SMAC's elevation is different from anything in any Civ game (and possibly any other 4X game). Every tile has an elevation measured in meters above sea level (along with 3 levels of rainfall and 3 levels of rockiness). Hills and valleys are not restricted to individual tiles. Elevation smoothly...
I've followed it for over a year now. It has very little in common with Master of Magic and none of what I'm looking for (multiple planes; randomly generated maps; huge variety of races, spells, monsters, items etc).
I don't know about him but I want to see the ability to use multiple maps including alternate planes, underground levels and tactical battle maps. I'm just dying to see a Master of Magic remake in mod form on a modern game engine (as I don't believe anyone will ever do this in a standalone game).
I'd like to know this as well. As far as I can see, there does not appear to be any way to sell or destroy a building.
This is really bad, as it means that puppets can get so far out of control with building spam that you'd be better of razing them, defeating the entire purpose of puppets.
This right here. Everyone has been clamoring for a tougher AI and now when they have it (or at least an aspect of it), they complain! :(
It's simply good strategy to be as greedy as possible with unclaimed territory unless you're at war and can't defend the new cities. AIs that sit back and let...
That's not what he's doing here. He's effectively making a blockade to keep the other civ away from their enemy and the other civ is not getting angry about this.
I think you're missing the point a little bit. One of the main reasons city states were added to the game is to stir the diplomatic pot. They force you to make a tough decision: which relationship is more important to you - the city state or the rival civ?
If you can circumvent this situation...
Civ 5 is, in my experience so far, the best game in the series and one of the best strategy games I've ever played (very close to Master of Magic). The tactical combat is so refreshing. No more fretting over the possibility of losing a unit despite 99% odds. Through proper planning, I can make...
The way I view diplomacy in a strategy game like Civ 5 is no different from the table talk in a game of Risk or the chat feature in a 4-, 6- or 8-player game of Starcraft 2. It is a metagame that is unbounded by the rules of the actual game. You can make deals with the other players and ask them...
Total non-sequitur right there. Taking away the ability to move your own units would make the game be totally different.
False analogy. Diplo modifiers are not the same thing as attack values. A better analogy would be for the Starcraft 2 AI to display a number indicating how likely they are...
I don't know whether it makes it more or less strategic but what you can't deny is that it makes it easier. Arguing in favour of making the game easier in order to promote "realism" puts you squarely in the first camp.
You simply cannot have a tough strategy game if the human player is given...
In your opinion. The way I see it, this whole issue boils down to 2 camps:
Those who favour an historical simulator.
Those who favour a tough strategy game.
Essentially, these are two very different video game genres. While Civ 4 was inclined toward the former, Civ 5 appears to be more of the...
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