Hail
Satan's minion
credits first!
some copy-paste:
Premature Climax:
Players can clinch victory by combining an Ancient Age settler-explosion with one strong conquest in the Middle Age. After gaining a huge lead, players go through the motions of improving their already superior army and winning predictable battles. This is why the second half of the game is predictable and even meaningless.
Unrealistic Opponents:
What fans want in a realistic [opponent] AI is the ability to form a relationship with the AI,
good or bad.
Conquest-Only Game Play:
Destroying neighbors and seizing land feeds all pursuits the economy, the space
race, and culture. Since conquest is the best strategy, it becomes the only strategy.
Exploit to Win:
To win the game at Deity, there are some vital actions to master. One is asking for a
Right of Passage agreement, setting up attackers near multiple enemy cities, and
conquering them in a single turn gaining an undefeatable lead. Another is having the
discipline to lower your science rate on the last turn of research for each technology,
to squeeze out gold.
Bean Counting:
There is a common pitfall in most strategy games when it comes to time management.
Micro-calculations displace strategy and interaction.
Diplomatic Victory:
The UN Wonder is a lightning rod for criticism. There are ideas to improve the UN,
but the bigger challenge is fixing the disappointing nature of a Diplomatic Victory.
Land Driven Economy:
In Civilization, more land earns more gold. And more gold gets a larger army. And a
larger army takes more land This dull cycle may be adequate for games competing
in the war game genre. But many fans assert that Civilization has a wider focus than
mere war games, and therefore, a land driven economy is holding the game back.
resume:
all people make mistakes, but what differentiates the wise from the fools, is that the wise to not make the same mistakes twice
Spoiler :
some copy-paste:
Premature Climax:
Players can clinch victory by combining an Ancient Age settler-explosion with one strong conquest in the Middle Age. After gaining a huge lead, players go through the motions of improving their already superior army and winning predictable battles. This is why the second half of the game is predictable and even meaningless.
Unrealistic Opponents:
What fans want in a realistic [opponent] AI is the ability to form a relationship with the AI,
good or bad.
Conquest-Only Game Play:
Destroying neighbors and seizing land feeds all pursuits the economy, the space
race, and culture. Since conquest is the best strategy, it becomes the only strategy.
Exploit to Win:
To win the game at Deity, there are some vital actions to master. One is asking for a
Right of Passage agreement, setting up attackers near multiple enemy cities, and
conquering them in a single turn gaining an undefeatable lead. Another is having the
discipline to lower your science rate on the last turn of research for each technology,
to squeeze out gold.
Bean Counting:
There is a common pitfall in most strategy games when it comes to time management.
Micro-calculations displace strategy and interaction.
Diplomatic Victory:
The UN Wonder is a lightning rod for criticism. There are ideas to improve the UN,
but the bigger challenge is fixing the disappointing nature of a Diplomatic Victory.
Land Driven Economy:
In Civilization, more land earns more gold. And more gold gets a larger army. And a
larger army takes more land This dull cycle may be adequate for games competing
in the war game genre. But many fans assert that Civilization has a wider focus than
mere war games, and therefore, a land driven economy is holding the game back.
resume:
all people make mistakes, but what differentiates the wise from the fools, is that the wise to not make the same mistakes twice