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Thread: This game is awesome. Now go ahead and flame me !

  1. #1
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    This game is awesome. Now go ahead and flame me !

    I think many people are missing something.

    I finally managed to get time to play a post patch game, this week. I‘ve played up to the Industrial era. I know this isn’t a populár view here, but I really feel the fundamentals of the redesign and the game itself are awesome.

    Yes, I know about the broken multi-player. I know about the flawed diplomacy. I know about the bugs- I´ve posted here as recently as last week about one.

    These things are annoying, bad, frustrating.etc. And I dont believe that my first statement is any excuse for these fundamental flaws. The game was released way too early. But the person who was responsible for that decision should be taking the flack on this forum and not John Schaffer – unless, of course, it was his decision.

    Now the game has better balance, it is outstanding. Its not Civ 4, and I can understand why people are uncomfortable with that - often people don't like to try something different. But in my own view its fundamentally better than Civ 4.

    Why?

    Lets get this quite clear, simplifying something does NOT mean it is DUMBER, or that those who appreciate it dont have the intellectual capacity to appreciate something more complex. I have two masters degrees. I am not dumb. But I appreciate this game more than Civ 4 precisely because the designers have stripped it down to the basic elements. And allowed them greater depth and significance. I do not want to get into a debate here about religion or no religion. I am talking about something else.

    When I played my first game I was sceptical about the lack of science slider and tech trading. What had they done to the fundamental game? This had to be a mistake. Now I can see it wasn’t.

    In any civ game there are always the 3 basic variables that govern the game – science, gold, and happiness. Altering one, effects the others and the game is about balancing them to achieve the greatest returns.

    In all the previous games, science depended on gold and the slider. However, in Civ 5, they have attempted to make these variables interdependent but also independent of each other, in the sense that science depends on population (and not gold) and gold and happiness depend on resources. Your access to pop or gold or happiness is determined by the random distribution of resources on the 2 dimensional randomly generated map. The effect this has, in my view is to make the game fundamentally more strategic.

    Yes, I know, in Civ 4 gold was raised from resources. But the cottage could also be spammed for gold. Now if you want gold, you have to locate and control resources. Similarly happiness. And to a degree, population and thus science. Access to a resource no longer means a nationwide bonus. The effects are localised and limited in quantity. By doing this, the game has been given a strategic depth and complexity that the others cant attain. To say the game has been simplified is itself a simplification. Simplification means only taking away elements, but with Civ 5, although elements have been removed, the elements that remain have been allowed to mature to their full potential.

    I personálly, love it. Even if I am in the minority. Every game is different, because every map throws up a different distribution of resources. Each game I have to think strategically about how I wish to grow my nation, which way to expand, and which way to gain resources, via bribery, conquest or trade. Sure, this is what every other civ was about. In Civ 5, this is full on because its simpler and more mature. Spamming won’t save your ass.

    Také a look at the resource distribution and its effect on available units and buildings. Totally unpredictable and therefore utterly compelling. I just reached the industrial era. I was behind on techs, but, i had been concentrating on my gold rate. Able to fire myself into the future with research agreements (OK, there is some spamming– but this was only possible bcause I made sure to keep all eight other civs up and runnning – so it required strategy), I was comfortable that it was game over. Then I discovered electricity and aluminium. Or rather, that my civ had none, and Caesar, who has been hostile to me for the last 60 turns, and is ahead in the tech race, is sitting on the only source. My modern era looks like its going to be a bumpy ride indeed! I love it.

    Plenty has already been written in praise of combat. I don’t really need to state what’s already been stated. I am not going to praise the AI for its attacking tactics. It is weak. I personálly think its because of a problem with the pathfinding. It seems to have the same difficulty as human players in marching a large number of units to a particular location to arrive in position simultaneously. But aside from that, the combat is awesome. And the AI has, with me, demonstrated some surprisingly effective and interesting tactics. After beating off a surprise attack from Oda, I took his closest city to my lands, Osaka. Kyoto was wide open and defenceless across the plains. A rich prize because of its vineyards. But the AI tactics surprised me. The AI lined up its remaining SAmurais just outside my border. The formed a fortified last line of defence. The left flank was covered by a river, the right by a mountain range. Try attacking fortified samuraj with bushido directly. Your units cut themselves up faster than the samurai. And outflanking his forces meant attacking over a river. I had to use my knights speed to ford the river upriver, outflank the line and break the units on the plains from behind. The samurai on the hills were impossible. Fortunately, my scientists discovered crossbows during the campaign and my archers dislodged them with a rain of bolts. The route to the South and the riches of the capital was open. Awesome. No other Civ provides this kind of strategic depth. I would have been screwed if Oda's scientists had been quicker than me at getting the crossbow.

    This game has problems, sure.But the main problem was its early release. Not the design.

    The design, in my view, is awesome. If they put in the time to fix the bugs, then firaxis might just have the best Civ ever. WE don’t know who was directly responsible for the poor state of the release game. It seems to me that SChafer has become an easy target because most of the posters here worship Civ 4. I personály think, that he deserves alot more praise than he is getting.

    Now, flame away. I’m sure that many, many of you don’t agree with me. But I don’t really care. I really, really, really enjoy playing this game. Much more than any of the others.

    I pray, pray, pray, that diplomacy is pulled into a shape that is as good as the rest of the design.

    Cheers.

  2. #2
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    Nice to read something positive for a change. Being the 2K forum it's bound to get a lot more negativity because people come here to directly complain to the publishers, so it makes a change.

    Sometimes I think the more negative posts you read then the more you become negative about the game too because you think that what people are saying is how you should be feeling and you forget that there are a lot more people happily playing the game that we never hear from.

    The game's got a fair way to go, but when all's said and done, it is enjoyable.

