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59 hours in, and I've already lost the will to play

Discussion in 'Civ5 - General Discussions' started by DarkSchneider, Oct 23, 2010.

  1. a barbarian

    a barbarian Chieftain

    Joined:
    Sep 29, 2010
    Messages:
    38
    Yeah Civ V is boring atm!!!

    I think we primarily need more 'drama' (variety and dynamic) in the gameplay!

    My top wishes are:

    - Governments (revolutions + group social policies under different governments and respend accumulated culture points for new SPs after selecting a new government)

    - War weariness, esp. for aggressor (endless wars without penalties are just boring, this would give the game more dynamic and make it much harder to always just win by conquest and should also prevent one AI from ALWAYS taking other the other continent)

    - Make tile yields more different (for more optimization/specialization possibilities), Wonders more different from buildings (e.g. give +100% research to Oxford university and +50% to public schools instead of the other way round)

    - Also, when I play, I choose just 5 CSs instead of 12 which makes them tolerable (but the CS civic useless)

    .....
     
  2. Fariic

    Fariic Chieftain

    Joined:
    Apr 13, 2010
    Messages:
    93
    350 hours in and still having fun.
     
  3. Qin Shi Huang

    Qin Shi Huang Chieftain

    Joined:
    Oct 11, 2010
    Messages:
    83
    Please tell me they dont or theyre really ruining the civ franchise and they'll lose so many of the civ series followers :s

    as for this gameive played 63 hours and its getting dull. I would really enjoy it for at least another 100 hours if I was able to play with at least 18 civs and not have so much lag :\
     
  4. Sadan01

    Sadan01 Conical Flask

    Joined:
    Feb 15, 2005
    Messages:
    640
    Location:
    Brisbane, Australia
    I don't think you'll see elves and trolls any time soon in an official release of Civilization from Firaxis. Third-party mods? Maybe.

    However I think it's likely we'll see an even more "streamlined" interface in Civ VI that will have a simultaneous release on PC, XBOX 360 and PS3 (or whatever current console is out at the time). :mischief:

    I thank you Firaxis for using the term "Streamlined" as I just knew you really meant "Dumbed-Down", after all, it is a new-age buzzword that is fashionable. Pity I didn't wait before I bought your game.
     
  5. Hawaiian

    Hawaiian Sage

    Joined:
    Aug 29, 2007
    Messages:
    174
    I have to say I am trying so hard to like this iteration, but in summary I don't feel like I am building an EMPIRE. I believe once we have things to really build that make our cities feel unique and special in some way (I want tiles and improvements to actually be different in some way), then I may start feeling the thrill of exploration like I do in CIV BTS.

    Another huge point that illustrates this is that I am so sure that everyone complaining on these boards can remember the first time in CIV BTS they discovered the uniqueness in resources because of the special buildings (I can get 2 happy from building a theater and having dyes? Cool! etc.) or when they discovered they could pull extra food out of carefully planning chains of farms for irrigation after getting Civil Service! That was the thrill of Civilization that is sorely missed in this much simpler CiV. In CIV, You actually built things and worked for specific techs and saw the little choices and buildings and tile improvements that made big differences. Some resources were certainly better than others in certain situations depending on your empire. Whereas, in CiV you just say, "I need happiness." Ok, build a Colosseum...wherever. City A wants random resource X. Really? Why? No reason. It will just give them food though, for whatever reason. That just doesn't make the resources feel special in any way to me. They are just +5 happiness A, B, C, D, ...

    CiV: Mint is the only building that sort of makes a resource special. But not really, I mean, you don't really PLAN for this when teching. I mean, it's not a big deal, it's just a no brainer to build the Mint in a city with gold hills around. And there is not a real dearth of gold around in the game.

    CIV: Hmmm, I have a happiness problem, what should I tech to? I have dyes, so, maybe I should go for Drama so I can build those theaters, which fits well with my strategy because Athens is close to losing a cultural border war with Spain. But be careful! Losing dye after coming to depend on it in this way will make it hurt even more if you lose it as compared to, say, incense for example. So make sure you have it protected, or are trading to get it from a more sure ally, etc. It's just a more meaningful decision.

    And while we're at it, these intricacies of CIV are what made the difficulty level actually mean something. So as you got higher you realized the little things and nuances that made a difference. At the lower levels when you weren't optimizing your empire, you could get away with it! But not at Monarch or above, etc. Each level really had things you had to learn. I feel like the difficulty levels in CiV are very tame because there isn't much empire management or planning. You can plop a city almost anywhere, and that doesn't really change as you move to higher difficulties.
     
  6. Öjevind Lång

    Öjevind Lång Deity

    Joined:
    Aug 22, 2005
    Messages:
    2,371
    After the patch, puppet cities are actually useful. They dont hurt your happiness or your generation of culture points, and now they don't build things that drag down your economy, such as barracks. Instead, they generate gold for you.
     
