TheologiaCrucis
Warlord
- Joined
- Apr 25, 2014
- Messages
- 107
Least: Forward settling AI
Why, why, why do they do this? Why doesn't the AI like nice-looking, continuous borders?
Least: Forward settling AI
Yeah, this bugs me too. I think there should be a distance limit to how far from your other cities you can build a new city. Similar to how you can't build one too close. But I think this limitation should be ended by some relatively early, but not first-pickable, technology - perhaps 'Pigeon-Post Communication' or something
For me it was the sheer impossibility of Deity. I won a few games by sticking rigidly to the gameplans set out on here but that was far from satisfying. What I wanted was a fair chance but against stern opposition. People recommended I play on lower levels but what I wanted was a sporting chance against top quality opposition. What I have done is give myself the same advantages as the ai but on deity so that they are up and running quickly and we all move on quickly. Playing on lower levels you find yourself waiting around for people to have oil etc if you don't have any. I use advance set up and aggressive/smart a.i., give myself 5 techs to start with and one extra settler and one worker. So far its been enjoyable. I don't have to follow a set path and I have some almighty battles by the industrial era. I have won victories of all types but have also been wiped out by civs who kept pace with me so its exciting as well. Sometimes I add in all the warmongers and give myself a couple of units to start as well so they don't flatten me. I know its not pure civ, but for me on deity, pure civ is just a grind.
Least favorite is getting permanently screwed up in the reputation department after invading city states. Annoying thing when civilizations on the other continent that barely made a contact with you suddenly denounce you even though the invasion took place 10 thousand miles away and had nothing to do with them. Wtf do they care?
Somewhat tied with the above is the annoying situation when you have nukes, stealth bombers and 20 modern tank units awaiting at the border of some puny civ that barely made it to renaissance and when you demand something from them, they refuse despite being outmatched like 1000:1 in terms of military.
AI sucked in civ 1 through 4 and sadly civ 5 is no different.
Favourite is conquering but I also really enjoy the start of the game and finding all the civs since I always play random civs.
Least favourite is Rebels like say Shaka declares war on me early and I defend then I go conquer one of his cities or even his capital I end up going into around 10 unhappiness. So why do rebels pop up around MY capital? Why exactly are my citizens unhappy that I defended them from being killed/ Conquered? If anything rebels should pop up near the conquered cities.
I'll say The Great Library. It was made in 300 BC not 3000 BC.
It gets built way too early and of course on Diety you have no chance. It causes a ripple effect which can lock you out of many wonders until you pass the AI in tech. I dont believe this was the intent.
Civ has never really been trying to reflect some sort historical accuracy. It's more a flavor/theme/inspiration than anything here.
The balance between levels is my favorite aspect, such a huge improvement over III/IV. My least favorite thing is that there are still basic (not scifi) gameplay features from SMAC that are missing.
You are not playing deity because, by giving yourself extra techs and units, you are undoing the only advantage the computer has! I really think you would find it much more satisfying to beat the game at unboosted emperor/immortal (prolly with the smart AI mod) than cheating (sorry, but I am not sure how else to characterize it) at deity.
I really like the unique aspects of every civ, UA, UI, etc, and they should go deeper that route for civ6, also hexes.
Nice that you select two lines out of my entire post and ignore everything that puts them in context.
Modding IS cheating, but so what, modding is also fun.