  3. #3
    I too enjoy the game - it'll be a great game if they'll only manage to get a handle on the stability issues on the largest maps. Of course there's other improvements to be done also, but the crashes are really the killers - and many people have them worse than I do. I can only hope that they'll track down the causes of those crashes ASAP. I bet that would dramatically cut down the negativity in these forums.

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    I play standard maps with normal speed because i dont have the freetime for anything larger. Ive had a couple of crashes only. I sympathise though, with those who have them.

    I really hope 2k or firaxis will put the effort into sorting out the games remaining problems. Because I personally think it will be worth their effort.

  5. #5
    ^ I can play standard maps too, with very, very infrequent crashes - it's only the larger maps, especially huge maps, that have game-stopping levels of instability towards the end game.

  6. #6
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    A lot of us think the game is awesome. I certainly do. That's why I wish there weren't so many @&%$@# crashes, so that I could enjoy it!!

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    I totally agree with the OP. Aside from the occasional crash, the post-patch Civ 5 is outstanding. I like it better than Civ 4.

  8. #8
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    YARRRRR love the game too laddy now go and play more before I put you on the yardarm!

  9. #9
    100% agree.

  10. #10
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    I really want to think Civ5 is awesome. However without hotseat and other multiplayer improvements it just can not live up to it's potential.

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    Quote Originally Posted by Greasy Dave View Post
    I personálly, love it. Even if I am in the minority. Every game is different, because every map throws up a different distribution of resources. Each game I have to think strategically about how I wish to grow my nation, which way to expand, and which way to gain resources, via bribery, conquest or trade. Sure, this is what every other civ was about. In Civ 5, this is full on because its simpler and more mature. Spamming won’t save your ass.
    Spamming is absolutely the safest, easiest way to win any given game of Civ V.

    Science? Population determines science, and science impacts everything you do. So, you are heavily incentivized to spam.

    Gold? Spamming also means you tap into more room to drop trading posts and trade routes.

    Happiness? Basically, you build your happy buildings in proportion to your population, and then make up the amount of unhappy imposed by number of cities by acquiring luxury resources.

    As to the notion that "every game is different", let's examine that.

    Is the game different every time because of the neighbors you wind up with? No, individual civ personalities are totally overridden by the spamming imperative, making them all ultimately belligerent.

    Is the game different every time because of random events? No, these don't exist.

    Is the game different every time because there are a multitude of ways to win? Not really. You can generate a pile of gold and buy out the city-states to get a diplo victory, or you can spam like mad and get the time or science victories because of thsoe victory conditions reward ICS. If you feel bored, go for the dominaton victory. If you're feeling ridiculous, keep your civ to a three or four cities and go for culture while praying that the lack of science and production isn't enough to counter the incompetence of the AI's tactics.

    So you're basically looking to geography to provide 100% of the difference from one game to another. Ho-hum.

    I will agree that complicating a game doesn't automatically make it a smart person's game. Games should be simple enough to jump into, but have a depth that becomes apparent over time. That simply isn't Civ V.

  12. #12
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    ...And I feel compelled to add:

    Now, flame away. I’m sure that many, many of you don’t agree with me. But I don’t really care. I really, really, really enjoy playing this game.
    Much more than any of the others.
    You clearly do in fact care, because your post is an attempt to get others to pay attention to you. You may well be flamed, but it is a poor thing to invite it.

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    At OP, thank you.

  14. #14
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    Quote Originally Posted by steveg700 View Post
    ...And I feel compelled to add:


    You clearly do in fact care, because your post is an attempt to get others to pay attention to you. You may well be flamed, but it is a poor thing to invite it.
    No, I don't care. My post is my post, end of story. I really like the game, I explain why. You don't like it. No problem.

    Now I'm going to make your day and fill the rest of the line with smilies...no, just kidding.

  15. #15
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    Quote Originally Posted by steveg700 View Post
    Spamming is absolutely the safest, easiest way to win any given game of Civ V.

    Science? Population determines science, and science impacts everything you do. So, you are heavily incentivized to spam.

    Gold? Spamming also means you tap into more room to drop trading posts and trade routes.

    Happiness? Basically, you build your happy buildings in proportion to your population, and then make up the amount of unhappy imposed by number of cities by acquiring luxury resources.

    As to the notion that "every game is different", let's examine that.

    Is the game different every time because of the neighbors you wind up with? No, individual civ personalities are totally overridden by the spamming imperative, making them all ultimately belligerent.

    Is the game different every time because of random events? No, these don't exist.

    Is the game different every time because there are a multitude of ways to win? Not really. You can generate a pile of gold and buy out the city-states to get a diplo victory, or you can spam like mad and get the time or science victories because of thsoe victory conditions reward ICS. If you feel bored, go for the dominaton victory. If you're feeling ridiculous, keep your civ to a three or four cities and go for culture while praying that the lack of science and production isn't enough to counter the incompetence of the AI's tactics.

    So you're basically looking to geography to provide 100% of the difference from one game to another. Ho-hum.

    I will agree that complicating a game doesn't automatically make it a smart person's game. Games should be simple enough to jump into, but have a depth that becomes apparent over time. That simply isn't Civ V.
    maybe if happiness bonuses from buildings like coliseums and theatres were limited to individual cities. I don't know about you, but here in Arizona I can safely say I'm not made happy by a shopping mall in New York. I'm glad they like their shopping mall, but it doesn't change my mood.

    Quote Originally Posted by steveg700 View Post
    ...And I feel compelled to add:


    You clearly do in fact care, because your post is an attempt to get others to pay attention to you. You may well be flamed, but it is a poor thing to invite it.
    yup. he's a troll

  16. #16
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    I enjoy the game, but it still slow on bigger maps, but its still very fun.

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    I agree with steveg700 here. In my experience, Civ V's economic model strongly favors ICS and spamming. Research being tied to population instead of having to actually pay for it, is one of the worst changes I have seen in Civ series. And while tactical combat is interesting, the AIs in my games still play the war of numbers, throwing large numbers of units at me. This only exacerbates the problem of pathfinding and maneuvering, which seems to result in many AI suicide attacks. After a while, this gets stale and boring.

