5.0 Beta - State of the Game (after 2 plays)

Stalker0

Baller Magnus
Joined
Dec 31, 2005
Messages
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Alright after coming back from my year hiatus, I dug into the Beta and finished up a few games. I'm a bit rusty so ran them on Emperor. This isn't going to be as big a deep dive as I've done in the past with state of the games. Just highlighting a few things I've noticed.

Important Note: I never placed 4UC before this beta, so this is my first experience with it.

1) As Germany. Lost to SV from Ghandi on Turn 345.
2) As Portugal. Won SV on Turn 396.

A Few AI Notes
1) The AI has gotten way better at SV. The fact that Ghandi pretty efficiently got an SV on Turn 345 on Emperor is very very impressive. It would be closer to turn 400 before the AI would even hint at spaceship parts once upon a time.

2) When it comes to pillaging, the AI is weird on this one. One thing I'm seeing is they will pillage sea resources more readily now. But they really are stingy with pillaging on land. In my last run as Portugal, Rome had a unit just sitting deep in my territory (all of my units were out fighthing). He just hung out for like 5 turns....he could have gone on a tear and really knocked out my capital eco for a bit. The AI should be much more aggressive with it pillaging.

3) The AI seems to struggle with its navy in the face of defending air forces. 3 times multiple nations sent huge navies to my doorstep....but I had bombers upon bombers and just ripped them to pieces. It just kept sending in wave after wave of ships to be wiped out. The AI doesn't understand basic air defenses for its navy once bombers come online.

4) AI's WC proposals were smart, often countering my own proposals with hostile ones I had to defend.

Germany and Portugal 4UC

Brewhouse: The brewhouse is "fine", its just a nice little value add. The building in theory provides a new reason to mass gift units after the +1 inf per turn bonus stops being relevant...but I find at that point the culture just isn't worth the sheer amount of manual labor in doing all of those unit gifts. No issues with the build per say, its just not a big factor.

Krupp Gun: Didn't get a chance to really put this one to the test.

University of Coimbra: I liked this one. Portugal already had a rock solid kit, so I wasn't looking for anything too radical. I found this UB a nice fit. It gives a nice boost with the GS, the free university is nice little value add. The trade unit speed is fine enough, and you get a little boost in gold. The Age of Discovery promotion is fun enough for that age of sail phase, again not a major change but nice enough. Ultimately this UB isn't that strong but I don't think it should be, Portugal already has enough things going for it.

Cacador (or as I called it, the "Cock of the Walk"). This is a damn fine UU. G Guns are already the dominant unit for a long while, so having a G Gun UU is always great. The big factor is the extra speed, giving it a lot of the mobility that only America used to have, it may seem like a simple change but its completely changes the logisitics of the unit. Portugals only real weakness before was it didn't have much in the late game and had to get carried from its age of sail boost....but now you can easily do late game conquests with a carpet of these units. Very strong, pretty solid.


Quick Note on Lebensaum
Tried out the change. I will say its still quite strong because you can push them during war, but withotu open borders you can't do the same peacetime shenenangs and get everything how you liked it before declaring war. So the change is good, the heart of what the old Lebensaum is there, but this is a more balanced version. Its still incredibly powerful in human hands, but its a step towards balance without removing a lot of what made this tenent so fun.

Spying
After all of that work on the revamp, how do I feel about spying?

In general, the spy system works pretty well. Its cleaner, more exact, easier to use. I would argue its still principally a vessel for tech steals...but that's ok in my book, I still use other missions on occasion, with the tech steals being the heart of the game.

A few notes:

1) CS influence gains deserves another look. It is pitifully small in the early stages but can scale to very large numbers if your willing to commit your spy to a place all game. I would rather see a system that starts out higher but has a max cap.
2) Capital Security is practically non-existant. The population penalty to security is so high that the security buildings basically do nothing. And I don't necessarily think that's a bad thing, the pace of Spy Points in the capital feels pretty reasonable to me. I honestly question if the security buildings are even needed in this model, would it be better just to drop them and move on?
3) Mission wise: Tech Steal remains the default. Gold steal is far too small to warrant use of my spy points. The great work steal is decent and often my default for non-capital spies. The mission that blockades the city requires a lot of pre-planning but is solidly useful if you use it well. I don't see much point in the other missions right now.

