in no way good when it came out, but the patch strategy was totaly different.
    they fixed stuff much faster and not only in big patches every half year that then miss much bugs.
    it realy hurts me to say but for now firaxis games are a no go for me.


    1. XCOM 2 is also from Firaxis and the way they ‘supported’ it through ‘hiring’ Long War Studios (now under a different name) was a clever thing. Also, the Long War mod for XCOM2 works and acts like a fully priced paid scenario pack (with game overhauls) – for free. Clever strategy there – and probably not too expensive on their side either.

      So I would definitely not say it’s a no-go for Firaxis as a company.
      I agree on the dullness / unreadiness of Civ6 though.


      1. yeah, my “no go” indeed targeted the CIV series (CIV6, CIV:BE and maybe comming expansions or stand alone games to the series), i was just to lazy to write such a long sentance at the end of post.

        in fact, i bought XCOM2 two days ago :)


  3. I disagree with your guys take on Corp and Armies. Sure there are times when having more units is better. But taking into account:
    a. sometimes limited space- you are adding more military power in the same space
    b. limited movement- more units helps more with higher movement rate units
    c. increased power- the power increase seems to be somewhat logarithmic, meaning having corps or armies can make a huge difference in the amount of damage done. A lot of that does also depend on what you are fighting against.

    I think you’ll find if you watch some “Let’s Play” of some of the bigger you’ll find they definitely use those abilities. For instance Quill18 plays Deity (and whips it fairly easily) and certainly does this, FilthyRobot (more a MP player, though not sure if he is currently playing Civ6) seems to use it as well. Could be the higher difficulty you are playing against (high level AI or actual people) the more useful it becomes ??

    Also somewhat disagree with placing cities and districts and the comparison to Endless Legend, for instance not knowing where the mountains are is a lack of you scouting, not a lack of the game not giving you information. You can also see where are all the hills, plains, jungles, rivers, etc. are located. So there should be no reason to not be able to plan where you build districts. Not knowing where future resources are is an issue, but I think that is a positive rather than a negative. Now having said that, actually knowing how to take advantage of the ground types in regards to district setup does take some time to learn and get used to. Another thing I find to be a positive and not a negative.

    Being able to rip up a district and place something new. I don’t see why that can’t be a thing. Let it take a set amount of turns to destruct the district. Like two turns base + 1 turn per district building, or just a set 2 or 3 turns. Maybe base it on actual production values, kind of up in the air on that one. I see no reason to lock into a setup from thousands of years in the past if you don’t want to. There is already the large penalty for creating new districts later in the game, if you want to take that hit, you should be able to do so.

    Onto other things…

    Spying: couldn’t agree more, really needs a rework.

    Trading: I like the caravans making roads, I agree with Nate saying we need a repeat route button (have that using CQUI mod)

    AI combat movement: agree pretty much whole-heartedly.

    The game certainly still needs a ton of work. But I feel Civ 6 is worlds ahead of where Civ 5 wass at the same relative time.

    Liked by 1 person

    1. “The game certainly still needs a ton of work. But I feel Civ 6 is worlds ahead of where Civ 5 was at the same relative time.”

      Unfortunately it’s not a compliment to either game or Firaxis. ;)

      I otherwise agree with most of the other statements above. And while I’m not a “pro” Civ 6 gamer, my game experience also tells that Corps and Armies are extremely useful on Deity difficulty, particularly for “blitzing” cities.


  4. If they get it right I might buy it – but on the basis of what I heard today I am glad I held-off.
    Many of the design decisions seem very dubious. The warmonger thing as a binary sounds completely inept. It cannot be so difficult to put in a variable condition that changes over time, like in the Paradox games.
    But excellent show and discussion
    Thanks guys



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