A cogent explanation on the shortfalls of Civ V

Spoiler :
This is my first post on these boards; however, I have been lurking around here for years. Lately, I've noticed a lot of posters dissatisfied with Civ V. Unfortunately, many of their explanations are vague; i.e. the game has been dumbed-down, it doesn’t feel like civ, etc. The result has been a flurry of responses claiming that players are afraid of change or that they don’t appreciate the game on its merits.

Essentially, those grousing about the game are hurting their case. Vagueness opens them up to attacks and scurrilous allegations--in this case, ascribing motivations that cannot be proven, a red herring and an unfair attack. (Those of you doing this should really stop. It’s an unfair and blanket generalization that cannot possibly account for all the objections to this game. In turn, critics should stop claiming that 2k paid off reviewers. That is just as scurrilous and even conspiratorial, in a nutty kind of way.). I certainly do not like this game because of some alleged fear of change. When Civ IV was released, despite a few minor quibbles, I thought that it was an improvement on Civ III and immediately embraced it. The issue is whether I find the change to be progressive or regressive.

While I cannot speak for everyone who is dissatisfied, I can certainly give an account of my misgivings in order to help improve the dialogue regarding the issue. I have played the game across numerous difficulty levels and accomplished each victory condition at least once, playing a different civ each time for a total of 65 hours. My analysis will be point by point in order to preserve cogency and brevity. It will not be comprehensive. I cannot overstate this last point. There is so much about this game that I do not like. However, I want to shy away from issues of preference (i.e. no unit stacking, simpler mechanics, etc.) and focus on where I think the game has serious and contradictory design shortfalls.

1) Onerous restrictions

The restrictions in this civ (happiness and maintenance costs) are stronger than in past versions (happiness, health, and gold), requiring that the user pay so much attention to these resources at the margins that it renders the game less enjoyable, as the player is forced to contend with tighter restrictions than in past games.

Culture is another issue. Like the other two mechanics, this one prejudices against more cities and expansions because the cost of accruing more social policies doesn’t scale well with empire size.

The result of these mechanics is that they contribute to a severely limited playstyle, as it renders many strategies ineffective, limiting the option of the player, since so much attention must be paid to these very unforgiving game mechanics. For example, fast expansions are now too difficult without a plethora of luxuries nearby.

2) Inconsistent mechanics

Buildings are now rendered useless by many of the games restrictions. Given maintenance costs, the length of building times, and the necessity to maintain constant construction of gold producing and happiness producing structures, a lot of buildings are now useless. To use stables as an example, the time and cost required to get them operational is not worth the trade-off of building extra units without them, especially since this iteration of the franchise allows for fewer units and allows units to carry over xp when upgrading.

Wonders are weaker in this Civ than in any other. While it’s true that every civ game has had its fair share of useless wonders, this one seems to have even weaker ones. Coupled with longer building times, this change makes even less sense.

There are too many units, especially in modern times. You can’t build them all, or even a good fraction of them, when unit maintenance costs and build times are higher, and when the stacking mechanic has been removed.

Conquest has been rendered impossible or extremely slow lacking a genocidal bent. I will pay special attention to this one, as I find it to be one of the most game breaking and poorly conceived mechanics in the entire game. Just like in Civ III, where the costs of overexpansion were too high as a result of the corruption mechanic, there is a strong incentive to raze entire empires because you cannot afford to keep those cities. Annexing the city makes little sense as the cost of a courthouse in terms of maintenance and the happiness hit until that building actually erects is prohibitively expensive. Turning cities into puppets is just as expensive since the AI seems to like massing buildings, which eventually empty your offers in maintenance costs. Even without these mechanisms, massive conquests are too costly, as the happiness hit, even without the occupied city effect, is too restrictive for anything but slow and incremental conquests.

3) Poor A.I.

The AI lacks any challenge in terms of combat tactics.

The behavior of the AI during diplomatic negotiations is mercurial and blind. The player is often treated to bouts of anger for inexplicitly no reason. Concomitantly, the AI also seems to be unphased when the player commits some blatantly hostile acts, such as trading strategic resources to an enemy civilization. In addition, I cannot count the number of times that another civilization has griped about my forces massing on their border when I am trying to attack a mutual enemy that we are both currently engaged in war with on the other side of my ally’s empire or when I only have one unit near their borders, which is exploring. Sometimes I get this and I have nothing near them.

