Greetings civfans
I have played civ series since 1994 (civ1). I am also a great fan of civ and they occupied most of my gaming time.
To be honest, civ5 is a fun, graphic-gorgeous game. However there exists severe, fundamental pitfalls and it is doomed to be the worst CIV ever.
With hours of exploration and quite a few modding experience, I list my 4X comments below to demonstrate that gameplays in civ5 runs to the opposite way of real world.
(I have no desire to talk about religion/corporation/espionage/civics/nonlinear tech tree ...these good elements lost in civ5 and we are talking about million times. These could be patched in further $ DLC. I talk about those unpatchable/fundamental/if-changed-it-maybe-called-civ6 elements)
1. Explore
The spirit of a civ game is exploration. If I didn't make contact of others, I will soon fall behind from other civs and I will be wiped out from history. If I am not so open-minded, there are still some good reason to do it in the real world, such as information control, tradition, and so on. (For example, North Korean, Shotgun Japan. At least in civ4 I could adopt merchantlism if I don't want to get out of my place)
Civ5 is not in this scheme. I could refuse open border, refuse making contact, refuse exploration, and still live quite well. Why? Because there is no penalties about this! (and there is also no benefit either!)
2. Expand
Happiness also is broken in civ5. There are lots of discussion about happiness, so I only point out my new viewpoint.
I could build a Colosseo +4 happiness -3 gold/turn, and 3 golds to no one. I also could buy a luxury resource +5 happiness -X gold, and X golds to my rivals!
WHY I bother to trade a resource back rather than to build a Colosseo?
ESPECIALLY IN THE LATE GAME! The importance of DIPLOMACY is also down to minimal.
(why civ4 didn't share the same problems? I think you can figure out why )
Lots of other happiness issues you can find everywhere in this forum.
3. Exploit
4. Exterminate
Experience design is good in civ4 but bad in civ5. That is because I always can get experience from an attack.
There are cons and pros in Open Border. For example: knowing enemy strategy and armies size. However it is irrelevant in CIV5, that is because...
WHY? WIth 1UPT players can predict enemy's army size very, very easily. So open border or not, that is not a question.
I also lost the surprise, fear, admirable feeling and emotion when I saw army size, landscape in civ5.
Not to mention that it is a nonsense to have 1UPT in strategic level game such as CIV5
1UPT belongs to tactical level game.
To sum up
The gameplay rule and mechanism seems to be reasonable at first glance, but it is quite contradictory because Happiness/resource/research/diplomacy&trading/1UPT mechanism goes wrong.
Besides, many decision seems to be painless/no consequence at all. WITHOUT trade-off, a strategy game will become unfun very soon.
--
snapshots from my undone, last civ5 mod. I think, I hope, I pray, that Firaxian rethink about fundamental mechanism of civ5 !
I have played civ series since 1994 (civ1). I am also a great fan of civ and they occupied most of my gaming time.
To be honest, civ5 is a fun, graphic-gorgeous game. However there exists severe, fundamental pitfalls and it is doomed to be the worst CIV ever.
With hours of exploration and quite a few modding experience, I list my 4X comments below to demonstrate that gameplays in civ5 runs to the opposite way of real world.
(I have no desire to talk about religion/corporation/espionage/civics/nonlinear tech tree ...these good elements lost in civ5 and we are talking about million times. These could be patched in further $ DLC. I talk about those unpatchable/fundamental/if-changed-it-maybe-called-civ6 elements)
1. Explore
The spirit of a civ game is exploration. If I didn't make contact of others, I will soon fall behind from other civs and I will be wiped out from history. If I am not so open-minded, there are still some good reason to do it in the real world, such as information control, tradition, and so on. (For example, North Korean, Shotgun Japan. At least in civ4 I could adopt merchantlism if I don't want to get out of my place)
Civ5 is not in this scheme. I could refuse open border, refuse making contact, refuse exploration, and still live quite well. Why? Because there is no penalties about this! (and there is also no benefit either!)
- No foreign trade route, so I don't have to risk my life to open border with a strong enemy for greater profit.
- No research discount X% when tech possessed by Y contacted civs, so I don't have to contact as many civs as possible (Can "Research agreement with X civs" solve this? No! we also have $ problem! see EXPLOIT)
- Simplified city state design also make civ5 unfun. I could use "$" to ally with city states rather than consider diplomacy and reaction of major powers.
- Foreign trade= diplomatic table in CIV5. However resource trading system is broken (see EXPAND, EXPLOIT)
2. Expand
Happiness also is broken in civ5. There are lots of discussion about happiness, so I only point out my new viewpoint.
I could build a Colosseo +4 happiness -3 gold/turn, and 3 golds to no one. I also could buy a luxury resource +5 happiness -X gold, and X golds to my rivals!
WHY I bother to trade a resource back rather than to build a Colosseo?
ESPECIALLY IN THE LATE GAME! The importance of DIPLOMACY is also down to minimal.
(why civ4 didn't share the same problems? I think you can figure out why )
Lots of other happiness issues you can find everywhere in this forum.
3. Exploit
- Resource is a good idea from civ3, and it is badly implemented in civ5. Trade route can't reflect foreign relation, technology advantage, nor culture supremacy. Trading resource is irrelevant because happiness system is broken
- Quantative resource is also broken. The main reason is that I don't/I can't make so many units!
- How about bigger $ improvement to improve the game? Sadly, it could save the idea of Research Agreement, but it will also ruin happiness system and city state mechanism. WITH TOO MUCH $ I could buy every Colosseo in every city and luxury resource is irrelevant. I also could ally evey city state to win diplomatic victory breainlessly. (I try it in my civ5 mod)
4. Exterminate
Experience design is good in civ4 but bad in civ5. That is because I always can get experience from an attack.
- I can spare a enemy unit to level up my experience in CIV5, like what I did in Dragon Quest3
- My units also can level up indefinitely even it is so strong that it doesn't deserve to get experience.
- Sun Tzu: "Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win"
In CIV5: "Experienced Warriors go to war first and seek to win, while Nought-experience warriors plan to win first and then go to war."
There are cons and pros in Open Border. For example: knowing enemy strategy and armies size. However it is irrelevant in CIV5, that is because...
Spoiler :
"1UPT (one unit per tile)"
WHY? WIth 1UPT players can predict enemy's army size very, very easily. So open border or not, that is not a question.
I also lost the surprise, fear, admirable feeling and emotion when I saw army size, landscape in civ5.
Not to mention that it is a nonsense to have 1UPT in strategic level game such as CIV5
1UPT belongs to tactical level game.
Spoiler :
I must clarify that I like the 1UPT idea in civ5. It is a revolutionary attempt, and it is fun in some aspect. However 1UPT is still a PITFALL for a strategic level game, no matter for strategic level, or for technical level (AI design and pathfinding when everything scale up, especially in a larger map). Without gigantic computer and masterful cheating AI support, the AI competitors in 1UPT soon become uncompetitive and the game will become tedious definitely.
Why? Remeber Deep Blue in chess play? A civ game is even million fold more complex than a chess game is.
Why? Remeber Deep Blue in chess play? A civ game is even million fold more complex than a chess game is.
To sum up
The gameplay rule and mechanism seems to be reasonable at first glance, but it is quite contradictory because Happiness/resource/research/diplomacy&trading/1UPT mechanism goes wrong.
Besides, many decision seems to be painless/no consequence at all. WITHOUT trade-off, a strategy game will become unfun very soon.
--
snapshots from my undone, last civ5 mod. I think, I hope, I pray, that Firaxian rethink about fundamental mechanism of civ5 !