    I don't play Civ games for combat. I play Civ games as an empire building simulator. This means that I consider economics, city management, and diplomacy more important than combat... which I feel need a lot of tweaking.

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    Quote Originally Posted by brxbrx View Post
    maybe if happiness bonuses from buildings like coliseums and theatres were limited to individual cities. I don't know about you, but here in Arizona I can safely say I'm not made happy by a shopping mall in New York. I'm glad they like their shopping mall, but it doesn't change my mood.
    Yeah, they did that - main series happiness buildings in a city can produce no more, in total, than the population of the city. With the exception of India, this means they only counter the unhappiness generated by that city's population.

  19. #19
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    Quote Originally Posted by SamBC View Post
    Yeah, they did that - main series happiness buildings in a city can produce no more, in total, than the population of the city. With the exception of India, this means they only counter the unhappiness generated by that city's population.
    i think only the coliseum does that.

    and also, since happiness is all packed together, that doesn't really change much

  20. #20
    I'm glad that someone had the courage to compliment this game's design. Although it needs polishing, Civ5 is not the old fart in a windowless room like some people would have you believe.

  21. #21
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    Quote Originally Posted by brxbrx View Post
    i think only the coliseum does that.

    and also, since happiness is all packed together, that doesn't really change much
    Nope. Colosseum, theatre, all of that series. The only things that definitely aren't effected by that are wonders, and it's unclear if circus is handled as the former or the latter.

    If you're complaining about empire-wide happiness, that's a different complaint. What's changed with that patch is that happiness from normal happiness buildings can only counteract population-based unhappiness from the city they are in (unless you're India). No other unhappiness can be affected by them.

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    I do believe special buildings like satrop's court for Darius that gives +2 happiness while working as a bank is not effected by city size.

  23. #23
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    Quote Originally Posted by brxbrx View Post
    maybe if happiness bonuses from buildings like coliseums and theatres were limited to individual cities. I don't know about you, but here in Arizona I can safely say I'm not made happy by a shopping mall in New York. I'm glad they like their shopping mall, but it doesn't change my mood.
    That's in, via the December patch.

    I don't think the happiness mechanic is bad at all. OTOH, I am noting than even on standard (Prince) difficulty, happiness is not a limiting mechanic for the AI. I'm also perturbed that I can only note the happiness of other civ's once in a blue moon when the "happiest people" list pops up.

    The science-from-population mechanic is a blockbuster, nigh-unrecoverable flaw.

    The fact that warfare is the only tactic for subduing other civ's is also a horrible flaw.

    The design that funnels everyone in using belligerent ICS tactics is not unrecoverable, but it's clear the designers simply want to recover it, as evidenced by the impotence of culture-bombing, and the December patch's adjustments to victory points that tilt the scales even more heavily in favor of ICS.

    yup. he's a troll
    Well, I hesitate to toss around labels. Clearly, the OP's at least got serious blinders on. His example of the AI's competence in combat is fairly bogus, for instance, as his example of "awesome strategic depth" is just the AI lining up some units along a border that happened to have some advantageous terrain, and then just sitting there until he rode around the terrain and creamed them.

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    Quote Originally Posted by Kimono.Kitty View Post
    I'm glad that someone had the courage to compliment this game's design. Although it needs polishing, Civ5 is not the old fart in a windowless room like some people would have you believe.
    Posting in a forum takes no courage whatsoever. Many people enjoy the attention they get from saying unpopular things.

  25. #25
    Quote Originally Posted by steveg700 View Post
    Posting in a forum takes no courage whatsoever. Many people enjoy the attention they get from saying unpopular things.
    cour·age [kur-ij, kuhr-]
    3. have the courage of one's convictions, to act in accordance with one's beliefs, esp. in spite of criticism.

    That's the sense in which I was using the word—which is prim and proper and, as dictionary.com proves, is as correct as can be. It makes no value judgments about whether the person enjoys the criticism or not.

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    did someone summon the word police ??!?!?!

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    Quote Originally Posted by Kimono.Kitty View Post
    Civ5 is the old fart in a windowless room like some people would have you believe.
    Lol, i like this formulation.
    Actually, this formulation is true at the moment anyway.
    But who knows, in two years it may be fully patched. ^ ^
    Civ 2 was the last good civilization.
    So it's no wonder that I "somewhat" cynical am. ^ ^

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    Quote Originally Posted by Kimono.Kitty View Post
    cour·age [kur-ij, kuhr-]
    3. have the courage of one's convictions, to act in accordance with one's beliefs, esp. in spite of criticism.

    That's the sense in which I was using the word—which is prim and proper and, as dictionary.com proves, is as correct as can be. It makes no value judgments about whether the person enjoys the criticism or not.
    wow. you sure showed him

    it's easy to post on a forum. and it's fun to get a rise out of people. get it?

  29. #29
    Quote Originally Posted by brxbrx View Post
    it's easy to post on a forum. and it's fun to get a rise out of people. get it?
    Correcting a person who used a word properly to begin with. Get it?

    The OP clearly isn't a troll. So long as his beliefs are sincere then steveg700's criticism of my usage of the word "courage" is baseless.


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    Civ V is a great game. The diplomacy is a bit sus. I meet civs and a couple of turns later they denounce me etc, but I see that as an evolving work and don't mind the game growing with time as it does keep it interesting. The changes in the last patch with the Social policies, diplomacy etc was interesting.
    However, I am thinking of dumping the game and moving on to something else. I am over the bugs in basic elements of the game.

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    Kimono.kitty just let it go LOL man this thread has gone way off topic from it's origin as it is. State you love/hate the game flame or not flame the OP then move on to another thread.

  32. #32
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    Quote Originally Posted by Kimono.Kitty View Post
    Correcting a person who used a word properly to begin with. Get it?