Changing the difficulty does NOT improve the AI. It only gives them greater advantages in terms of production, etc., which you lack. This does nothing to improve the actual mechanics.

4) Inscrutable diplomacy

As suggested in the last section, diplomacy is a mess. In Civ IV, there was a system that allowed the player to measure AI opinion. You had an idea what they didn’t like you doing and who they didn’t like. If you want to keep up with this in Civ V, you literally need to keep notes. This is one of the clearest examples of regression.

There are also fewer options. Techs cannot be traded. Maps cannot be traded. There are no vassal states. The few additions, pacts of cooperation and pacts of secrecy, are difficult to manage, as they lack the aforementioned mechanics to properly monitor them.

Finally, the addition of city states, while a nice and creative addition to the game, are easily manipulated and shallow considering the utterly simplistic mechanics behind them. Give them gold and they like you, showering you with ridiculously high benefits.

5) Inflexible and shallow victory conditions

These are the most problematical aspects of the game. Given the restrictions mentioned in the first section and the requirements for some of these victory conditions, players must now choose a victory at the beginning of the game and stick with it. There is little flexibility to shift toward a cultural victory, for instance, when you conquered your neighbor or overexpanded. I cannot count the number of times in previous Civ games where the flexibility to change strategies to pursue another victory condition was needed, whether it was because I fell behind the tech race, angered too many AIs, or lacked the ability to conquer my foes. The option to change added depth to the game. That is now gone.

Cultural victories are the best illustration of this problem. Build/conquer so that you have more than 5 cities and this path becomes inaccessible due to the very poor scaling of social policy costs relative to the number of cities. Puppeting cities does not help this because, as mentioned, they will bankrupt you.

Diplomatic victories couldn’t be more shallow. In past civ games, the player was required to actually build alliances and improve relations over time. In Civ IV, the AI even kept a memory of your past infractions. Now all that is needed is to buy off the city states before a vote.

Dominance victory conditions are broken due to the already covered restrictions against conquest (happiness, maintenance costs, and poor social policy cost scaling) and the incentivization of genocide. My one dominance victory consisted of a small number of cities destroying every city I conquered, save for the capitols, which is prohibited. At the end of the game, the world had one continent with a few former capitols and my continent that was only 25% inhabited. That looks and feels ridiculous. There should be more options than genocide.

Dominance victories are also too easy given the atrocious AI. I conquered the world with about 10 units in a relatively short time period.

6) Tying it all together: A note on the meta-game

The meta-game is the overall approach to playing. The problem with Civ V isn’t any one mechanic. In isolation, all the aforementioned problems are not game breaking. The problem is that when taken as a whole, these mechanics break the meta-game.

The happiness/gold/low production mechanics coupled with the inflexible victory conditions restrict too many strategies. It sacrifices depth of play for ease of play. When there are fewer options and only a few mechanics to focus intently upon, the game becomes more manageable, more accessible, and more streamlined. The cost is depth. You are forced to utilize only a handful of strategies. Gaming acumen means less now because the aforementioned restrictions don’t allow much room for maneuver. You have to pick a strategy and stick with it. The strategies are simpler (i.e. only need to conquer capitols for domination, shallow diplomatic victory, etc.) This must be done with fewer cities and fewer mechanics to balance. Even all of the options, such as buildings and units, given to you are illusory, as they are either redundant or poorly implemented, a result of trying to use some of the advancements of prior civs, such as buildings that give XP on creation, with a whole new system of mechanics that render such advancements pointless. The sheer sloppiness of design in this game is apparent at every step.

For many Civ veterans, this is boring. We are accustomed to more strategic depth. Sure, accessibility has its advantages. This is obvious. But civilization, for all it’s critical acclaim, was never a very accessible game—it is a niche title appealing to hardcore strat gamers—and I do not understand why the developers want to turn it into one now.



