Aussie_Lurker
Deity
This one was a tough one to vote on. "Yes" I enjoy elements of this game, but "no" I'm not enjoying it the way I did Civ4!
Aussie.
Aussie.
IMO, that's mostly people who played a single game, discovered it was not Civ4.5, and ragequit.
This, pretty much. Civ5 has more potential than Civ4 ever did. People tend to forget that Civ4 did not start out as polished as it ultimately became.
Did I enjoy it? NO!
But I have to say I loved Civ IV passionately. So I really wanted an upgrade* of that, and got Civ "Facebook" V instead
* more complex, more features
I've played several games &-though I'm not disappointed that it isn't Civ4.5, I am deeply disappointed that-from an AI & diplomacy standpoint-it feels more like Civ3.5. If they fix the AI & Diplomacy-& re-balance key elements of the game (like City-State Interactions)-then I could happily see myself vote yes to this poll (or one like it) in the not too distant future. Oh, & Mods don't really count in my books because-though I do enjoy playing Civ5 with Thallasicus' Mods in place, I shouldn't *need* a forum-users mod to make the game *PLAYABLE*! I certainly didn't with Civ4!
Aussie.
I can't agree with this I'm afraid. I found Civ4 Vanilla to be *very* polished, before any patches or expansions came out. With Civ5 I found it nigh-on unplayable in an un-modded form, definitely not an accusation I'd level at Civ4 Vanilla. Sure Civ4 got even better-& so can Civ5-but first they need to fix all these massive AI & balance issues!
Aussie.
Far too many mechanics in civ4 just... weren't that great at representing what they were intended to represent. Diplomacy sucked (not as bad as civ5, in that it existed at least, but really, being able to control how the AI saw you by hitting a few buttons? That's such simplified crap it's not even funny)
far too much of the game was up to chance (example: If an aggressive civ started next to someone such as Ghandi, the aggressive civ would conquer the other with no issue. If that happens on Deity, you can end up with a runaway AI that is nigh-impossible to defeat... And that happened often)
Really, how are social policies that different? All of the policies in a branch stack &, short of switching to a contradictory branch, you never lose those abilities. I find that concept even *less* fun-though I do like the ability of buying Civics/Social Policies using Culture!Civics (while on paper a good mechanic) typically were just used in a set manner and then never changed.
I'll give you this one-I was a supporter of the decision to remove visible diplomacy modifiers, I just didn't realise they were going to throw out diplomacy *altogether*!
Don't really see what you're getting at here-the lack of balance in the Civilization Abilities means that there is now usually only *one* strategy that predominates. Don't get me wrong, I'm all for the more unique abilities in Civ5-but I just think they've been put together in a way that pushes both human & AI players down a very specific path!
Really, how are social policies that different? All of the policies in a branch stack &, short of switching to a contradictory branch, you never lose those abilities. I find that concept even *less* fun-though I do like the ability of buying Civics/Social Policies using Culture!
I also don't like the extent to which they streamlined Happiness & Health (the latter out of the game completely), nor do I like the fact that bonus resources have been made largely *useless*. I, too, could go on-but you surely must see my point?
Aussie.
I'm getting at the fact that some civs (rather, leaders) were actually implemented in such a way that they would not expand, would not build a decent military, and thus end up fodder to other civs. Creating a runaway expansionist civ... Ever run into that civ on the other continent that had conquered/vassalized everyone? Yeah, that's how it happened.
It may have gone too far in the other direction with Civ5 (even Ghandi will backstab), but I'd rather have an AI that actually plays to win than an AI that is flavorful but blatantly uncompetitive.
I'm not saying that Civics couldn't have been done better (I spent the better part of 3 years modding them ), but I do like being able to change my nations direction at some points in the game-at a cost. As I said, though, my biggest beef is the stacking of Social Policy bonuses. Sometimes it makes sense, but other times it *really* doesn'tSocial Policies and Civics are the perfect example for the difference between Civ5 and Civ4; Less common, very important, permanent choices, vs more common, less important, easily changed choices. I personally like the former, as I like having important decisions in the game. I do think we need more micro, though, so we can have a good balance between the two.