    The OP clearly isn't a troll. So long as his beliefs are sincere then steveg700's criticism of my usage of the word "courage" is baseless.

    Deducing from your
    1. relying on knowyourmeme
    2. arguing using a dictionary definition
    3. focusing on a trivial aspect of an argument
    4. butthurt
    I'm guessing you're about twelve years old.

  33. #33
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    Science from population is fine, in principle, we just need a situation where a new city isn't such an overwhelmingly more effective way to grow population most of the time. I think we need a few more things with direct yields of science as well, to encourage developing them. Could easily add some bonus resources that add to science, for instance, or add to science once you build certain buildings (or a line of buildings).

  34. #34
    Quote Originally Posted by brxbrx View Post
    Deducing from your
    1. relying on knowyourmeme
    2. arguing using a dictionary definition
    3. focusing on a trivial aspect of an argument
    4. butthurt
    I'm guessing you're about twelve years old.
    Deducing from your
    1. Relying on the word "butthurt"
    2. Not seeing the relevance of a dictionary when the meaning of a word is called into question
    3. Not realizing that what I focused on was, in fact, the central part of steveg700's argument against my use of the word "courage"
    4. Use of a profile picture that is itself a meme
    I'm guessing you're about twelve years old.

    See how easy that was?

  35. #35
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    I want to apologize in advance for the length of this post...

    @Greasy Dave:

    I think a lot of the negativity that you hear from fans comes from the fact that many of us are incredibly frustrated with the fact that we were given a half-finished game that is poorly balanced, buggy, and lacking polish/production values.

    Quote Originally Posted by Greasy Dave View Post
    Lets get this quite clear, simplifying something does NOT mean it is DUMBER, or that those who appreciate it dont have the intellectual capacity to appreciate something more complex. I have two masters degrees. I am not dumb. But I appreciate this game more than Civ 4 precisely because the designers have stripped it down to the basic elements. And allowed them greater depth and significance.
    Agreed. "Simpler" does not always mean "dumber". Many of the core mechanics are sound, but they are most definitely NOT (as you say) "at full potential".

    Let's consider several mechanics that are commonly referred to as "dumbed down" by fans (some of which you mention in your original post). This is not attempt to "flame" you, but rather, an attempt to make an intelligent debate regarding the validity and depth of some of the new or changed mechanics, and I welcome any counter arguments you wish to make! Let us begin:

    1. Trade Routes. You didn't go into much detail regarding this mechanic, but it is one of the ones that is the most noticeably different in Civ V, and which is the best example that I can think of of a mechanic that is well-conceived, but not very well implemented (i.e. "half finished"). Instead of the complicated (and sometimes confusing) city-to-city trade route system employed by Civ IV, Civilization V is simplified to only require that cities be connected to the capital. Cities do not directly trade with one another, but rather, you get trade income for every city connected to your capital (based on the size of the city). Its a simplification. I wouldn't really consider this mechanic on its own to be "dumbed down" because its simple abstraction. In Civ IV, the assignment of trade routes was handled automatically by the computer. The player had no direct control (that I was aware of) in regards to which cities trade with which other cities. So taking out this direct city-to-city mechanic in favor of an abstracted "connect to capital" mechanic isn't "dumbed down" because the user isn't losing any control, nor does the user have to look at the city screen and become confused wondering "why is city X trading with city Y? Why doesn't it trade with city Z instead?" and not having the control to change it. So as a fundamental mechanic, the capital-based trade system of Civ V is a simplification that I am OK with because it doesn't take anything away from the player.

    The problem with this mechanic is that it is focused exclusively on domestic trade. There are no international trade routes. Essentially, the mechanic forces us to play the entirety of Civ V as if we had the "Mercantilism" civic from Civ IV adopted. This severely undervalues roads and diplomacy, since roads are no longer needed to connect your civilization with other civilizations and city-states, and passive trade income is no longer an incentive to maintaining stable relations and Open Borders with your neighbors. Sure some City States may ask you to build a road to them, but this only provides a one-time benefit and the continuous maintenance you pay on the roads makes it very difficult to justify not tearing them down immediately. If the existence of this road would provide continuous trade income from the city state, and/or slow down the degredation of relations with the city-state, then building, maintaining, and protecting the road from enemy attack would be valuable. And sabotaging an enemy's connections to city states by pillaging their roads would add additional depth and strategy to conflict.

    Furthermore, the requirement that we must have Harbors in order to trade over coasts and rivers is outright ridiculous considering that Harbors have a maintenance cost and are not available until the Medeival Era. Several ancient civilizations (including Egypt and Greece) focused most of their economy around trading up and down rivers and across the Mediterranean. Removing the ability to trade up and down rivers early (with or without roads) is an egregious decision that takes away a powerful strategy from the player, since focusing on building along rivers and coast to allow trade while avoiding the maintenance of roads is a strategy that is completely taken away from the player! Furthermore, it removes one of the key incentives of placing your cities along rivers. Yes, being NEAR rivers is still valuable because they provide extra food and gold, but there is no need to build ON a river. In fact, building OFF THE RIVER is almost always the better option since a.) the gold that is automatically produced by a city tile does NOT stack with the +1 gold that comes from a tile being adjacent to a river, b.) A city tile always produces 2 food, whether it is next to a river or not, while a farm next to a river produces +1 food, or +2 with Civil Service, which EQUALS the +2 food you get from a Watermill, but does NOT require maintenance! And if you're only building your cities an average of 3 tiles away from each other, then the maintenance cost of a Harbor is the same as the maintenance cost for roads, but the road has the advantage of increasing unit movement. If Harbors allowed units to move more quickly (by allowing free embarkation or something), or if the trade income from a sea-based trade route could STACK with the income from a road-based trade route, then river/coastal cities would actually be valuable. But as it stands they are not.

    So in summary, the lack of international trade and the nerfing of trade along rivers and coasts adds up to take a significant amount of previously accessible strategies away from the player without replacing them with new or more interesting strategies.

