SuperSmash5
Warlord
- Joined
- Mar 5, 2009
- Messages
- 118
But on that basis you could say that everything is fundamental. How can I speculate about strategies if I don't know the exact cost of every building, wonder and unit? What about each unit's strength and movement points? What about the effect of every technology, social policy and wonder? How on earth can we speculate about strategy if we don't know every minute detail about the game? I can't believe how bad 2K are at giving us this "fundamental information"! Without it, how am I suppose to decide whether the game is worth buying?
I don't mean to sound arsey but I really don't think it's as important as you make out. Sure, it would be nice to know, but I'd rather hear more about the diplomacy options or see what some unique units/buildings do. How much strategy speculation are you planning to do? If you were told a grassland forest was the same as a plains forest, would that fundamentally change your plans? To me that sounds like something you can adapt to within 5 minutes of playing the game.
It just seems silly. I can't believe you actually don't agree with me on this because it seems obvious. Maybe it's because I only ever played Civ4, but tile yields were extremely important in that game and when I heard they changed, I kinda went OSNAP because it would change the flow of the game in a way that hexes, 1upt, and even SPs couldn't. That being said, I don't blame 2K, it's just weird that no one else here seems to care.
And yes, the distinction between plains forests and grassland forests was significant in Civ4. Grasslands you chop first and eventually clear away. Plains you wait or leave them be. The plains forest were good for providing extra production in a city with excess food and not many hills (a common situation for a capital city).
In fact, by looking at the tile yields, production as a whole would seem to be nerfed. Before, I thought production would be strong like it was in Civ4 and that early rushes would be just as useful (I was also a production whoar in that game). Now, it seems like the main strategy is more likely to be a "gold economy" where excess gold is used to augment production and science (and culture to some extent with city states). This is different than the specialist economy I had predicted before where science and culture would be the main focus of core cities surrounded by a protective wall of production cities in rougher terrain and filled by gold cities working coastal tiles.
Maybe I'm just a little sore because my visionary empire got blown up by this new information, but hey. This is interesting stuff. You can speculate a lot more by examining what raw numbers are available than you can by knowing a few quirky features. I'm a competitive Civ player. That's what I do.
No offense, but if you're not buying the game why do need to make such detailed plans in the first place?
It's BECAUSE I'm not buying the game that I make detailed plans. If I can't do it in the game, I'll do it in my head.