stealth_nsk
Deity
No Stealth, that was in Greg's stream. There were 4 columns for votes: Self-votes, city states, liberated city states, liberated capitals.
Oops, sorry. My mistake.
No Stealth, that was in Greg's stream. There were 4 columns for votes: Self-votes, city states, liberated city states, liberated capitals.
With modifiers we would settle and get a -1, if its almost ok or a -5 if it was terrible or nothing if it was enough tiles away. With the system you like to call real, we just know they don't want us to settle near and.... what the hell does that mean. Did my city placement made them angry or not? In real life we would know, with modifiers we would know, with your "realism system" we don't.
How you see this? If another leader asks you to not settle near his borders, what comes BEFORE you actually settled, right? So there are no modifiers yet.
That's not the mods we are asking for. In civ4 you could not see that in the mods, aswell as you couldn't prepare for a backstab or a bribe from another nation.1. You gather forces near someone borders. You want a system which just tell you if your target already aware of your plan or not? Not fun. Figure it out yourself from opponent unit moves as he/she does the same.
Same as #12. Your city is weakly defended and considered an easy target for your opponent. The system which just inform you about isn't fun. Prepare and watch out or get a sneak attack.
3. You betrayed an AI in the past by breaking trade treaty. You could see this in deal history, and you could say what AI will trust you less. But knowing if the AI will break your next treaty isn't fun. You should consider the risk.
Yes, you see it after. With mods you see the impact it had, like in real life he would tell you you pissed him off. Or he could tell you, yes, thats far enough its ok.
With just the warning you get now you have no idea wwhat's going on. That's why I call it "too random".
f you break a traty, with mods, you could see he likes you less. Without mods you can guess it pretty well. It's just a clear example of hate where you can guess it very accurately. Mods would be ok, but you just know it anyway.
Yes, I know I am talking in civ4 terms. We just don't know enough about how civ5 relations are going to work, so I use civ4 to make the examples. But the little we know doesn't look better than civ4 ones. Just too erratic.
Did Civ or Civ2 have these? How did you play before the game turned into an excel excercise?
Like mentioned before, it's not about the numbers, it's about whether relations means something. In Civ4 they did, and that was possibly the main reason why it was so superior to its predecessors. In Civ5, they apparently don't (if you can't see the relations, it's almost the same thing as they didn't exists at all - and maybe the don't). This is a step backward to Civ3 era, and it's hard to understand what is the reason for this downgrading.
Like mentioned before, it's not about the numbers, it's about whether relations means something. In Civ4 they did, and that was possibly the main reason why it was so superior to its predecessors. In Civ5, they apparently don't (if you can't see the relations, it's almost the same thing as they didn't exists at all - and maybe the don't). This is a step backward to Civ3 era, and it's hard to understand what is the reason for this downgrading.
he knew it, they knew it
That's the problem. This is a terrible idea.
In your opinion. The way I see it, this whole issue boils down to 2 camps:
- Those who favour an historical simulator.
- Those who favour a tough strategy game.
I disagree. Like I said in several posts above yours, having modifiers makes it not only more strategic, but also more real, than just not beeing able to see how a leader felt about an action.