    2. Trade Posts.
    Quote Originally Posted by Greasy Dave View Post
    But the cottage could also be spammed for gold.
    What? The Trade Posts can't be spammed for gold? In fact, the Trade Post is even MORE spammable than the Cottage for several reasons. First and foremost, the Trade Post is a simple incremental increase in gold. The maturation process of Cottages in Civ IV was a deliberate (and quite clever) mechanic that was implemented in Civ IV for the purposes of making early development of a few "core" cities more profitable than just building new cities. The fact that Cottages had to be worked by the city in order to grow (rather than maturing automatically once built) further discouraged constant production of Settlers and Workers because doing so would slow down the growth of your core cities and thus decrease the amount of time you get to spend working/growing your Cottages. Furthermore, the existence of cottages made having a buffer zone of smaller cities and/or deep cultural borders important because the time it takes to regrow a Cottage made pillaging them during war especially damaging.

    The fact that Trade Posts do not grow in Civ V means that a new (i.e. "young") city with improved terrain in Civ V is just as valuable as an ancient (i.e. "mature") city. This makes rapid expansion via settling lots of cities a more viable strategy, and reduces or eliminates one key advantage of maintaining an empire consisting of fewer, high-population cities (which was the higher profit from the matured Cottages).

    In summary, the Trading Post is even MORE spammable than the Cottage because the Trading Post provides an incremental increase in yield without requiring a lengthy maturation process, and so building a Trade Post on your 20th city you just built 10 turns ago provides just as much benefit as the Trade Post that has been worked by your capital since 3000 BC. This is quite possibly my LEAST FAVORITE change from Civ IV.

    Also, your assertion that
    Quote Originally Posted by Greasy Dave View Post
    Spamming won’t save your ass.
    is also wrong because spamming does still save your ass. Except in this case, instead of spamming units and Cottages, you are spamming cities and Trade Posts. It just seems less obvious because everything in Civ V takes longer to do, so the spamming actually requires even more planning and deliberation than it did before.

    3. Incremental increases in Gold and Science per city.
    Quote Originally Posted by Greasy Dave View Post
    In all the previous games, science depended on gold and the slider. However, in Civ 5, they have attempted to make these variables interdependent but also independent of each other, in the sense that science depends on population (and not gold) and gold and happiness depend on resources.
    This is actually something that I was VERY excited about prior to Civ V's release. I always thought the Gold/Science slider was a bit akward. However, after spending several months with Civ V, I have come to appreciate just how GENIOUS the slider actually is! The slider in Civ IV essentially acts as a check and balance to the amount of gold and science that a civilization accumulates. By building and developing more cities, you can increase your maximum amount of combined gold and science, but you must chose to fund your research from this pool. This slowed down progress through the tech tree while also preventing any given Civilization from becoming filthy-stinking-rich early in the game (unless you had a Holy City and an early Great Prophet to build the Holy Shrine, but that's a different issue).

    Quote Originally Posted by Greasy Dave View Post
    In any civ game there are always the 3 basic variables that govern the game – science, gold, and happiness. Altering one, effects the others and the game is about balancing them to achieve the greatest returns.
    The Gold/Science slider mechanic (combined with the increasing maintenance of cities) did a remarkable job of constraining scientific progress to be more in-line with the real-life progress through the eras. Every now and then, a Great Prophet would allow someone to research Theology around 100 BC, but in most cases, the first civ wouldn't enter the Medeival Era until about 500 - 1000 AD. In Civ V, however, I routinely see AI civs entering the Medieval Era in 600 BC, and then getting into the Renaissance between 100 AD and 600 AD. And every time it happens, I cringe.

    The incremental increases in gold and science per city/population in Civ V is quite possibly the SINGLE MOST UNBALANCING mechanic in the game, as it gives ALL the advantages to rapidly-horizontally-expanding civilizations. More cities = more production + more gold + more science + more likely to possess varied luxury resources. WOW. The Happiness mechanic does a horrible job (compared to the Gold/Science slider and maintenance costs of cities in Civ IV) of providing a check and balance on the expansion of civilizations. Especially considering that the AIs seem to all but ignore Unhappiness. The only things working in the favor of smaller civs are the increasing cost of Social Policies and the requirement that a prerequisite building be constructed in every city before a National Wonder can be built. But these two advantages do little to compete with the benefits of having multiple cities. The National Treasury gives me +8 gold? Well so does building 4 cities - and I don't even need a Market or Bank in any of them, and they generate extra science too! And having more cities will generate more money, allowing you to buy culture-generating buildings or befriend more cultural city-states to make up for the increased policy cost.

    If a system of declining return were implemented (i.e. science, gold, and culture would be multiplied by a percentage that starts at 100% and decreases slighlty as more cities are founded) to simulate the lowered efficiency of trade, upkeep, communication, and education when you spread a population out over a larger area, then this mechanic might work much better. But again, as it stands, this is not the case, and this mechanic - combined with the lack of maturing Cottage improvements - very nearly eliminates small 3-to-5-city empires from being viable contenders to win the game. Sorry Ghandi...

    Quote Originally Posted by Greasy Dave View Post
    Your access to pop or gold or happiness is determined by the random distribution of resources on the 2 dimensional randomly generated map. The effect this has, in my view is to make the game fundamentally more strategic.
    Not sure how the implementation of this in Civ V is any "more strategic" than it was in Civ IV. In Civ IV, the use of a luxury resource required BOTH access to the resource AND the construction of a building for the population to acquire the resource (i.e. a Market). Each building would provide additional happiness with access to a different set of one or more resources. So in addition to "strategically" gaining access to resources, you also had to "strategically" plan out the optimum order of buildings to construct to maximize the effect of the resources you have acquired. In Civ V, buildings just provide a single, static benefit that is not dependent on the resources available (unless the resource is a prereq for the building, i.e. Circus, Monestary, etc).

