PolyCast Episode 103: "For What It's Worth"

DanQ

Owner, Civilized Communication
Joined
Oct 24, 2000
Messages
5,001
Location
Ontario, Canada
[img=right]http://civcomm.weplayciv.com/polycast/images/polycast_logo.jpg[/img] Whatever you will are willing to listen for it. The one-hundred-and-third episode of PolyCast, "For What It's Worth", features regular co-hosts Daniel "DanQ" Quick, "Makahlua" and Philip "TheMeInTeam" Bellew.

The summary of topics is as follows:

- 04m42s | Multiplayer
Initial Civilization V multiplayer experiences leading to some Artificial Intelligence (AI) ponderings based on them.
- 11m03s | Concerns
CivV concerns considered shortly following release.
- 17m37s | Units (General)
General introduction to the game's units and mechanisms, including seeing how one's economy dominates manufacturing capability.
- 25m47s | Units (Ranking)
Ranking CivV Ancient and Medieval units on typical usefulness, from first through fifth; similarly considered Renaissance and Modern units, and then on Zones of Control.
- 33m59s | Cities X 2
The impact of Puppet cities and City States.
- 36m32s | Great People
The place of Great People in Civilization V.
- 39m29s | Diplomacy
First reactions to the game's Diplomacy system.

- Intro/Outro | Miscellaneous
Context setting, and ignoring people on a certain social networking site.

PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; sibling show ModCast focuses on Civ modding and RevCast focuses on Civilization: Revolution.
 
Good show!

Nice to finally get something on civ5. "Carpet of doom"... What a terrific description :-)

Looking forward to episode 104 !

Regards
 
I'm guessing from some things they say they did not play with the .62 patch? Still, many good concerns raised.
 
Murderbows would be a cool UU for a fantasy civilization. :lol:
 
where can i read about what the POLYCAST is? who runs it, how it works and what is an idea behind it?
Further to what has been referenced already, there is an About page on the show's website that discusses it specifically in some detail.

Is there any transcript for this one? (Because of my poor english... :lol: )
Unfortunately we are not in a position to offer transcripts due to resource limitations, financial and timewise. :(

I look forward to hearing this! Thanks!
:beer:

I'm guessing from some things they say they did not play with the .62 patch?
Yes, in that this episode was recorded (October 9th) before the .62 patch was released. There was some substantial discussion that I cut entirely in post-production because of that patch being released in the interim, in fact.

Still, many good concerns raised.
:hatsoff:

Good show!

Nice to finally get something on civ5. [..] Looking forward to episode 104 !

Regards
Thank you kindly. Note that there is going to be a blend of CivIV and CivV coverage on the show into the immediate future still.

Murderbows would be a cool UU for a fantasy civilization. :lol:
:lol:
 
The relation between production, rushbuying, and tech costs is something I'm reallllly glad was pointed out here. I haven't played vanilla CiV in a while now but I noticed right away that I'm only producing one worker every 1.5 techs in the early game on marathon. This was so bad I actually tweaked the game speeds before my second game.

Oh, Pikemen are oddly weak.
 
Unfortunately we are not in a position to offer transcripts due to resource limitations, financial and timewise. :(

time i can understand, but financial concerns? huh? it doesn't cost money to write it on wordpad.
 
time i can understand, but financial concerns? huh? it doesn't cost money to write it on wordpad.

It does cost money to have the computer on and it takes time to write 40 minutes worth of commentary.
 
The relation between production, rushbuying, and tech costs is something I'm reallllly glad was pointed out here.
It is quite the... quirk.

time i can understand, but financial concerns? huh? it doesn't cost money to write it on wordpad.
On the financial front, I'm referring to paid-for transcription services (as an alternative to having them generated "in-house", re: time).
 
It does cost money to have the computer on and it takes time to write 40 minutes worth of commentary.

LOL! Just plug it into youtube's auto-caption :lol::lol::lol::lol:.

In one of my starcraft videos I was doing something with two brunettes, at least according to the auto-caption. I'm not sure I recall any activity with two brunettes or how that applied to starcraft, but oh well. It might not be accurate, but it will probably be funny.

So. I know you had user interface issues with a few control keys in Civ IV. Have these things been addressed to your satisfaction?

No. Some things (like unit selection) went away simply due to 1upt. Others (workers not interrupting orders while barbs are a VISIBLE THREAT, issues attempting to move a unit when playing quickly, shoddy-autopathing by threatened units on multiple-turn move orders) remain intact straight from the problems list of civ IV.

Of course, V took away the ability to select all cities, as well as the ability to use hotkeys to add things (or remove them) from the queue quickly and easily. Although rally points might not be straight-forward initially due to 1upt, I've still found myself missing those, too. Basically a lot of useful streamlined controls either never did (and still don't) exist or were actually REMOVED for the NEWER games.

The AI interface at least doesn't lie to us now, apparently completely hiding consequences of actions + introduction fake difficulty is preferable. Actually, that probably IS preferable to lying outright, though it still isn't great.

The ironic thing is that the V AI is objectively better than IV's, but is hamstrung by bad gameplay rules/balance which limits it.

So the answer to the question of satisfaction with the UI, is, in a word, no.
 
No. Some things (like unit selection) went away simply due to 1upt. Others (workers not interrupting orders while barbs are a VISIBLE THREAT, issues attempting to move a unit when playing quickly, shoddy-autopathing by threatened units on multiple-turn move orders) remain intact straight from the problems list of civ IV.

Have you had the problem of the game sometimes randomly selecting seemingly any unit that can still be issued orders instead of the closest troops that still can be given orders?
 
Have you had the problem of the game sometimes randomly selecting seemingly any unit that can still be issued orders instead of the closest troops that still can be given orders?

Yes, but moreso pre-patch.
 
Back
Top Bottom