Seraiel
If you want anything from I please ask in German
- Joined
- Sep 6, 2011
- Messages
- 8,165
Starcraft Brood Wars is RTS, wasn't that article about TBS?Probably Starcraft: Brood War
If not I agree, SCBW was very good.
Starcraft Brood Wars is RTS, wasn't that article about TBS?Probably Starcraft: Brood War
This one is annoying because it is so persistent so let me take the time to address it:
Your assumption is a common mistake and a myth. Many players have drawn the conclusion that because each new city penalizes you, large empires are a bad idea. It appears very few have actually looked into the numbers behind this because if they did they would realize continuously expanding is not only viable, but desirable.
Here's the kicker: That 5% science cost increase per new city is compared to if you had only one city, not the total size/output of your empire. The same applies to the culture cost increase. Thus, in a 20-city empire your 21st city only marginally increases technology cost and policy cost - not the 5% and 10%, respectively. So, late-game expansion is still viable. This is even more true, of course, if you have an empire that's already well suited for expansion - say, playing Rome with the Order ideology and Liberty policies.
Typically, a new city will require just a handful of population (5-7) and a Library to not slow down your science, even in a modern era scenario. This late in the game, that can be achieved in short order just by shipping food from one of your trade units and purchasing the Aqueduct, which creates a city with rampant growth. This has the benefit that using a food trade route to this tiny city is far more efficient than sending it to one of your established science cities which, in spite of their higher multipliers, suffer from requring several hundred food units just to grow one population point. When this new city then adds a few more points of population and a University it is already significantly speeding up your progress, not to mention how you now have this new base giving you extra production, gold, etc.
The only reason to temporarily not found more cities is generally if you're aiming to lock down some national wonders. Civ V does heavily penalize expansion but this 4-5 city 'empire' talk is pure nonsense. The only caveat is that some players like to set up their games with extremely favorable conditions (re-rolling maps etc) and this can create games where the science rate is so fast new cities won't have time to do much at all. Perhaps it's because these forums have so much talk about such games that these misconceptions exist? In realistic scenarios where you aren't simplying aiming to break the game, though, expansion is always worthwhile.
*
With regard to the actual topic: Civ IV is the [much] better game. However, Civ V *with* expansions became quite decent and V adds a number of new concept that are valuable - city-states, for instance. Civ V, despite its popularity, will always remain a shadow of what the game could have been had the developers actually bothered to create a proper AI for this multi-million-selling title, though.
The problem with more cities isn't the 5% science issue, it's the opportunity cost. Each city has a flat unhappiness problem and adds more as it grows too. However, you could instead funnel that growth into a city that has monarchy, national college, university, etc. So each pop is more efficient and efficient. The issue is food, but trade routes can "focus fire" food too.
This is why "tall" empires can hit 1k science on 4 cities, and the really good players can get there pretty fast. 7 pop in an extra city causes more unhappiness and less science than in the capital, and while it will grow faster when you're up against the cap you get flatlined and stagnant science.
Wide strategies tend to mitigate this by coming up with more per city, or ending the game before science climb really takes off.
... and this is all before we even consider the issue of centralized science. Science wonders, especially National College, are incredibly important to science; these wonders only boost the science of a single city, so having your science-earning population concentrated in your National College city will net you much more overall science than having it spread out over a large empire.The problem with more cities isn't the 5% science issue, it's the opportunity cost. Each city has a flat unhappiness problem and adds more as it grows too. However, you could instead funnel that growth into a city that has monarchy, national college, university, etc. So each pop is more efficient and efficient. The issue is food, but trade routes can "focus fire" food too.