Very well written! Congratulations! :goodjob:


Spoiler :
This is obviously what the developers intended with their design. There's just one problem: it's not true. Larger empires are much, much better than smaller empires in Civ5. The only cost is slower policies - everything else (production, research, gold) is a huge positive for large empires. You're already seeing players starting to find ways around the happiness issue, and with the massive benefits on the center tile (not hard to get 8 food + 8 production on the center tile alone!) the metagame will shift towards massive numbers of smaller cities, in the classic Infinite City Sprawl (ICS) style. You can use Liberty + Order for enormous production, or Rationalism + Freedom for an empire of ultra-powerful specialists. All of the food comes from Maritime city states; you can ignore the local landscape completely. With Liberty's Meritocracy (+1 happy per city connected to capital) and Order's Planned Economy (-50% unhappy per city) or the Forbidden Palace wonder, each city costs only its own population in unhappiness. Cap its growth at size 4, build a colosseum, and every city is happy-neutral. Now you can spam them endlessly across the map, and every city simply adds more production, more research, more gold.....

Civ5 is supposed to introduce strategic tradeoffs, but the problem is that the design of the game is flawed, and certain game elements break other elements. The game is supposed to reward small empires, and yet spamming tons of little cities appears at the moment to be the most powerful strategy! Well, outside the cheese Companion Cavalry rush. :lol:




Large empires are indeed much better than smaller empires in Civ5. The only drawback is that large empires have a harder time trying to win a Cultural Victory (if this is really something possible to happen). But, when your empire is the most powerful, there are other and more interesting possibilities... :D


Spoiler :
This is a myth and that marketing bla bla from reviews.
I tried 3 times to play Civ V, while in 3 games I intentionally used some predefined strategies

1) Game 1 - played as Civ IV
Balanced expansion, production, military. As a result I have constant problems with happiness and money - I was stupid and kind role-play the game, building cities next to each other (not those crazy city states all over the map), trying diplomacy, dealing peacefully with city states etc. The game become hell boring as to fight with unhappiness I had to build some happiness buildings, when build buildings, maintenance costs was killing me, so I started to look more for luxury resources and to build more cities near. More cities = even bigger problems with happiness. When I once annexed one city through conquest - I had to deal with all problems it caused for a long time and I actually regret I just didn't raze it (all later I did).
I didn't like this game but I learned that strategies from Civ III or Civ IV won't work here.


2) Game 2 - trying those "small empires"
This time I played as a "small modern country". I build just 3 cities, many wonders, very small but efficient army to defend myself from aggressive neighbours. I also allied with 2 city states to get some bonuses. My people were happy, I had money, golden ages, I was unlocking many social policies, thanks to great culture boost and then... I
noticed, my neighbour India (who surprisingly was quite aggressive) already managed to conquer the whole continent and was running around with infantry and tanks, while I just developed cannons!
And this is the whole myth - "small empires" even with all educational buildings, free techs from great scientists, research agreements, won't ever pace big ones in tech race, not talking about military.
Surprisingly India spared me, with no reason, but I knew the game should be lost if AI would be a little bit more smart, so I didn't even waited to see if I win this cultural victory and gave up a game. So cultural victory won't work here...


3) Game 3 - constant conquest
So now, I tried strategy of constant conquest. I had just 2 own cities (actually... 3 because once I clicked wrong button) - all the others were puppets. Surprisingly it started with a coalition of Greece and Rome which declared war on me, with Greece even able to conquer my capital for a 1 turn, while I have forces elsewhere (I just mention that, to show that in fact I did few severe mistakes which had no influence on anything). I build few archers and horsemen and quickly conquered Rome, then Greece, then few surrounding city states and move one and on. In three cities I built only military units, didn't waste time for wonders, or buildings. Besides I built just one worker. Cities fell one by one, no diplomacy, just constant war. Unhappiness 8? Who cares - people will just have less sex. Unhappiness 18? Also no problem, I had more units anyway and were better. Money? No problem, with every captured and vassalised city, I got new cash so I could ran with a deficit for a long time. As an addition I turned great generals into golden eras, and have few flying squads to clear constantly spawning barbarians. Finally I had war with everyone beside I city states, but who cares - city states won't move outside of their borders and Civs are too stupid to take any war initiative.
I could easily win, but due to stupid bug, I couldn't declare two last wars (http://forums.civfanatics.com/showthread.php?t=389002)


