A cogent explanation on the shortfalls of Civ V

Well, I stand by my statement. I personally feel that although you say you're not just asking for more Civ 4, you actually are. It's hard to pin down and it's late and I'm tired. I just think your points are wrong. I think there is a breakdown of logic.

I'm sorry this seems unsupported... I suppose it is. Again, I very much respect your opinions, but I simply do not see most of the faults you see. I just don't. And the problems I've seen, can be fixed, and most likely will.

People keep saying, "this is BROKEN", but I don't think they know what that means. There are unbalanced things. There are things that some posters obviously don't fully understand (like Diplomacy... largely because it's intended to be more mysterious than Civ 4). But I'm tired of reading statements in which people say, "it IS this way and it IS that way", when in my experience it is not.

I just wanted to offer a counterpoint. Perhaps it is not a worthwhile effort. I just took mild offense in a thread that says, "Here are specific reasons why all of us don't like Civ V... so that we can be specific about the problems"... while at the same time, sticking to generalities and opinions rather than facts, for the most part.

And I realize this thread is heavily against Civ 5, so I've jumped in the lion's den. I guess that was a tactical error.

@polypheus

The funny thing is, I never play Civ as a wargame. I do now, more than ever because finally I find it fun and interesting. I prefer a non-warfare play style. I admit that a Cultural Victory can be kind of ho-hum, but that is highly dependent on your neighbors. It can be exciting.

And yes Rise of Nations was a great game :)

I understand your perspective and respect your opinions, but at the same time, just asserting that I'm wrong and making vague and unsupported suggestions, as you admit to doing, doesn't really advance the conversation much. Nonetheless, I hope that you get a good night sleep and come back here refreshed, where perhaps we can engage one another again.
 
Civ5 is only about the tedious juggling of units in a big sliding puzzle. Bad: this very design was chosen as Civ5's foundation. Worse: for the first time, I have read, on these Civ5 threads, posts saying that Civ5 "cured" people from their "one more turn" syndrome.

Now, this kind of "cure" is unheard of for any other Civ version. And this must not go unnoticed, whether you're a fan of Civ5 or not.
 
Well, I stand by my statement. I personally feel that although you say you're not just asking for more Civ 4, you actually are. It's hard to pin down and it's late and I'm tired. I just think your points are wrong. I think there is a breakdown of logic.

I'm sorry this seems unsupported... I suppose it is. Again, I very much respect your opinions, but I simply do not see most of the faults you see. I just don't. And the problems I've seen, can be fixed, and most likely will.

FWIW I agree with your honesty here...You simply like Civ V and we do not. At the end of the day, that's just how it is and I fear that no amount of patches, DLCs or expansions is ever going to fix that. Someone referenced a philosophical divide between players. I'm too lazy to look up the quote, but I agree, and IMO Civ V's major failing is that it exacerbates this divide by pandering to certain play styles.

BTW are you female, masterminded? Also, for some reason I imagine you with a proper British accent when I read your posts...probably because they are so well written :goodjob:
 
BTW are you female, masterminded? Also, for some reason I imagine you with a proper British accent when I read your posts...probably because they are so well written :goodjob:

I am neither female nor am I British. Is there anything in my posts that is indicative of gender?
 
Try it on Emperor/Immortal/Deity. It's much harder (or impossible) to stay ahead of the AI's in strength on those levels, so you really start to see the jerkwad side of the AI civs.

Also, on any level try starting a war that an AI requests you to start, and see for yourself how quickly they eventually hate you for it.

Finally, I wouldn't call relations with the AI at any point an "alliance" in their present state. At best you can call it a prolonged period of indifference. The problem is that the AI simply doesn't understand the concept of friendship at the moment. It's so heavily biased towards war that the slightest little thing (often things you have no control over like where it settles and where it explores) will set it off and drastically deteriorate relations.

Isn't that how human plays? Washington declared on me in the very early game because

1) I settled in the wrong spot
2) I told him off with the harsher option 2 (by mistake)
3) I dow on a CS to steal a free worker to save some production

I've never seen AI dow so early before in any Civ. It's a good step forward where not even the first 100 turns is safe if you piss off an AI civ, as it should be. There's certianly a discussion to be had here about how to make the AI work in terms of an alliance toward a shared goal (ie: stopping runaway)-- but those things need to be a once or twice in a game occurrence not something where a human player can flip and flip between allies and game the system. Some interactions and diplomatic interactions can be built around that. But I think the core of the AI, which is as you described it, indifferent to everyone (humans included, is sound). This is how AI should behave most of the time.