Do I still hate Caravansaries?
Yes...yes I do:)


That's all for now, I may post later. Feel free to add in your own thoughts after playing the Beta.
 
On the Brewhouse, I think the Deity Mafia on discord have branded it wildly overpowered, but I haven't tried it myself.

On spying, I've though a lot about this now. I really like the redesign but I think it needs a bit more to establish it as a proper "system" within the game. Here is what I've done.
On the capital security being generally low: I think this is actually desirable. In effect, it concentrates spies in the capital, which means you stand a reasonable chance of getting value from a counterspy there.
If people want to avoid the counterspy, they can pay the price of slower NP generation in a smaller city.
Yes, Gold Steal is too low.
Blockade is very good, and I've seen AI use it quite often, once you attach it to cheaper missions.
 
I had a Cotton luxury as my starting monopoly luxury, and I agree that Caravansaries are a bit ass, even when they provide a good bonus to Cotton. They are fine once you have Banks, but before that they are expensive to build and give almost nothing unless you are heavy into International TRs or have a city fully in Tundra/Desert.

I like spying, but it feels a bit too slow earlier and a bit too big (as in the number of spies you have) later when it doesn't matter that much anymore, I would like to have more options earlier. When I played as Venice the "steal specialists" job was actually decent, but I also had Civilized Jewelers corp, otherwise I think this job is too minor to really matter. "Pilfer religious artifacts" can be very strong in a city with a lot of Faith, giving me more Faith than I am producing myself, and this job is also cheap. Also it would be nice if clicking on a spy icon under a foreign city was opening this city's city screen, or at least this spy's screen, instead of the general spying window. Now it takes three clicks and a bit of navigation through all the spies to simply see what is being produced there.

Also I had a situation where my spying points in a foreign city accumulated faster than I could spend them due to a hard limit on how often you can perform any job. Is it necessary to have this limit? Sometimes I don't want to spend the points right away, instead I want to wait for a better chance like when the enemy has a big spike in gold reserves, when I can steal a more expensive technology, or when I can deny a wonder I am building. I feel the spy gameplay is at best when I have a choice and can react to what other civ is doing and what I am doing, instead of just clicking steal technology or steal great work whenever I can.

One note on Japan's UA: if you go into early war and manage to spawn 2 GGs, for a while you actually don't have a place to put GW's and GM's great works, considering it is best to rush Dojos, which avoids both Temple for music and Amphitheater for writing. Not crucial, but a bit strange. Maybe give Japan a writing and music slots in their Palace in addition to an art slot it already has? Maybe even give it a unique theming bonus for 3 different great works (if it is possible to have different great works together)? Not as a buff really, but to have a little more fun synergy going on.
 
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I had a Cotton luxury as my starting monopoly luxury, and I agree that Caravansaries are a bit ass, even when they provide a good bonus to Cotton. They are fine once you have Banks, but before that they are expensive to build and give almost nothing unless you are heavy into International TRs or have a city fully in Tundra/Desert.
Is it a bad thing though? I mean i would rather see a civ game where i have to plan which building fits which city the best instead of spamming all buildings in all cities without even noticing the difference. I hope Vox Populi evrntually will slowly drift more to the concept when you really dont need to overwhelm all cities with all buildings possible.
 
Is it a bad thing though? I mean i would rather see a civ game where i have to plan which building fits which city the best instead of spamming all buildings in all cities without even noticing the difference. I hope Vox Populi evrntually will slowly drift more to the concept when you really dont need to overwhelm all cities with all buildings possible.
Yes! Building everything everywhere is boring. Making strategic decisions is good!
 
Is it a bad thing though? I mean i would rather see a civ game where i have to plan which building fits which city the best instead of spamming all buildings in all cities without even noticing the difference. I hope Vox Populi evrntually will slowly drift more to the concept when you really dont need to overwhelm all cities with all buildings possible.
If I could hide buildings per city I might agree more. But having to come back to the city screen time and time again and go "oh should I build that building?".....no it sucks for this city....ok move on. Time and time and time and time again gets very tedious and old.