So... sorry.
Does anybody see any depth or strategy in my last game?
My "empire" was in fact a union of hardly connected city states, which looked stupid on a continent map. Beside, having 2 own cities, 1 conquered and plenty of vassals is plain stupid - it wouldn't ever work in real life, as all of them would revolt at once.
I also didn't have to bother about buildings - they built what they liked, how they liked and where they liked - I just moved my armies on the map.

If this is a "grand strategy" game which "forces me to me make to difficult choices", to consider opportunities and opportunity costs... sorry but I played probably a different game.
I would even risk to say: Civ 1 was more demanding, because of governments falls, corruption, maintenance costs (how they could forget about distance to palace drawbacks), caravan handling and especially military tactics of sudden death (I remember I had to think hard, how to stop enemy tanks, while I had just cannons and musketeers).

I was very open about Civ V, gave this game 3 tries, but now I gave up completely.


P.S. I played my games on Prince and King difficulty levels (don't remember which one when)


Playing Civ5 like Civ4 (or any other version) is suicide. Trying to win as a "small empire" is self punishment. Constant conquest requires constant genocide. That's it - the "grand strategy" game. :D
 
and with the massive benefits on the center tile (not hard to get 8 food + 8 production on the center tile alone!)

Off topic, but how is that possible?
 
And that is your opinion. There are those of us who believe there should be victory conditions that make it optimal to maintain a small empire. This appears to be the intent of the social policies scaling.

The problem is, though, that a small empire is optimal for a culture win in the same way that dynamite is optimal for blowing up a railroad bridge.

At their best, Civilization has always been games of near constant trade offs. On almost every turn you would have to weigh conflicting interests -- do you spend your resources on a short-time goal, medium-time goal or on your long time strategy? Sticking too tightly to your strategy would burn you, since you'd have a harder time staying in the game. Spending too much effort on staying in the game, and you'd have problem winning because your long time strategy floundered.

I'm not saying the earlier Civ games were perfect in this regard -- they all had their particular Manchester screwdrivers of strategy, but In Civ V I barely see this dynamism at play at all.
 
Mastering Civ4 was a matter of mastering expansion of your empire. Virtually every situation rewarded you for expansion of your empire. It wasn't a matter of if you should expand, but when. This is not the case for Civ5, and I consider that to be a benefit. It encourages varying gameplay styles.

Small empires are not at an inherent disadvantage to larger empires. In some cases (as in the case of cultural victory), you are rewarded for maintaining a smaller empire. In other cases, you can still maintain some parity with a larger empire (largely due to the global happiness mechanic, separation of research from commerce, and city-states). And in some cases, you are at a disadvantage, such as military conquest.

Thats fine BUT large empires should definitely not be at a disadvantage either. I believe hapiness and maintenance penalties for large empires are fine but the social policy costs are not scaled right, it should still favour the smaller empire (thereby giving them the edge in a cultural victory) but not be absurdly expensive for larger empires like it presently is.
 
I agree with 99% of what you said. Could you explain this one more? Because I don't see it personally:

With city states.

"Give them gold and they like you, showering you with ridiculously high benefits."

--> No, I believe the benefits are small. The odd unit here and there. Might as well wipe them out.

I have to disagree. have you tried abusing CS's? the trick is to work on one type depending on your need.

For example if you have two maritime CS's at ally status, i find my new cities getiing to size 2 in the one turn and then to size 4 in no time at all.

I played a game focussed on a cultural victory, where i built only 3 cities. I had 3 militaristic CS's allied with me. My entire military (save maybe 3 units) was from them. I was swimming in so many units i actually invaded washington (who was being a royal pain :D) and sold off his cities for absurd amounts of gold to help me along in my cultural win.

Depending on your need CS's are very very useful. Since its probably the most efficient way to convert your gold to food or units / culture.
 