    4. Tech Tree.
    The Tech Tree and its apparent shallowness has been a major concern for many fans since before the game even released. But, once again, a reduced tech tree does not inherently mean a "dumber" or "worse" tech tree. Each tech in the tree must have some value to it (i.e. it must grant access to a new unit, resource, improvement, building, wonder, or ability). The tech tree is slightly improved over Civ IV's tech tree because some of the unecessary "fluff" techs have been removed (i.e. techs that only provide a wonder or one-time benefit that make the tech completely useless to anybody who wasn't the first to discover it). There are also fewer co-dependencies on techs, which means you can focus your empire's development path more along one line or "flavor" of technologies. But the tech tree does have some problems that hurt game balance and limit the options and replayability given to the user.

    Quote Originally Posted by Greasy Dave View Post
    Every game is different, because every map throws up a different distribution of resources. Each game I have to think strategically about how I wish to grow my nation, which way to expand, and which way to gain resources, via bribery, conquest or trade. Sure, this is what every other civ was about. In Civ 5, this is full on because its simpler and more mature.
    In Civ V, every civilization starts with the same, one tech: Agriculture. Every Civ starts with access to the same units, buildings, and improvements. This leads to the first 20-50 turns or so being EXACTLY THE SAME EVERY TIME YOU PLAY THE GAME. Build a Scout, then a Worker, then a Monument, then a Settler, all while exploring the terrain and finding Ancient Ruins. Same thing, every time.

    In Civ IV, each civ started with a different set of starting technologies and different units. This meant that you had to focus your first few turns on emphasizing the strengths of what you start with. Did you start on the coast with Fishing as a starting tech? Go for the Great Lighthouse and build a mercentile, sea-based empire. Did you start next to Stone with Mining as your starting tech? Go for the Pyramids and use the Great Engineers you'll get from it to hurry future wonders. Did you start with Mysticism? Go straight for Meditation or Polytheism to get an early religion and start work on Stonehenge to get a Great Prophet and build the Holy Shrine. Each different civilization provided slightly different avenues with which to approach the game from turn ONE! While at the same time, thinking and planning on how to "grow my nation, which way to expand, and which way to gain resources". In Civ V, you can select a random civ in every game, and your first few turns are going to be exactly the same every time.

    The increased depth of the Civ IV tech tree also lead to smoother transitions through eras. In Civ V, the fact that the Classical era is only one technology deep means that you can rush through that era in only about 10 or 20 turns (depending on how much research you are producing). The reduced co-dependencies on techs, buildings, and units also hurts the tech tree by making some very illogical things happen. For example, in Civ IV, many units would require multiple tech prerequisites. The Horse Archer in Civ IV, for instance, requried BOTH "Horseback Riding" AND "Archery". Which makes sense. In Civ V, however, the Chariot Archer only requires "The Wheel". How is it that I am able to build a unit that fires a bow an arrow from a moving chariot BEFORE I have researched and perfected the art of Archery? In fact, a regular Archer just stands still and fires at a stationary or moving target. A Chariot Archer is moving in a fast, unstable horse-drawn chariot. So the Chariot Archer actually requires MORE skill, technique, and mastery of the bow and arrow than the regular Archer does, but for some reason does not require that you have researched Archery.

  36. #36
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    OK, my previous post dealt with your original post head-on. but I have a few more major gripes with some of Civ V's gameplay that I'd like to share which you didn't really address in your original post. Again, I apologize for the length of the post:

    5.Diplomacy.
    Quote Originally Posted by Greasy Dave View Post
    Yes, I know about the broken multi-player. I know about the flawed diplomacy. I know about the bugs- I´ve posted here as recently as last week about one.
    Well, I'm glad that you caught on to the diplomacy being flawed. But quite frankly, its a bit more than "flawed". Its "horrendous". Allow me to explain:

    The developers primary justification for removing Religion is that it didn't fit well with their new vision for diplomacy. OK, I can buy that. What I can't buy is that they removed one of the most fun mechanics from Civ IV (religion) and all we got in terms of diplomacy was full screen, bull-bodied leaders that occasionally mumble something incomprehensible. They aren't really interactive, you can't actually engage them in discussions, and they only have a few set phrases that the mutter occasionally in their own language (which Firaxis didn't even go to the trouble of subtitling for us). Basically, all the leaders do is take up the full screen to stand there and stare at you, looking either very bored (like Caesar, Elizabeth, or Washington) or looking way too happy to see you (like Alexander, Sulieman, or Catherine). Furthermore, they removed many diplomatic options, such as being able to ask what a leader thinks of a rival leader, being able to trade maps and technologies (more on this later), being able to establish trade embargoes against rival nations, and so on. The only real positive changes to diplomacy were the addition of the Pact of Secrecy (which got removed in the December 2010 patch) and the ability to ask to be given 10 turns to prepare before making a joint declaration of war with another civilization. The new "Denounce" option is a nice addition in concept, but the fact that there don't seem to be any ways of improving relationships makes denouncements lead to a downward spiral of diplomatic relations very early in the game, culminating in everybody hating everybody by the end of the classical era. The lack of passive international trade from Open Borders agreements and the lack of social policies or demographic information affecting relations (either positively or negatively) make the diplomatic experience feel shallower than Civ IV.

    The diplomacy of Civ V is not even very well integrated with the feature set that IS in Civ V. Annexing or buying land tiles one at a time and the limited supply of strategic resources were two of the major (and relatively successful) changes to this game. So why can't we buy, sell, or trade map hexes through diplomacy? The only way to acquire a hex that is already owned by another civ is to either capture the city that it is near or drop a "Culture Bomb" with a Great Artist. Both these actions, however, have negative diplomatic side-effects. So there is no way to peacefully acquire hexes that already belong to someone else. So even though America's National Ability is cheaper purchasing of tiles (apparently a reference to the American colonists purchasing huge swaths of land from the Native Americans for a handfull of beads and the fantastic deals that they got from the Loisiana Purchase and "Seward's Folly", all of which were purchased from OTHER CIVILIZATIONS!), none of the civs (not even America) can purchase hexes that are already owned by another civ. Sorry, Washington, you can't buy Hiawatha's land for a few beads in this game.

