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#81 | |
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Postmodern trash-talker.
Join Date: Sep 2011
Location: The Foundation
Posts: 1,870
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Quote:
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Hello. Before we proceed, I'd like to point out that all your beliefs, values and everything you hold near and dear to your heart is complete bull. If you're the kind of person who has the ability to eventually find out what I'm talking about, this is an important point. If not, you'll find it offensive and inconceivable. Which is perfect. |
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#82 |
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Chieftain
Join Date: Feb 2012
Posts: 3
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I had to rejoin this forum to post this. loong while since i posted.
Ive been a civ player for long years, i enjoyed civ 4, and still play it. but i must say you aren't playing the mods for civ5 that are out there i suggest you take a look at this mod http://forums.civfanatics.com/showthread.php?t=432802 Its the best civ experience i had in a while, both the combat system and the AI are great, the only thing i regret is religions arent implemented yet. And i dare say the HEX system is better than the stacks of doom from civ 4. Adds a lot more depth and tactics than spaming catapults at cities. This mod adds tons of buildings and research choices. Happiness system is very well thinked of and changed from the mess that it was on civ 5 vanilla game. If your looking for a chalenge take a look. Diferent civs bonuses are still a bit unbalanced, and somewhat the medieval cavalry units are very dependant on terrain. Like lancers having penalty defending.(its interesting) |
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#83 |
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Anarchist trader
Join Date: Aug 2003
Location: One step ahead of the authorities
Posts: 4,718
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#84 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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IMHO Civ V will probably never be as playable as Civ IV or even III, with all of the shortcomings that the latter both have even in their finals versions ( both have bugs to fix and glaring AI defects ), simply because there were too many changes in the core rules to get it right in one shot. Number of units per tile, square ( or iso )-> hex ( that IMHO made a huge influence in the tile yields, that have far reaching influence in the game ), roads having maintenance, the happiness count as empire restricting feature, the whole approach to diplo ... That is a lot of stuff that changed and will take quite a while for getting it all minimally coherent again.
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#85 | |
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Postmodern trash-talker.
Join Date: Sep 2011
Location: The Foundation
Posts: 1,870
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Quote:
Moderator Action: There's no need to be so rude. Please be friendly to your fellow posters .
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Hello. Before we proceed, I'd like to point out that all your beliefs, values and everything you hold near and dear to your heart is complete bull. If you're the kind of person who has the ability to eventually find out what I'm talking about, this is an important point. If not, you'll find it offensive and inconceivable. Which is perfect. Last edited by The_J; Feb 20, 2012 at 08:20 AM. |
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#86 | |
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Prince
Join Date: Oct 2007
Posts: 524
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Quote:
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#87 |
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Chieftain
Join Date: Oct 2011
Location: In the middle of Station Square
Posts: 75
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Civ4 and Civ5 is selling well. Just looking at how many posts are in each forum strengthens this. Even if they don't make a Civ6, they still will be selling Civ4 and Civ5 in stores. Money isn't the problem. The problem is that Firaxis did'nt learn. Civ3 was great, Civ 4 was Greater, and now Civ5... was a complete loss. If they kept features from Civ4 and created new features instead of removing others, this post would'nt exist.
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#88 |
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King
Join Date: Feb 2012
Posts: 928
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So, what is it exactly that makes Civ IV superior to Civ V?
I've just switched over from V to IV. I like a lot of things about it, but I'm not at a point where I'd call it superior. Over in the newb questions thread, I'm told to never automate workers because the AI is so terrible. Last edited by steveg700; Feb 20, 2012 at 08:35 AM. |
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#89 | |
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Deity
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The major reason the AI works better in civ 4 is because the mecahanics were made to fit around it (stacks) rather than made in spite of it (1 upt) completely breaking the game. Theres also much more variety and choice in management coming from sliders, better tile improvements, maintenance, a non retarded happinjess mechanic and flexible civics. Also, in civ 5 player options were further cut from few to almost none with patches in order to protect the non functional AI by nerfing the bejeesus out of things that did work too.... Theres plenty more, but to explain everything in detail would require a dissertation. I suppose you could look at Sullla's review of why civ 5 fails and work backwards. Last edited by Ghpstage; Feb 20, 2012 at 10:42 AM. |
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#90 | |
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Anarchist trader
Join Date: Aug 2003
Location: One step ahead of the authorities
Posts: 4,718
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The failure of 1UPT goes far beyond the AI's inability to wage war this way. |
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#91 | |
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Postmodern trash-talker.
