PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
Yea we are just imagining all those features that are in Civ 4 and not in Civ 5. Because we are confused about the... user interface...
omg
The UI one is certainly a silly argument, and Civ V isn't going to win any prizes for its interface either.
At the same time there's a difference between having extra features and having more depth - Civ IV had the ability to switch civics, which on paper looks as though it puts the player in the driving seat in terms of making strategic decisions, but in practice gameplay was rarely situational enough, and the civics themselves were sufficiently poorly-balanced, that this was an option that wasn't often used, or was used only in no-brainer situations ("Yes, now that I'm at war it might be a good idea to switch from Universal Suffrage to Hereditary Rule. Now I'm at peace let's switch back again").
Most Civ IV decision-making was equally formulaic, so allowing for relatively little strategic variation in practice - you had to build specific buildings to counter health/happiness effects once you'd connected all available resources, and those effects always manifested at a certain population size. It's like the aqueduct building chain in Civ III - you get to a certain city size, you have to build one or growth stops (which is, indeed, essentially what the health system in Civ IV replicated). You had more tile improvement options, but once you'd determined a focus for your city which ones you put down would be determined wholly by the terrain, as in Civ V - you aren't going to build a farm on a hill in a production city in Civ V, you aren't going to build a windmill instead of a mine in the same city in Civ IV.
And yes, Civ V is much the same - but as far as depth goes, it's no deeper giving you a dozen different illusory "decisions" that always have the same solution than it is having two or three. So it's not entirely unfair to suggest that Civ IV had more features but no more depth than Civ V.