And it doesn't really even fit with the Caravansary because as soon as the bank goes out it does become a building you should build....so your spamming them anyway its just two eras later than you get them,
 
If I could hide buildings per city I might agree more. But having to come back to the city screen time and time again and go "oh should I build that building?".....no it sucks for this city....ok move on. Time and time and time and time again gets very tedious and old.

And it doesn't really even fit with the Caravansary because as soon as the bank goes out it does become a building you should build....so your spamming them anyway its just two eras later than you get them,
I cant agree with that. Regarding "tedious and old" - you can say it literally about every aspect of the game. Like, "should i build scout on turn 200? ... no, it sux when the while map is already mostly explored... ok move on".
I think planning is what makes civ game is so interesting, and if you play enough you should already know that building scout on turn 200 is not a good idea generally, so you dont waste any time or effort on considering this option. But wait.... maybe if you play Brazilia... hm.
Regarding Banks and caravansaray. Thx for proving my point that it should not be that way. You cant justify that concept of building every single building in every city is a good gameplay idea only because of some pseudo synergy between those buildings. I insist on idea that buildings should not have only benefits but also involve opportunity costs. You might be surprised but historically Caravansaray was not always a lucrative enterprise, often people who organized those faced many financial diffuculties and went bankrupt. And they were not omnipresent: there were many forms of such kind of enterprise and csravsnsaray was not always preferred one. So, why should they be omnipresent and always lucrative in civ?
 
So, why should they be omnipresent and always lucrative in civ?
Because its a game, and games are meant to be fun.

Why not add in a mechanic where perodically your treasury empties because the market crashed or X external thing happens. That is very realistic....but not terribly fun.


Again to be clear, its not the fact that there are niche buildings that bother me....I don't mind the concept. I just want a UI that hides them or moves them somewhere so once I make the decision I don't have to deal with them again. I don't mind making that strategic decision, I don't want to make it over and over again.
 
Because its a game, and games are meant to be fun.

Why not add in a mechanic where perodically your treasury empties because the market crashed or X external thing happens. That is very realistic....but not terribly fun.


Again to be clear, its not the fact that there are niche buildings that bother me....I don't mind the concept. I just want a UI that hides them or moves them somewhere so once I make the decision I don't have to deal with them again. I don't mind making that strategic decision, I don't want to make it over and over again.
Wrong, games are fun because they are challenging. If there is no challenge, there is no fun.
 
Wrong, games are fun because they are challenging. If there is no challenge, there is no fun.
the choice of whether to build a building isn't the challenge of Civ. Its WHEN to build it that's the trick. When is everything, timing, build order....do I build that building or do I need a unit...damn I could really use some diplo units....hmm maybe more workers.

The strategic tension of the game is much more about when to fit in buildings and units for best effect....much less whether a building is actually profitable.
 
Is it a bad thing though? I mean i would rather see a civ game where i have to plan which building fits which city the best instead of spamming all buildings in all cities without even noticing the difference. I hope Vox Populi evrntually will slowly drift more to the concept when you really dont need to overwhelm all cities with all buildings possible.
I understand that point of view, and I agree with it on a conceptual level, but then whenever I actually play the game I never feel like the city/building planning is boring, you still have to choose what to produce first and in what order, often there are 2-3 buildings you want but you have to choose which one to build first, add to that Wonders, National Wonders and Units and there is enough to keep you planning. For example, deal with unhappiness or go for yields you already have a lot of, trading happiness for something else? Whenever you're building a wonder, you're not building 2-3 buildings, and vice versa (that's usually how my capital ends up not having a Shrine or even someting like Aqueduct in Industrial Era😅).

I think it would require a huge effort to redesign everything around not building every building. The simplest I could think of is maybe make every building 2x expensive, but also lessen total unhappiness by ~30-50% to compensate for permanent lack of some buildings. Maybe remove all requirements for newer buildings? So Library without Council and Radio Tower without 3 previous buildings? There is one instance of that design logic and that's Smokehouse and Herbalist, often some of my cities don't build them at all for an entire game. And, like, the only strategical decision I ever do with them is I ignore them for the entire game.

But I can also see a situation where having a more strict city specialization system in place would make for less planning effort overall. It's a science city? Well build science buildings, and that's it.