Join Date: Sep 2011
Location: The Foundation
Posts: 1,870
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Quote:
And as for the worker comment, I remember I used to automate workers in Civ V and they destroyed my economy replacing all the trading posts with other improvements. In Civ IV at least there is an option for workers to leave old improvements.
__________________
Hello. Before we proceed, I'd like to point out that all your beliefs, values and everything you hold near and dear to your heart is complete bull. If you're the kind of person who has the ability to eventually find out what I'm talking about, this is an important point. If not, you'll find it offensive and inconceivable. Which is perfect. |
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#92 |
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King
Join Date: Dec 2008
Location: MINISTRY OF TRUTH
Posts: 894
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Civ 3 shall forever live on in our hearts, so it matters not if there is no civilization 6. Also: Alpha Centauri - greatest 4X game, they should've just let the genre die after it was released, since it can never be topped (especially now that we have "3D" graphics ruining everything). So basically Alpha Centauri killed Civilization, that's why FirAxis focuses so much on making useless features like religion: all of the traditional 4X features were perfected already by AC, greatest video game made.
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#93 | |
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King
Join Date: Feb 2012
Posts: 928
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I think Civics are pretty cool, and having types of government has more personality than sopols. |
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#94 |
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King
Join Date: Feb 2012
Posts: 928
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This option exists in Civ V as well.
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#95 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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Well, Civ V options system is also another issue to gripe on ....
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" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#96 | |
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Postmodern trash-talker.
Join Date: Sep 2011
Location: The Foundation
Posts: 1,870
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Quote:
__________________
Hello. Before we proceed, I'd like to point out that all your beliefs, values and everything you hold near and dear to your heart is complete bull. If you're the kind of person who has the ability to eventually find out what I'm talking about, this is an important point. If not, you'll find it offensive and inconceivable. Which is perfect. |
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#97 | |
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Deity
Join Date: Jan 2007
Location: Cheeseland
Posts: 2,610
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Certainly hexes were something I always endorsed on the Civ V ideas & suggestions threads. We also discussed many ways to correct the stack of doom problem, and armies of seige weapons without making arbitrary limits. I certainly agree that civics are better gameplay than social policies. Civics feel like I'm operating a vehicle and I can change gears to adapt to forseeable conditions. Social Policies are more like firing stages on a rocket, the next one just takes you further towards your original objective. It's symptomatic of the difference to me. In IV, I didn't feel lokcked into a particular victory condition at the outset,be cause I could reveal the map and my competitors and adapt, or even change victory strategies. In V, the advatages of a particular leader herd you down a path to a victory condition, and social policy choices only tend to send you along the way and deepen the rut you are in. Or to put things another way, I find IV to be a blank canvas, with endless possibillities and V is a coloring book. While the scenery is prettier in V,I have to color inside the lines and paint by numbers.
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Civ IV BTS /Huge/Marathon/Single Player/Mods History in the Making ,Civ IV Road to War , Legends of Revolution , History of the Three Kingdoms , and Grand Inquisitions 255c . Maybe one day I'll load V on this new computer, but I have no desire to play it anymore. |
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#98 |
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Hater
Join Date: Apr 2005
Posts: 1,430
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In V, the governor will starve your city when you pick various kinds of focus. That's how incompetent the automation is. >.>
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AP cheeses at every possible opportunity. Why you should not listen to Sid's Tips, the advisor, or automate workers. Part 2 If you want help, more earlier saves and images! Don't just write text walls. |
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#99 |
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Anarchist trader
Join Date: Aug 2003
Location: One step ahead of the authorities
Posts: 4,718
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Hexes vs. squares is kinda meh. There's really not much to choose between them. The most important thing is how it affects city layout. BFC vs circles.
I liked the idea of cities growing organically before the game came out. Then I saw the implementation. Same as everything else in Civ5, it was pathetic. Hexes and organic growth might be something to take for Civ6. 1UPT has to go, though. Even if they could teach the AI to play it, it's still a bad idea. As Luddite pointed out very well, it simply destroyed the basic mechanics of the game. |
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#100 |
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Sheepishly Statist
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1UPT could be easily replaced with a Paradox- or AGEod-style frontage rule, and the weighting on the units could encourage stacks (but small stacks) towards the beginning of the game, but with advancements in military technology could lead to larger fronts (fewer units per tile could actually fight, and more units would mean spreading out to flank). Inconclusive battles would be more common (i.e. both sides retain damaged units after combat), and neighboring units would march to the sound of the guns in later time periods to provide a bonus. I have always liked the idea of the hex grid, and would likely retain that if I were to redesign the game.
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Patron of fine and wholesome iced-cream manufactories. |
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