I agree with the points I read except conquest being impossible and slow. I had little trouble conquering everyone without resorting to razing cities. I guess it depends on what social policies you pick. But I had positive happiness and gold output through most of the game. I only build gold and science buildings, and built production buildings in my most productive cities, and I only built happiness buildings when I needed to. Didn't really bother with cultural buildings or military buildings except for Coliseum. I left almost all of my captured cities as puppet states and had a whole continent plus the entire half of a distant continent conquered on a standard map.
 
Very well said. I played my first game on continent map, got to the point where there was only one civ left and I was within a dozen or so turns to win but then the boredom of "Why am I sitting here moving all these units around without any fun ?" took over and I quitted.

I look at the Civ IV vs Civ V argument in a philosophical light. Some people look at a trip as a way to get to a destination and some take it as a journey. The game designers fall into two classes which I will call the journey designers and the destination designers.

Civ IV and its offshoot, Fall from Heaven 2 which I enjoyed a lot, fall into the class of journey designers. Their main purpose is to make the trip fun along the way. They do that by providing a lot of unusual options for people to play around with. Inevitably, the very unusual options will make the game unbalanced as some options will be better than the others (FFH2 is one example. even a lot more so than Civ IV). Non-Civ games falling into this class are Starcraft and Warcraft. It usually takes them awhile after the release to retune the units in the games to balance them better.

Civ III and Civ V fall into the class of destination designers. They assume that people play for the destination, to win the game, and therefore concentrate on making the game balanced and every option has as much the same chance to win as another. Therefore, there's no single factor in the game that will make you feel the exhilaration of "All right, I've got this XYZ thingy, I'm going to have a great game and beat the crap out of the enemies this time". If all the choices are dumbed down enough to keep the game "balanced" then it ru the risk of making some players wonder "Why am I sitting here in front of the computer making all these choices when they're not really matter much ?"
 
Civ III and Civ V fall into the class of destination designers. They assume that people play for the destination, to win the game, and therefore concentrate on making the game balanced and every option has as much the same chance to win as another. Therefore, there's no single factor in the game that will make you feel the exhilaration of "All right, I've got this XYZ thingy, I'm going to have a great game and beat the crap out of the enemies this time". If all the choices are dumbed down enough to keep the game "balanced" then it ru the risk of making some players wonder "Why am I sitting here in front of the computer making all these choices when they're not really matter much ?"

WHAT? No. you're correct in Lumping Civ3 and Civ5 together, both are... surprisngly similar *visuals, design choices, buggy release, AI behavior* but I was on the losing end (granted I wasn't able to test as much as I wanted to due to work) during the CivIV beta where one camp wanted to basically remove all the exploits in Civ3 to make a super Civ3. While another argued for more varied play, less structure, to keep the spirit of Civ3 in a more refined/streamlined AI. The 'no exploits' crowd won out and we got a game that played a lot like civ3 mechanically but felt completely devoid of what made civ3 fun for a lot of us.

But I'm not trolling Civ4. I like it. And they did a lot of things right. Removing glaring exploits like using 2 empty cities to play ping pong with the AI's SOD was one. Various diplomatic paradoxes were removed. But they restricted a lot of things on the top end to make them 'non exploitable', things like only per turn for per turn trades, no lump sum trades for per turn deals, and the AI was designed as Soren put it, to form into 'blocs' so some AI started out automatically hating certian other Civs. That usually means half the world hates the player and doesnt want to deal with them (they patched it later and this behavior became less apparent with BTS)

Then they added religion, which had no real gameplay effect initially other than gold and a mild relationship boost until they made it so strong through patching and tweaks that by the time BTS rolled around, the cornerstone strategy for human players playing at the top end of the difficulty settings was to 'switch to safe relgion'; essentially a crutch to diplomacy and an exploit.

Civ3 was unbalanced in many ways, there were glaring exploits, but it had a dynamic AI. The AI leaders formed blocs on their own. Civ3 was very much built on the 18th century European great power model, so AIs loved entagled web of alliances. But it worked out for the most part. In many maps where enough Civs survive into the industrial age, there are always interesting side stories and politics going on everywhere. Who is in bed with who, where are the wars. Oh, look a dogpile.