    Another major feature is the "one-unit-per tile" rule. With it comes the ability to passive-aggressively "block" movement of rival civilizations from movement through areas of the map by placing your units in positions that prevent the other player from passing through. That's a nice new strategic option - when used against a potential enemy. But why the heck does this still work against nations that you are on friendly terms with and have Open Borders agreements with? AI civs and City States have an irritating habit of parking units on a chokepoint tile and leaving them there for the whole game to block movement through it. But if we are friends and have Open Borders, then why would they block my units from moving? Especially if you're a city-state that asked me to build a road from my capital, and then you park a unit on the one passable land tile between my borders and your city! Why is there no option to diplomatically ask another civ or city-state to move a unit to let my units pass through? This seems like it would be a common-sense mandatory option to add if you're going to implement a single-unit-per tile system! But somehow Firaxis missed it - or decided it wasn't worth including.

    Then there is the military side of diplomacy. The AIs seem either too eager to give you everything they have to end a war early in the game; or they are completely unwilling to give you anything to end a war later in the game. There is no in between. Also, the new tactical combat system (another of the game's strengths) seems like it would make it a no-brainer to requir (or at least allow) communication, planning, and coordination between players in a joint military strike. So if you have an army of archers and warriors, and your AI ally has all the spearmen, it sure would be nice to be able to ask you AI ally to use those spearmen to defend the flanks of your warriors and archers from enemy horse units. But alas, you can't do that, and unless you get VERY lucky, your AI ally probably won't do anything to directly support your war efforts at all becuase they won't recognize your units as being support nor can you recommend or demand that they place their units in specific places or behave in any specific way.

    Finally, the AI has the ability to make statements and threats. Firaxis did give us the ability to ask AIs to stop settling cities near us. But the AIs can do so much more. They can appear and tell you that they are concerned about the massive army you have stationed near their borders. Why can't I express similar concerns when an AI has units pacing back and forth across my borders? The AIs can appear and tell us how happy or irritated they are that we have befriended another civilization or city state. Why can't I congratulate an AI Bismark for declaring friendship with my other good pal, Catherine? The AIs can appear and tell me how impressive my army or economy are, or insult my by comparing my society to barbarians. Why can't I tell the overly-aggressive Alexander that I think HIS behavior is barbaric?

    The AI does not learn. It does not adapt. Granted, it didn't really do this in Civ IV either, but considering how much 2K claimed the new leaders were going to be so much more human and lifelike, I was expecting to have some more impressive options for dealing with AIs. Its just an undelivered promise and a missed opportunity.

    6.Social Policies.
    I have very mixed feelings about these. I do like the sense of forward momentum that the cummulative bonuses provide. But at the same time, the Civics from Civ IV seemed to offer a sense of cost-benefit analysis and depth that the Social Policies of Civ V just can't match. There is no "Cost" analysis with the Social Policies (they all "cost" the same: the amount of time it takes to accumulate the culture necessary to adopt a policy), so you're only doint a "benefit" analysis. I prefer having to weight the pros and cons of a given choice rather than just chosing which pro is better. I also don't like that your policy choice doesn't have any effect on diplomacy (except with city states). If nothing else, the Policy Trees should at least have an effect on diplomacy when the mutually-exclusive trees are in play. If I'm a Autocratic Communist, I probably shouldn't be getting along too well with an AI civilization that is a Liberty-loving Capitalist. Similarly, if I'm a Theocratic Warlord, I probably shouldn't be very popular amongst the civilizations that are Tolerant Rationalists.

    7. The removal of espionage.
    Civ V seems to have an excessive amount of information that is hidden to the user. This is never more apparent than when you are trying to plan out a military conquest over another civilization.

    Quote Originally Posted by Greasy Dave View Post
    And the AI has, with me, demonstrated some surprisingly effective and interesting tactics. After beating off a surprise attack from Oda, I took his closest city to my lands, Osaka. Kyoto was wide open and defenceless across the plains. A rich prize because of its vineyards. But the AI tactics surprised me. The AI lined up its remaining SAmurais just outside my border. The formed a fortified last line of defence. The left flank was covered by a river, the right by a mountain range. Try attacking fortified samuraj with bushido directly. Your units cut themselves up faster than the samurai. And outflanking his forces meant attacking over a river. I had to use my knights speed to ford the river upriver, outflank the line and break the units on the plains from behind. The samurai on the hills were impossible. Fortunately, my scientists discovered crossbows during the campaign and my archers dislodged them with a rain of bolts. The route to the South and the riches of the capital was open. Awesome. No other Civ provides this kind of strategic depth. I would have been screwed if Oda's scientists had been quicker than me at getting the crossbow.
    Sadly, despite all the improvements that have been made to the military side of the game, one of the key components of warfare is completely missing: preparation. The master of war, Sun Tzu says that the first rule of war is to "Know thine enemy". Well, that is hard to do when you have absolutely NO way of scouting out an opponent. Since map trading has been removed, passive line of sight due to religion or espionage is gone, and there are no spy units, the only way to "scout" another civilization's land is to either a.) have an Open Borders agreement or b.) declare war and invade. If you are attempting to scout a potential enemy, then the Open Borders thing is probably out of the question because the AI won't sign Open Borders with you if they don't like you. In addition to not being able to see what the map looks like within enemy territory, you also have no way of seeing another civilizations' progress through the tech tree. Sure you get the message that "Civilization X has entered the Y Era". But if I'm preparing an invasion of Rome, and I see a message saying "Augustus Caesar has entered the Medeival Era", does that mean he researched Iron Working and Engineering and can potentially counter-attack me with Legions and Ballistas (or even Longswordsmen) while defending his territory with forts? Or did he take the Philosophy path through the Classical Era and discovered Theology and is about to waste precious production in one of his cities towards building the Hagia Sophia instead of popping out a few more Archers and Spearmen? I have no way of knowing unless he happens to wander one of his Legions in front of my line of sight. This means that the only way for you to find out what lies beyond the borders of your enemy is to actually invade. Well, this unfortunately conflicts with another of Sun Tzu's rules: "Failure to prepare is preparing to fail."