Spheres of influence actually sort of existed in Civ4 as vassal states and alliances, things missing in Civ5. Spheres in Civ5 also do not exist for the same reason as spheres of influence in the realpolitik era: spheres existed to supply the industrialized great power nations with a constant flow of much needed raw materials and cheap manpower, but Civ5's spheres only really exist to give "great power" civs a minor bonus to their already profitable engine. Spheres in real life were a necessity, spheres in Civ5 are just a bonus. Even if you compare it with the spheres of influence mechanics in the incredible but highly flawed Victoria 2, Civ5's spheres of influence are nothing: while fighting to sphere an important country in Victoria 2 could mean the difference between having rubber to produce and supply tanks and having no rubber at all, fighting over control of a city-state in Civ5 is only really fighting over a source of +culture or +faith at best (and the fact that a player can block another player from gaining influence with an allied city-state via warring them means this mechanic is almost non-existent in multiplayer).Civ4 has Corporations and Religions as great features, while Civ5 has City states and spheres of influence. In Civ4 the player can create their own ideology, while in Civ5 one must choose the right philosophy. Personally, I find the latter quite unrealistic, since I do not find any one of those philosophies to be ideal. However, Civ5 has something crucial from the realpolitik epoch - spheres of influence and congresses, which were missing in previous civ games. With the help of city-states, the focus of the game mechanics in Civ5 were meant to be about realpolitik, but as I mentioned something was missed along the way and it became the ideology system, which is represented by government types and only serves to emphasize certain behaviors. I had the feeling that I was playing some sort of perverted, turn-based hybrid of early Age of Empires and Red Alert 3 (great graphics and total failure in game concept).
Can we also discuss how units can also instantly regenerate half of their health after a few combat runs in Civ5? Or how longbowmen can fire as far as 20th century artillery? Or how it takes just as long to construct a battleship (375 hammers) as it does to recruit a few infantry battalions and equip them with a few APC's to form Mechanized Infantry (375 hammers)?Also in Civ4 a mounted unit can bring down Ah-64, while in Civ5 the player can fire with stones and rockets from the center of its city.
I get the feeling you'd really, really like Victoria 2, even with its flaws (eg. the fact that laissez faire economic policies are ruined by the dumb-as-balls AI controlling all nations' capitalists).Civ5 ties to give the player the chance to experience a part of the realpolitik epoch, but it scrapes things that really matter for the Big Stick Diplomacy. In Civ4 the concept of globalization is unfinished; yes, we have corporations, but there are no real international economic entities like the IMF, the World Bank, economic blocs, etc., through which soft power goals can be achieved.
I hoped Civ5 was just a temporary thing, but have you seen CivBE? Have you seen Starships? Call me cynical, but I don't think the developers have learned their lessons yet. It'll take at least one more poorly received game for Firaxis to start reflecting on its recent mistakes.So my vote is for Civ4. I hope that Civ5 was just transitory, and that Realpolitik and Globalization will be fully presented in Civ6.
All of my Civ V material is from its broken vanilla state. The expansions have changed enough that I don't feel I could make a quality LP right now, unless one enjoys my commentary style as I bumble around, but I did enough of that at first in HOMM.
Civ IV is something I just overplayed. Remember, in both cases I'm not too big on micro but still did decently...but because of the rate I played Civ IV, how many games did I do? Hundreds at least, start-to-finish games number 200 or even 300+. At some point, I decided to just give it a rest, because I didn't wish to micro to be more effective and I otherwise knew the game really well, so it was time to move on to other things for me.
In the meanwhile I've attained similar mastery to EU IV as I had in Civ IV, maybe even a bit stronger since the game is better for my skillset. I also had a run of HOMM III/HOMM V LP and a few years of playing pretty strong Madden leagues (made top 1000 years in a row, beat a few top 100 guys on occasion) before doing EU and coming back here. I still do EU IV of course, just mixing it up a little now.
Yeah well arbitrary lists are hardly the proof of something.
