civnoob13
King
First off, aethetics of cIV that I like:
Leonard Nimoy for technology, it really gave the game an epic feeling
Mini map looks better in cIV
The research progress bar makes the game feel more epic and gives you a sense of accomplishment when you complete a tech
Sounds effects bring game alive. Just the sound of the walking, commands, animals etc
Rivers and cottages look better
Wonder movies bring game alive
City Screen vastly better
Diplomacy better to navigate / more options. The negotiation screen makes you feel like you are forming part of history because it takes up the whole screen along the sides. Having all the text crammed at the bottom like in ciV highlights the lack of diplo in the game
Gamepay
Tech and production rate feels more balanced and natural. In civ 5 teching is too fast and production far too slow to compensate for the congestion from 1UPT. In civ 4, it is almost perfectly balanced and you never wait that long
Food resources are actually beneficial. In ciV usually they are worse than a normal tile. Such a terrible design decision.
Wonders and far funner to build. They are more powerful yet only the AP was OP, and the movies make you feel like something has been accomplished.
Speed is good civ 5 speed is unacceptably slow. It takes so long to load a game or end a turn
Maintinance penalty far superior than global happiness as expansion nerf
Screen when making deals feels more epic, larger
Information far superior graphs bring a sense of accomplishment
In-game worlbuilder is good for more light-hearted games
In 5, city specialisation doesnt really work, in 4 it is a very useful strategy
You can have more than one trade route, in 5 you can only have one going to the capital
Great person special buildings are better and more powerful that in 5 where they are almost useless
Civ 4 has war weariness, Civ 5 has no war weariness, which would serve as a far better detterent that the terrible and boring puppet system and the massive happiness penalties.
Diplo victory isn't just a 'who has the most money'
The UN actually does something in civ 4
Civics represent the government more than SPs
Religion adds a lot of depth to the game
So do corporations
Diplomacy works, unlike in civ 5
Civ 5 that I like
Everything graphic wise not mentioned is better
Exploration is better, in civ 4 1-move units were very tedious, in 5 base moves are two, meaning that terrain as a movement hindrance matters more, meaning it is more tactical
Workers don't hinder growth when you construct them, which makes early game a lot funner
1 UPT altogether better. But it should be 1 UPTPC (per civ) and civilians should have no limit.
Producing science with population better and more logical than producing with gold. In civ 4, cottage spamming was a very OP tactic, it would give you a great economy and massive science, but in 5, science relies on population so it is more important to grow your cities, yet keep your economy going and get good production for science buildings.
In Civ 4 exploration units die too easily, in 5 units can be attacked and survive, making exploration far better and less frustrating.
Units not dying in combat vastly superior
Bonus to barbarians is useful
Combat odds better, I like to see the likelihood of me winning, and all the odds are presented far better
Encampments better than barbarians having cities, barbarian empires were always very silly
Unit stops after passing over lake better and more realistic
Terrain matters far more, making the game more tactical and fun
Limited strategic resources funner and more realistic
The economy makes more sense in civ 4 you could visibly change the amount of gold worked by a city and it would have no impact on net income
Mechanics are easier to understand. In civ 4, for example, I had no idea how trade routes work for a very long time but in 5 it is obvious.
Trade routes scale with city size better and more realistic
I like global happiness
Great generals are better
In civ 4, apostolic palace ruins diplomatic victory
Instaheal is great for tactics.
Social policies add a progressive feeling to the game.
City-states are a great new feature that adds a lot of depth to the game
1UPT is fun
Ranged bombardment has been needed for years
The ability for cities to defend themselves is realistic and makes cities harder to conquer, in civ 4 they were very easy
I have probably missed a lot out.
So what do I draw from this? civ 5, altogether, looks far better and has a lot of good concepts that people seem to miss. But it fails on the really important bits, like balance between tech and research, diplomacy etc.
Leonard Nimoy for technology, it really gave the game an epic feeling
Mini map looks better in cIV
The research progress bar makes the game feel more epic and gives you a sense of accomplishment when you complete a tech
Sounds effects bring game alive. Just the sound of the walking, commands, animals etc
Rivers and cottages look better
Wonder movies bring game alive
City Screen vastly better
Diplomacy better to navigate / more options. The negotiation screen makes you feel like you are forming part of history because it takes up the whole screen along the sides. Having all the text crammed at the bottom like in ciV highlights the lack of diplo in the game
Gamepay
Tech and production rate feels more balanced and natural. In civ 5 teching is too fast and production far too slow to compensate for the congestion from 1UPT. In civ 4, it is almost perfectly balanced and you never wait that long
Food resources are actually beneficial. In ciV usually they are worse than a normal tile. Such a terrible design decision.
Wonders and far funner to build. They are more powerful yet only the AP was OP, and the movies make you feel like something has been accomplished.
Speed is good civ 5 speed is unacceptably slow. It takes so long to load a game or end a turn
Maintinance penalty far superior than global happiness as expansion nerf
Screen when making deals feels more epic, larger
Information far superior graphs bring a sense of accomplishment
In-game worlbuilder is good for more light-hearted games
In 5, city specialisation doesnt really work, in 4 it is a very useful strategy
You can have more than one trade route, in 5 you can only have one going to the capital
Great person special buildings are better and more powerful that in 5 where they are almost useless
Civ 4 has war weariness, Civ 5 has no war weariness, which would serve as a far better detterent that the terrible and boring puppet system and the massive happiness penalties.
Diplo victory isn't just a 'who has the most money'
The UN actually does something in civ 4
Civics represent the government more than SPs
Religion adds a lot of depth to the game
So do corporations
Diplomacy works, unlike in civ 5
Civ 5 that I like
Everything graphic wise not mentioned is better
Exploration is better, in civ 4 1-move units were very tedious, in 5 base moves are two, meaning that terrain as a movement hindrance matters more, meaning it is more tactical
Workers don't hinder growth when you construct them, which makes early game a lot funner
1 UPT altogether better. But it should be 1 UPTPC (per civ) and civilians should have no limit.
Producing science with population better and more logical than producing with gold. In civ 4, cottage spamming was a very OP tactic, it would give you a great economy and massive science, but in 5, science relies on population so it is more important to grow your cities, yet keep your economy going and get good production for science buildings.
In Civ 4 exploration units die too easily, in 5 units can be attacked and survive, making exploration far better and less frustrating.
Units not dying in combat vastly superior
Bonus to barbarians is useful
Combat odds better, I like to see the likelihood of me winning, and all the odds are presented far better
Encampments better than barbarians having cities, barbarian empires were always very silly
Unit stops after passing over lake better and more realistic
Terrain matters far more, making the game more tactical and fun
Limited strategic resources funner and more realistic
The economy makes more sense in civ 4 you could visibly change the amount of gold worked by a city and it would have no impact on net income
Mechanics are easier to understand. In civ 4, for example, I had no idea how trade routes work for a very long time but in 5 it is obvious.
Trade routes scale with city size better and more realistic
I like global happiness
Great generals are better
In civ 4, apostolic palace ruins diplomatic victory
Instaheal is great for tactics.
Social policies add a progressive feeling to the game.
City-states are a great new feature that adds a lot of depth to the game
1UPT is fun
Ranged bombardment has been needed for years
The ability for cities to defend themselves is realistic and makes cities harder to conquer, in civ 4 they were very easy
I have probably missed a lot out.
So what do I draw from this? civ 5, altogether, looks far better and has a lot of good concepts that people seem to miss. But it fails on the really important bits, like balance between tech and research, diplomacy etc.