In another game, Japan and Germany started near each other and both called me up for secret treaties against the other. That's the kind of think I like. Very organic and it leads to interesting choices. As opposed to Civ4 where the human player is just looking for their first vassal. Well, don't get started on vassal states.


The malleable AI of Civ4 is a real crutch and IMHO people think its the standard AI. They obviously haven't experienced the Civ3 AI.
 
Buying off CS is expensive and a drain on the treasury. Unless you get super lucky and get easy quests and liberate them for max fame.

And if 2-3 AI has United Front social policy, good luck. I've had friendly CS deteriorate at 2+ CS point per turn.

But that's part of the fun. Depending on the Civs you draw, CS near you and how the game develops, there's way more interactions and different scenarios that play out. Some game you'll find it easy to keep a bunch, others its not easy. Totally depends on the game.
 
But I think the core of the AI, which is as you described it, indifferent to everyone (humans included, is sound). This is how AI should behave most of the time.

No, he is saying that the AI is indifferent AT BEST. At worst, the AIs hate you for no reason, from what I understand.
 
The simple reason is that I think he fails to take the game on its own merits. He seems to me to want an extension of a game he really liked, called Civ 4. He seems to fail to realize that many changes were made to this game to make it very different from Civ 4. It cannot and should not be played the same.
Excuse me? I stopped reading here. If that was the case, if that really was their intention; they have no right to call it Civ 5 to begin with. But they did, didn't they ?

Now look back. Civ IV played and feels alot like CIV III, only with ton's of usefull improvements. CIV III like CIV II and CIV II like CIV 1. There's a pattern here. And despite "user opions" , progess was there; the game became better and better but still gave you the same "familiar" feeling; THis is a Civ game. Not only that, the game mechanics were more or less balanced. There were always some issue's to find, but afaik, never so much as i have witnessed with CIV 5.

I am perfectly willing to adapt and learn a new playstyle, only after playing a while to notice there are so many things badly balanced, so many tiny mistakes, there is not much to love in CIV 5. Fun playing it ? Yeah sure, don't wage WAR (war is dump), Don't do Diplo (diplo is stupid) , Don't do Culture Vic, way too easy. Etc.etc. The best setup is "sandbox" is believe. 1 player, you.
 
Just had to chime in and be another person to say how well Masterminded articulated my misgivings with Civ V.

Very well-reasoned and cogent, even in the face of some rebuttals that bordered on ad-hominem in nature and content.
 
I'll speak to point 5.

Civ4 unconditionally rewarded expansion of the empire. There was essentially no victory condition where an increased number of cities wouldn't be beneficial:

1.) Conquest/Domination: Military production is increased significantly with more cities.
2.) Space Race: The moment a city generated more commerce than it cost in maintenance, it was a net addition to tech speed.
3.) Diplomatic: Increased tech speed gives you the technologies/gold you need to bribe Civs to be friendly.
4.) Cultural: Allows you to build more temples and increased tech speed gets you to key techs faster.
5.) Time: More cities results in a higher score.

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.

This makes gameplay less one dimensional as it pertains to victory conditions. It does force you to make difficult choices (e.g. should I expand to that 4th/5th city for a military/tech advantage and effectively eliminate cultural victory as an option). It does attach more permanence to your decisions than the decisions made in Civ4. It means the cost of your decisions won't be relegated to solely opportunity cost. But I consider these difficult decisions the basis of a good strategy game. I consider the long-term ramifications of your decisions an improvement. The flexibility you miss, I am happy to see gone. It rewards well-thought out plans and foresight. And to me that is what a strategy game is about.

The game certainly needs massaging. But ultimately I feel once more work is put into balancing the game, the decisions are going to be harder to make in Civ5 than they are in Civ4. The path to victory will be less evident than it was in Civ4. It's not there yet, but I look forward to it. The game design is certainly better set up for it than Civ4 ever was.

I second all this.
 
Isn't that how human plays?
Nope, only in blitz matches. Definitely not in the larger, longer scale games that Pitboss and PBEM permitted in Civ4. If you behave like the AI does in multiplayer, you'll quickly lose friends and alienate people. Humans can be devious and cunning, yes, but they also know that there's a time and place for diplomacy. The Civ5 AI doesn't understand that at present.

I've never seen AI dow so early before in any Civ. It's a good step forward where not even the first 100 turns is safe if you piss off an AI civ, as it should be.
The problem is, there is no limit. I've seen an AI become hostile immediately after meeting me (on turn 8 in one case), and I've also seen an AI declare war on me with no warning on turn 20 (never going hostile, just mass-rushing its half dozen free units on Immortal/Deity). That's a problem.

