All versions were quite easy to understand and control
First false part. Understand is subjective, control less so. Even now civ IV and civ V both share instances of giving orders and then having units execute something different from what was ordered. When the user interface says "ranged attack" and ordering a ranged attack does something else, that's not good control.
In Civ 4, you could stack as many units into a tile as you wanted and strategically, it only made sense to.
Wrong. There are many situations in civ IV where this is a bad idea. Collateral initiative, mobility, nukes, and terrain all have an impact on SoD.
When considering how much strategy is involved in simply steamrolling a SoD across a map, landing it next to city, and pounding away at it, you begin to realize that war in Civ 4 was akin to a giant wooden maul with which you beat on your opponents.
Doing this against competent opposition would get you owned so hard and fast it's unbelievable. When commenting on a game's combat strategy, it's best to represent it as it actually is!
Civ 5, on the other hand, in limiting units to one unit per tile, forces the player to take terrain into account
Actually that isn't different from civ IV. At all.
and just generally spend way more time planning, or “strategizing”.
I challenge the objectivity of this statement.
Where in Civ 4 you would routinely have giant SoD hammering away on each other or a city,
Only with bad play or against AI with bonuses.
A giant army composed of dozens of personality-less units. Bottom: A war where every unit is precious and needs loving attention to survive.
Nothing screams "objectivism" like using subjective terms in a key diagram of an argument!
So, combat is clearly much more complex in Civ 5.
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Here, I just don’t see much difference between the two games.
Advanced understanding of diplo in both games suggests they are, in fact, different. They have some similarity, but the differences are clear.
You can still trade resources (which are made much more important in Civ 5 for hapiness reasons)
The
cap was less important in civ IV? Entertaining concept. Support for it is, of course, lacking.
Of course, anything in the same paragraph that is actually less complex is in "some slight way", owing once again to a clear sense of objectivism. Well, at least it's true that religion bias was created in arbitrary fashion, although its grating that the article fails to point out that civ V diplo behaves in equally arbitrary fashion.
But even more common was that players would simply pick the least detrimental set of civics and then sit on them all game, never even bothering to check the civics screen again. Clearly, while the system wasn’t awful, it also wasn’t super-engaging.
Players making suboptimal choices without bothering to work on optimal once does not constitute a valid argument for whether something is engaging. Civic switches had costs and the strategy of when to switch into them and for what purpose was and still is heavily discussed by veteran players. No objective article can credibly leave that out.
Along comes Civ 5′s social policies. Here, instead of a random mish-mash of 25 civics, the player has their choice of 50 bonuses (no drawbacks). Now instead of locking yourself into wartime/peacetime alternates or just the “lesser of all evils”, you have a smorgasbord of desirable paths to take.
More language to undermine "objectivism". Using negative terminology on one side of an argument and positive terminology on the other side of it when comparing 2 things while trying to take an objective position is a joke. It's entertaining to see the article completely ignore the non-factor of switching costs in most practical scenarios, or that strictly bonuses as opposed to bonuses and penalties is not necessarily a good thing. "Joy, not a chore"? Seriously? No mention of either game's lacking UI, or that it takes 2-3x the number of inputs to accomplish something in civ V? I guess that wouldn't support the "objective" article.
Happiness is really the only remaining difference between the two games, and here I can definitely throw Civ 4 a bone.
Doesn't make sense. Happiness in civ IV is a vertical growth factor only (though health was unique to IV). Happiness in civ V functions like maintenance in civ IV (vertical and horizontal components and the actual limiter to ICS); comparing
in each game is somewhat misguided from the start.
This is a clear example, in my mind, of complexity for complexity’s sake. I’m not sure how dividing up the different meters, not just between production and growth, but also between each city, helped make the game any more “deep”.
City specialization. It made the variety of buildings a city would optimally get vary drastically more than in civ V, and put resources at a premium (even changing the relative values of different kinds of resources). Odd how this doesn't get mentioned.
Totaling the score, we have Civ 5 with deeper combat, Civ 4 with deeper happiness, and a draw across the rest of the board. That, essentially, denotes a tie (and if you had to pick between Civ 5′s war and Civ 4′s happiness, I think we all know what everyone will pick).
I'd like to see some actual objectivism, because without it there is no score.
Also, many place their chief complaint about civ V on its execution rather than its design (woeful disgrace of a UI aside). I am among them.