Vassal States in Civ4 killed that too. Now by the mid to late game you usually have 2-3 locked allianced going to war. And those same 2-3 locked alliances remain unless a human player or a runaway AI breaks up on of those alliances. It's far less interesting.

In that sense both Civ3 and civ5 are about the sandlot. Less structured play, more foucs on 'influence' rather than hard coded 'pacts'.

Civ5 will need a lot of work on diplomacy and City States to reach its potential, but the potential is there.
 
I agree with the OP. We need an expansion of the Setting options so each of us could tailor our games to our own tastes in a much more effective manner.
 
Earthling said:
Sounds like you didn't play much higher than Monarch, while in Civ5 the "rote strategies" go all the way to the top levels.

Actually I've played and beaten BTS 4 Deity with mass-whipped cavalry, thanks to the fact that Civ 4 AI is so dumb, but thanks for playing :goodjob:

Seriously, can people really deny that there were rote Civ 4 strategies? Look at all of Kossin's Daily Round games (great reads btw). How many of them ended with a cannon and/or cavalry stomp? And this is an improvement over Vanilla, where the AI pre-deity just died to an axe rush, and where players beat the game without cottages, where players beat the game without civics (shows how useful those are...)
 
I cannot respond to over 100 posts, but I think that I will briefly address some of the criticisms directed toward me.

First, I obviously got some things wrong. My claim that the cultural victory becomes inaccessible with 5+ cities was incorrect, for instance.

Nonetheless, I don't find many of the criticisms of such deficiencies, such as the aforementioned one regarding culture, very strong. Sure, cultural victories can be possible in larger empires, but that doesn't matter. The overwhelming incentive to build small is still there. Highly undesirable and extremely sub-optimal are not much better than impossible as actual gameplay goes.

Second, my argument, although worded a bit differently, came down to the rote swim lane critique. The singular focus on expansion is more than a bit non-responsive, and I would even contend that it has somewhat derailed the thread.

But on the topic of expansion, little more can be said beyond mrt144's articulate retorts. Nonetheless, I'll make a few points. Firstly, there seems to be a contradiction between arguments. In certain responses, it is argued that the restrictions on expansion aren't very onerous at all; in others, that the restriction is a positive because it requires the player to further strategize. I'm not sure if these contradictions were by the same poster or between multiple posters. There were a copious number of replies in this regard and time could afford that I only give many of them a cursory look.

Secondly, I think the focus on the heavy restriction against expansion as a good is somewhat arbitrary. Until the modern era and the introduction of nationalism, empires naturally expanded geographically, extending their direct control over populations and introducing new socio-economic-civic models of participation and organization. To put such heavy restrictions on the player is counterintuitive.

Thirdly, it's also a rather blunt instrument in that it replaces a myriad of restrictions and trade-offs in prior civs with a few mechanics that only restrict a few big things. The player no longer has a mechanic for distributing the fiscal outlays of the exchequer. Nor does she have to be concerned with corruption or health. The result is a more shallow and heavy-handed experience.

Edit: The more I think about it, especially in regard to my last point about limiting expansion being one of the only few large restrictions in the game, I can understand the focus on expansion as an issue central to the meta-game. Nonetheless, addressing only this issue is non-responsive to the rest of my argument, which was a broad summary of the deficiencies inherent in many of the games mechanics and how, in combination, the resulting meta-game favors a few rote paths, greatly restricting the variety of strategies and the ability of the player to shift strategies mid or late game in response to circumstances. To illustrate, I mentioned deficiencies A-G and how they shaped the meta-game. A singular focus on expansion evinces how G relates to the meta-game in isolation, but disregards A-F.
 
While writing like you just found a thesaurus isn't my definition of 'well written', I agreed with the majority of your points. The fact that this Civ5 feels much more linear than any other Civ, which is a direct reflection of many things you pointed out, takes away the broad, addictive, epic feeling that made me interested in this series in the first place, and I find myself abandoning most of my games out of disinterest.
 