And while I would like to add Health back (and my views on Bonus resources should be obvious, given what I did in my mod), I actually like what they did with Happiness. It's a far better limit on expansion, which is a good thing IMO.
OK, that makes a bit more sense. I made it quite clear-even when the game was still in development-that I wanted a more Role-playing driven game experience, & I felt I got that more in Civ4 than I ever get in Civ5. My suggestion was that-rather than make the AI more cut-throat-they should have made role-playing more beneficial to the human player via the happiness system (to reflect your People's viewpoints).
I'm not saying that Civics couldn't have been done better (I spent the better part of 3 years modding them ), but I do like being able to change my nations direction at some points in the game-at a cost. As I said, though, my biggest beef is the stacking of Social Policy bonuses. Sometimes it makes sense, but other times it *really* doesn't
Just to clarify. I don't mind that they made Happiness Global-my beef is that they removed the city-based happiness element. i.e. Some things (like Buildings) should only impact happiness at the city level (which, in turn, would effect how productive that individual city is), but that city-based happiness should also feed into the Global Happiness system. Check out some of my posts in the Creation & Customization thread to see what I mean! I also think that They should have retained the Distance & Number of City component of Maintenance-perhaps via a multiplier of the building maintenance (again, see my posts on the subject). Given the greater importance of Gold in Civ5, expansion related things that eat into your gold supply would thus be even *more* important-yet they seem to have gone for happiness *alone*!
Please note, though, I don't *hate* this game-not at all. As I think I said, Civ5 has *great* potential IMHO, but the out-of-the box experience is simply less compelling than with Civ4!
Aussie.
Almost nobody claims that the diplomacy system of Civ4 would have been near perfect.Far too many mechanics in civ4 just... weren't that great at representing what they were intended to represent. Diplomacy sucked (not as bad as civ5, in that it existed at least, but really, being able to control how the AI saw you by hitting a few buttons? That's such simplified crap it's not even funny),
In exactly which way would this be different from Civ5?far too much of the game was up to chance (example: If an aggressive civ started next to someone such as Ghandi, the aggressive civ would conquer the other with no issue. If that happens on Deity, you can end up with a runaway AI that is nigh-impossible to defeat... And that happened often), Civics (while on paper a good mechanic) typically were just used in a set manner and then never changed.
I think that this poll at least shows that people who dislike the game, can stop saying that the "majority" of Civ players agrees with them.
I think that this poll at least shows that people who dislike the game, can stop saying that the "majority" of Civ players agrees with them.
wrong.
alot of people already moved back to civ4 (or civ3, civ2..) and never look into the civ5 forum whatsoever, or only rarely. therefore, mostly people who actually like the game vote, because 4 weeks after release they're the majority on this sub-forum.
i somewhat agree that it's wrong to say "the majority dislikes the game", but due to the way statistics and polls function you barely can destilate a statement like yours out of them either. ofc, people who actually play the game like it, otherwise they wouldn't play. but you cannot take into account all the disappointed players who already stopped playing, for example. on such a vote, only hardcore-hates (like me) or hardcore-fans vote because they feel the strong need to do so and don't want to let their side down, or because they want the game to be improved and believe their voice will be heard
simply put, this poll shows nothing else that, from the people who actually voted on this poll, there are more people who like the game than dislike it. the poll is nowhere representative for any majority of players, hence your statement is wrong.
voted no, even though i had a pretty good money-fun ratio with the game (30 hours of more or less fun until i discovered that i simply dislike it, for ~40 ) compared to a visit at the cinema (~6 for 2 hours of fun) - but for a game of the civ franchise, that's a horrible ratio.
You can twist it however you like, you'd still be wrong.
Please remember...
It is very common to expound on various theories to prove your side of an argument, especially when statistics and data are presented to you that go to disprove your argument.
On the other hand, If that data supports your argument, it will be your first point of contention and all other theories your opposition would present would thus be "preposterous" and "outlandish."
It is a very basic debate tactic.
hydrooxopropylmethylcellulose is my argument. It cannot be refuted.