  7. Ikael

    Ikael King

    Joined:
    Dec 2, 2005
    Messages:
    873
    I reviewed Civ V for my website, and beaten the bejeezus out of it. A Civilization game with no replayability or whatsoever does not deserve its name. Its main problem is that every freaking game is the same, there's nothing such as a "playstyle". Nothing, zip, zero, nada.
     
  8. Bad Brett

    Bad Brett King

    Joined:
    Sep 4, 2002
    Messages:
    828
    I actually enjoy Civ IV even more now. To be honest, I never fully appreciated Sorens "fun AI" until I tried the opposite (the bad "good AI").

    The only thing I really miss from Civ V is the graphics.
     
  9. Öjevind Lång

    Öjevind Lång Deity

    Joined:
    Aug 22, 2005
    Messages:
    2,371
    My experience is different. The map and what neighbours you have affect the game materially. In my experience.
     
  10. UKScud

    UKScud Warlord

    Joined:
    Oct 2, 2004
    Messages:
    170
    Location:
    Hamilton, NZ
    Are you sure? There's a thread over in Creation and Customization giving a tutorial on how to turn Civ4 graphics into Civ5 graphics...which is great news for all of those trying to create the mods needed for Civ4.5
     
  11. stormerne

    stormerne is just a Retired Moderator

    Joined:
    Jan 16, 2001
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    Male
    Location:
    the United States
    Is there any advice on how to turn Civ5 graphics into Civ4 graphics? ;) Actually, that tongue in cheek remark has a grain of truth in it. Getting the close Civ4 zoom back in Civ5 was easy, but I would dearly love to get back the 45 degree camera swivel that I loved in Civ4. Do you know if there's a way to do that?
     
  12. Guardian_PL

    Guardian_PL Emperor

    Joined:
    Nov 4, 2006
    Messages:
    1,231
    That bit here especially is important.

    In Civ4 every time you've tried higher diff level it was like playing a new game! It was very immersive and giving a sense of accomplishment to discover how to whip efficiently, starve cities for extra hammers/specialists, learn which techs Great People will do and how cultural pressure work. Trade routes, maintenance, inflation, farms to cottage transition - these were all important aspect on how to win in Civ4 at higher levels.

    To me, in Civ4 where you've been climbing the difficulty setting tree the game was progressing from fun into art (which was also giving enourmous satisfaction).


    In Civ5 all that's changing is the reatarded AI unit spam rate. Oh, and sometimes wonders are built faster. That's about it. No discovery, only skeetshooting contest and tradepost spam everywhere...
     
  13. lschnarch

    lschnarch Emperor

    Joined:
    Oct 7, 2010
    Messages:
    1,296
    I wouldn't be too much surprised, however.
    At least we already are confronted with the GDR to *cough, cough* improve the late game. Why not have other "improvements" like elves, dwarves and little magicians riding on red balls for the ages of superstition?

    Anyway, two days ago I literally fell asleep in front of the game at 9 p.m. Woke up 30 minutes later and decided it was the time to close the game and read a book. Any more questions?
     
  14. Sadan01

    Sadan01 Conical Flask

    Joined:
    Feb 15, 2005
    Messages:
    640
    Location:
    Brisbane, Australia
    :lol: The same thing happened to me in my (literally) 11th hour of Civilization V. I knew then that I would not be able to kick the boredom with the game in its current state.

    Imo, I don't think much is going to change with Civilization V in the short-term. The current setup of the game does seem to be Shafer's vision. Good luck with that Jon. :rolleyes:
     
  15. MOIDALIZE

    MOIDALIZE Chieftain

    Joined:
    Nov 24, 2009
    Messages:
    8
    Yeah, I have to mostly concur with the sentiments in this thread. So many good changes to the game that it makes it hard to go back to Civ IV, but so many glaring flaws. I think it actually has more in common with Colonization than Civ IV. Civ IV had all kinds of moments where you could just sort of relax and marvel at the tightly-run ship that was your empire, and weigh several different paths you could take forward. Not many games provide that kind of strategy for the player to chew on. Colonization, while fun and interesting, doesn't give you much time to screw around or take alternate paths. You have to determine what you have and come up with a fairly concrete strategy pretty early on if you want to win.

    Civ V is the same. The choices may actually be tougher, but there are less of them to make (and they generally point to war). I think the designers really strove to eliminate some of the "throw away" decision making, where you're building everything in every city because, well, why the heck not? But it definitely makes the game less an empire sim and more a board game. Your cities are less unique places occupying a particular area of geography, and more a collection of bonuses and costs, modified by nearby terrain goodies.
     

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