    It doesn't even matter how good the AI might be in terms of tactics once the war has started. Preparation for the war is the more important part. Making sure you have the correct types of units available to attack or defend is necessary to ensure victory in any conflict (especially considering the expensiveness of units). But if all the information about my enemy is completely hidden, how can I know what I need to do to prepare for battle? There is no "strategy" if the game doesn't provide you with any means of acquiring the information that you need in order to make an informed decision!

    This, combined with the aforementioned lack of international trade, means you have little to no information about the goings-on in other civilizations' borders, so you almost might as well just be playing by yourself, because aside from war, you can go the whole game ignoring the existence of other civs altogether.

    8. Research Agreements.
    A poor substitute for tech trading. You pay a large sum of gold, wait forever, then get a random tech while the other player gets a different, random tech (and you don't even know what tech that happens to be). If I'm in the Medieval Era, and the other player is in the early Renaissance, they are going to end up probably getting a much more valuable tech than I will, but since you can't see their progress through the tech tree, you have no idea what they can potentially get. Maybe you just earned yourself "Steel", but at the cost of giving another player "Chemistry", allowing them to conquer the rest of the world with their fancy, new cannons and shoot through the rest of the tech tree with all the excess research and gold they've just acquired by conquering half the map. Good luck catching up with your measly 10 cities...

    Quote Originally Posted by Greasy Dave View Post
    This game has problems, sure.But the main problem was its early release. Not the design.
    I agree with you! However, the early release led to Firaxis not being able to find the flaws that DO exist in the design and releasing a game in which those flaws are flagrantly exposed to the people who bought the game on release. And you know what they say about first impressions...

    And remember, I do NOT "hate" the game. If I hated it, I wouldn't be playing it enough to come across the problems that I've described in the above two posts. I would have given up a long time ago. Nor would I be so vocal in expressing recommendations for ways to possibly improve the game. I enjoy this game. I think there is a solid foundation here, and I hope that Firaxis crafts it into something that really is worth of the name "Sid Meier's Civilization".

  37. #37
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    Ok megabearsfan you need to go write a novel LOL

    BUT

    I do like many of your points especially on the chariot archer that always made me scratch my head and is also why it's probably so weak in a way compared to it's horseman counterpart. It's basically a fast archer instead of a ranged horseman.

  38. #38
    Quote Originally Posted by MegaBearsFan View Post
    The incremental increases in gold and science per city/population in Civ V is quite possibly the SINGLE MOST UNBALANCING mechanic in the game, as it gives ALL the advantages to rapidly-horizontally-expanding civilizations.
    I agree. This, to me, is the single most legitimate point that can be leveled at the current game because it is a game-breaking flaw in the design, rather than just a bug in the programming. Bugs can be fixed, albeit some requiring many hours of effort. But a design flaw, if it's too serious of an oversight, might have to be thrown out altogether.

    It seems clear — and I'm not sure how the designers didn't see it clearly — that any direct correlation between total population and net player power would be problematic to Civ5's vision of having fewer but more powerful cities. Rather than rewarding expansion for the sake of seizing key resources or strategic points, the current system rewards expansion for the sake of expansion.

    Perhaps one solution would be to boost the cost and but also the effects of buildings so that city specialization will become more like it was in Civ4, where, in higher difficulty levels, cities have to be oriented toward some specific goal or purpose in the general betterment of one's empire and cannot deviate much.

  39. #39
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    Quote Originally Posted by Kimono.Kitty View Post
    cour·age [kur-ij, kuhr-]
    3. have the courage of one's convictions, to act in accordance with one's beliefs, esp. in spite of criticism.

    That's the sense in which I was using the word—which is prim and proper and, as dictionary.com proves, is as correct as can be. It makes no value judgments about whether the person enjoys the criticism or not.
    I think most folks would agree that a definition of courage that doesn't involve standing up to adversity to be a pretty unacceptable definition. Checking out your source, dictionary.com, I find there are about a dozen or so different definitions from various sources of dubious authority, allowing one the cherry-pick the one most convenient to supporting the erroneous notion that courage is merely a synonym for honesty, rather than a related concept.

    So long as his beliefs are sincere then steveg700's criticism of my usage of the word "courage" is baseless.
    So, you want to continue to play a game where you suggest courage is merely about sincerity, not actually anything to do with bravery?

    Okay, fine. Let's check with Merriam-Webster for a second, where we find a single, nice, succinct definition:
    " mental or moral strength to venture, persevere, and withstand danger, fear, or difficulty"

    As I am indulging your dictionary, can you tell me: is there much danger, fear, or difficulty entailed in posting anonymously in a 2k forum?
    Last edited by steveg700; 12-27-2010 at 07:26 PM.

  40. #40
    Quote Originally Posted by steveg700 View Post
    Let's check with Merriam-Webster for a second:
    " mental or moral strength to venture, persevere, and withstand danger, fear, or difficulty"

    Much better, and not applicable to the OP, because there no danger, fear, or difficulty.
    Actually, my point still applies, since weathering criticism from saying that this game is not half as bad as it is being portrayed is more difficult than riding the wave of general, over-dramatized consensus that this game sucks and is better left in a trash bin. In fact, look at the very first sample sentence on Mirriam-Webster's site: "She has the courage to support unpopular causes."

    And I'll be damned if the OP isn't supporting an unpopular cause on this forum.

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