Maybe Civ4 deserves a better spot than Civ5 but who cares in a list where SCBW is not even in top 10
.I'd be curious to see Firaxis try their hand at a few different approaches to combat. Here's a simple one: when two units with specific combat strengths face off against each other, a random number is rolled between 0 and the sum of their combat strengths. If the random number is less than the combat strength of the attacker, the attacker wins the roll, otherwise the defender wins the roll. These rolls happen until one of the two units wins: a unit needs to win as many rolls as their opponent's combat strength to win combat. As an example, let's have a strength 3 spearman attack a strength 60 tank: the spearman has a 3/63 = 1/21 = 4.76% chance of winning a combat roll, the tank has a 60/63 = 20/21 = 95.24% chance of winning a combat roll. The spearman must win 60 combat rolls to defeat the tank, the tank must win 3 combat rolls to defeat the spearman. The end result is that the spearman has a 7.7248 * 10^-75 % chance of winning, so if we assume perfect randomization, a situation of a spearman defeating a tank should happen about once of every 10^77 of such combats; it would be so rare that you'd have at most one or two recorded cases throughout the entire game's lifetime
I'm assuming the lack of SCBW is because they only do one game per franchise, and apparently they a) Felt SC2 was better than SCBW, and b) Felt twenty other games were better than SC2.
Starcraft Brood Wars is RTS, wasn't that article about TBS?
If not I agree, SCBW was very good.
Hence why it's entirely arbitrary and has no value. That's my only points, quoting lists from "game journalists" kind of make me laugh. It's very questionable to consider SC2 better than SCBW and put it behind the 20 games over it Which include games that have not even a 10th of the impact the starcraft series had.
Here's an easy solution: More Warlords 2 videos!
This one is annoying because it is so persistent so let me take the time to address it:
Your assumption is a common mistake and a myth. Many players have drawn the conclusion that because each new city penalizes you, large empires are a bad idea. It appears very few have actually looked into the numbers behind this because if they did they would realize continuously expanding is not only viable, but desirable.
Here's the kicker: That 5% science cost increase per new city is compared to if you had only one city, not the total size/output of your empire. The same applies to the culture cost increase. Thus, in a 20-city empire your 21st city only marginally increases technology cost and policy cost - not the 5% and 10%, respectively. So, late-game expansion is still viable. This is even more true, of course, if you have an empire that's already well suited for expansion - say, playing Rome with the Order ideology and Liberty policies.
Typically, a new city will require just a handful of population (5-7) and a Library to not slow down your science, even in a modern era scenario. This late in the game, that can be achieved in short order just by shipping food from one of your trade units and purchasing the Aqueduct, which creates a city with rampant growth. This has the benefit that using a food trade route to this tiny city is far more efficient than sending it to one of your established science cities which, in spite of their higher multipliers, suffer from requring several hundred food units just to grow one population point. When this new city then adds a few more points of population and a University it is already significantly speeding up your progress, not to mention how you now have this new base giving you extra production, gold, etc.
The only reason to temporarily not found more cities is generally if you're aiming to lock down some national wonders. Civ V does heavily penalize expansion but this 4-5 city 'empire' talk is pure nonsense. The only caveat is that some players like to set up their games with extremely favorable conditions (re-rolling maps etc) and this can create games where the science rate is so fast new cities won't have time to do much at all. Perhaps it's because these forums have so much talk about such games that these misconceptions exist? In realistic scenarios where you aren't simplying aiming to break the game, though, expansion is always worthwhile.
*
With regard to the actual topic: Civ IV is the [much] better game. However, Civ V *with* expansions became quite decent and V adds a number of new concept that are valuable - city-states, for instance. Civ V, despite its popularity, will always remain a shadow of what the game could have been had the developers actually bothered to create a proper AI for this multi-million-selling title, though.
But I've shown the bulk of Warlords 2 gameplay...and haven't covered the last great game in that series yet . HOMM V deserves a finish, too.
SC had good design aspects, but where it and even Sc2 completely massacre most games in the broad "strategy" genre is in UI and game running/stability/bugs compared to competitors. Even Civ IV and V have this issue both (lately, V's seem mostly patched out). In both civ titles, for a large amount of their existence you had the UI tell you something that was wrong, such as "ranged attack" actually moving your unit towards the enemy. The 'craft series have quality in this regard that is rarely matched, even more so in any strategy subgenre...to say nothing of its MP playability (not in the "how good" sense, though it's great there too, but even just in the "okay, I'm trying to connect without dropping, going out-of-sync, or having in-game effects resembling 500ms ping to someone I can ping for 50ms").