But returning to Caravansaries, my point was just that even when I had a monopoly lux improved by a building, it was still not good enough to build it, while usually I build those as soon as possible, think Stone Works for Stone and Marble, or Amphitheater for Lapis Lazuli. I wouldn't see a problem with Caravansaries being niche if those 3 luxuries weren't improved by it and were improved by something else. Eventually Caravansaries become cheap and it's no problem to build them, but here you would want them sooner and they are just not that good, so effectively you get those bonus yields from luxuries delayed even further.
 
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I understand that point of view, and I agree with it on a conceptual level, but then whenever I actually play the game I never feel like the city/building planning is boring, you still have to choose what to produce first and in what order, often there are 2-3 buildings you want but you have to choose which one to build first, add to that Wonders, National Wonders and Units and there is enough to keep you planning. For example, deal with unhappiness or go for yields you already have a lot of, trading happiness for something else? Whenever you're building a wonder, you're not building 2-3 buildings, and vice versa (that's usually how my capital ends up not having a Shrine or even someting like Aqueduct in Industrial Era😅).

I think it would require a huge effort to redesign everything around not building every building. The simplest I could think of is maybe make every building 2x expensive, but also lessen total unhappiness by ~30-50% to compensate for permanent lack of some buildings. Maybe remove all requirements for newer buildings? So Library without Council and Radio Tower without 3 previous buildings? There is one instance of that design logic and that's Smokehouse and Herbalist, often some of my cities don't build them at all for an entire game. And, like, the only strategical decision I ever do with them is I ignore them for the entire game.

But I can also see a situation where having a more strict city specialization system in place would make for less planning effort overall. It's a science city? Well build science buildings, and that's it.

But returning to Caravansaries, my point was just that even when I had a monopoly lux improved by a building, it was still not good enough to build it, while usually I build those as soon as possible, think Stone Works for Stone and Marble, or Amphitheater for Lapis Lazuli. I wouldn't see a problem with Caravansaries being niche if those 3 luxuries weren't improved by it and were improved by something else. Eventually Caravansaries become cheap and it's no problem to build them, but here you would want them sooner and they are just not that good, so effectively you get those bonus yields from luxuries delayed even further.
I never said city/building planning is boring. But it could be soooo much more interesting and engagin if we have a system with with city specializations or at least a system that punishes players to build all buildings in a single city.
 
If I could hide buildings per city I might agree more. But having to come back to the city screen time and time again and go "oh should I build that building?".....no it sucks for this city....ok move on. Time and time and time and time again gets very tedious and old.

And it doesn't really even fit with the Caravansary because as soon as the bank goes out it does become a building you should build....so your spamming them anyway its just two eras later than you get them,
cant you hide buildings per city with "h"?
 
the choice of whether to build a building isn't the challenge of Civ. Its WHEN to build it that's the trick. When is everything, timing, build order....do I build that building or do I need a unit...damn I could really use some diplo units....hmm maybe more workers.

The strategic tension of the game is much more about when to fit in buildings and units for best effect....much less whether a building is actually profitable.
The point is that it's an additional decision to make. Not just when, but also if at all. The order of buildings built is still there if your decide to build multiple buildings anyway.

The simplest I could think of is maybe make every building 2x expensive, but also lessen total unhappiness by ~30-50% to compensate for permanent lack of some buildings.
That's a good start!

Endless Space have a good balance of buildings imho.
 
Hot damn, that works!!!!

How do I bring the hidden buildings back?
A couple days ago I randomly noticed this line in a building tooltip which says you can hide buildings with H, but the first thing I thought about before using it is how to bring them back, so I would like to know that too.
 
wait WHAT??? I need to try this asap...

also idk why caravansary is catching attention when herbalist exists to sit in ur building list and taunt u
Herbalist and Smokehouse, but neither of them are boosted by other common buildings, leaving them useless forever, and neither of them boost luxuries, so they are less "obligatory". I don't think it's a big problem, it is just a little strange that all other luxury-boosting buildings are normal and only this one is the strange one.
 
A couple days ago I randomly noticed this line in a building tooltip which says you can hide buildings with H, but the first thing I thought about before using it is how to bring them back, so I would like to know that too.
Hot damn, that works!!!!

How do I bring the hidden buildings back?
There's a new button at the top of the production menu that unhides buildings. I'm on EUI so dunno how it looks like in vanilla.

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