Actually I've played and beaten BTS 4 Deity with mass-whipped cavalry, thanks to the fact that Civ 4 AI is so dumb, but thanks for playing :goodjob:

Seriously, can people really deny that there were rote Civ 4 strategies? Look at all of Kossin's Daily Round games (great reads btw). How many of them ended with a cannon and/or cavalry stomp? And this is an improvement over Vanilla, where the AI pre-deity just died to an axe rush, and where players beat the game without cottages, where players beat the game without civics (shows how useful those are...)

In Civ 4 you could win in a peaceful game, and in Civ 5 you really can't. And the military way has never been that appealing to many, including me. That matters to those of us who approach the game as builders.

Edit: and, more to the point, the winning strategies in Civ 4 weren't obvious right at the start. It took people awhile to crack the higher difficulty levels and to see the flaws in the AI.
 
Don't forget the horrible tech tree and broken multiplayer. At this point, I'd rather see a mod with hexes and Civ5 combat, but Civ4 everything else. I've lost all interest in playing Civ5 now. It was extremely disappointing, but I still would've probably enjoyed multiplayer, but that's completely broken. I have a game that me and my brother were playing that we can't progress because we're constantly getting disconnected.
 
While writing like you just found a thesaurus isn't my definition of 'well written', I agreed with the majority of your points. The fact that this Civ5 feels much more linear than any other Civ, which is a direct reflection of many things you pointed out, takes away the broad, addictive, epic feeling that made me interested in this series in the first place, and I find myself abandoning most of my games out of disinterest.

Was that qualifier even necessary? It was rather insulting.
 
Was that qualifier even necessary? It was rather insulting.

If it was an insult it more negatively portrayed him rather than the person he's attempting to insult. Anybody who thinks a Thesaurus is necessary for a solid vocabulary probably lacks a sufficient repertoire of their own... and using the term pejoratively is idolizing ignorance.

Though to be fair to Theodorick, I've seen people cry "Thesaurus" for words far more mundane than the uncommon ones used in the OP. It's like these people become upset at the very prospect of reading and voraciously avoid literature, and then proceed to throw a tantrum at those who do indulge in the written word. Personally, I enjoy it when I encounter a new tool to use in wordplay, despite my poor mastery of the craft. A wide vocabulary makes language fun.

Let the words flow free.

/rant
 
Al have been said and all will be repeated again and again by others.

I just say this; Liked Civ 3 more, where it was possible to loose, where it was possible to make epic battles pre 0BC, where you really have to fight for your life. At least, that how i felt it.

Now i feel nothing. The Ai is stupid is any way, city states makes matters worse, allie them and your socalled enemies are doomed, right form the start. The AI suck with islands, the AI suck on land, so the only thing that really "threatens" you, is being in WAR with three or four at the same time. Prevent that, Conquer the World, Game Over.
 
You clearly have a grasp of the words you employ in your writing so I'd just ignore him.
 
I'd actually like to address one more defense of the slow building and high maintenance mechanics that I've seen elsewhere and here.

Most of those defending these mechanics proffer that the designers intended to emphasize city specialization. In reply, I'm not so sure that this is the case given the implementation of national wonders, which, for the first time, require that a certain building be erected in every city, rather than a set number of cities as in previous iterations of the franchise. Those buildings are libraries, museums, workshops, monuments, and barracks. All of them require maintenance and museums, in particular, are expensive.

It cannot be argued that this game presents a clear incentive to encourage city specialization. The following possibilities are the only clear alternatives that I can deduce:

1) The designers are NOT trying to encourage city specialization

2) The designers are trying to encourage city specialization, but have introduced mechanics that were poorly conceived and counterproductive to this goal.

3) The designers are trying to encourage empire-wide specialization, i.e., all cities are encouraged to be of one specialization.

4) National wonders are now intended to be utilized by small empires to enhance city specialization.

None of these possibilities are promising. The first means regression in the series, the second indicates poor design, the third only further serves to calcify the linearity of the available strategies, and the fourth further advances the counterintuitive incentive to remain the size of Switzerland in a game with the express goal of forging a civilization that dominates the world. Of course that doesn't mean world conquest necessarily, but it should necessitate expansion adequate enough to avoid relegation to small power status.
 
Back
Top Bottom