There's certianly a discussion to be had here about how to make the AI work in terms of an alliance toward a shared goal (ie: stopping runaway)-- but those things need to be a once or twice in a game occurrence not something where a human player can flip and flip between allies and game the system.
You completely misinterpret my argument. I'm not at all saying the human should be able to "flip flop" between AI allies. I'm saying they should have the ability to cultivate long-lasting friendships over time throughout the game. At present that's impossible with the current AI. "Flip flopping" is definitely something I am not in favour of, and was not at all what I was getting at.

Some interactions and diplomatic interactions can be built around that. But I think the core of the AI, which is as you described it, indifferent to everyone (humans included, is sound). This is how AI should behave most of the time.
The problem is that it behaves like this ALL the time, and is so fickle that it'll change its mind and turn on you in an instant - whether it be due to settling close to you, scouting your territory and noticing any troops, or hating you for one single war declaration (no matter on who) even though it has been warmongering for the entire game. I'm not saying that every AI should be predictable nor easy to befriend, but at least SOME of the AI have got to have the potential for forging lasting friendships with humans (and each other), or else the game becomes a boring and unfun warfest every time.

In another game, Japan and Germany started near each other and both called me up for secret treaties against the other. That's the kind of think I like. Very organic and it leads to interesting choices.
Indeed. If only the effects of these pacts were a bit better documented, and the game gave you the information you needed to make decisions when the AI came to you with requests for these pacts (to avoid "notepad syndrome").

As opposed to Civ4 where the human player is just looking for their first vassal. Well, don't get started on vassal states.
I never play with Vassal States on in Civ4, so for me at least this is never the case.

The malleable AI of Civ4 is a real crutch and IMHO people think its the standard AI. They obviously haven't experienced the Civ3 AI.
I played Civ3 for four years from its release to the release of Civ4. I can say without a doubt that I MUCH preferred the Civ4 AI. A lot of the leaders still hated you and plotted against you, but there were always at least one or two that you could actually forge alliances with and trust. Now THAT was fun diplomacy.
 
I'm not saying that every AI should be predictable nor easy to befriend, but at least SOME of the AI have got to have the potential for forging lasting friendships with humans (and each other), or else the game becomes a boring and unfun warfest every time.

It's also worth pointing out that if the AI can't forge a lasting friendship or cooperation with the human player, then it can't stab him in the back with a timely betrayal either.

A surprise attack by someone you thought was your friend is a lot more interesting than being attacked by someone you know will attack you the moment it perceives it to be in their interest.
 
I understand your perspective and respect your opinions, but at the same time, just asserting that I'm wrong and making vague and unsupported suggestions, as you admit to doing, doesn't really advance the conversation much. Nonetheless, I hope that you get a good night sleep and come back here refreshed, where perhaps we can engage one another again.

Yeah, I have to apologize. I shouldn't be attempting to point out why I disagree with you while not actually taking the time and energy to flesh out my points.

I will just add in conclusion that I do agree with much of your opinions. I just feel that there is a flavor of "I used to be able to, and enjoyed being able to, do X" without a full recognition that this version of Civ is intended to be different and other strategies are now viable. Seems to me that there are new, "I can do, and enjoy doing, X".

In any case, I really have not advance the conversation much, so I'll digress.

I do have a couple of direct questions for you though:

1. Are you spending time and energy in these posts primarily because you are really frustrated, or do you genuinely hope that it will help the developers/modders "fix" the game?

2. Will you be playing Civ 5 anymore, or will you go back to BtS, or will you be dropping Civ for the time being?
 
masterminded said:
The only thing I agree with is that I dislike Civ V out of preference, as I would rather play a complex strategy game that allowed for a greater array of options and more challenge. Civ V isn't a bad game per say. There is a market for easier games with fewer, more rigid, and consequently more manageable mechanics. There are certainly advantages to each style.

What I am claiming is that Civ V is a bad civ game because it lacks the complexity, depth, and difficulty of its forebears.

Regarding the specifics of my observations, I think you are right to suggest that a reevaluation of my understanding was somewhat needed. In fact, I claimed as much in a prior post. But while I think the details of my points from early could be requalified or adjusted somewhat, I think the conclusions I made at the end of each point are still valid.

It lacks the complexity of Civ 1? Truly? Have you played Civ I?

Civ I is a very, very, very simple game. There were no cultural victories. There were no city states or vassals. The concept of specialists was only a very general one. I don't think it's possible to win an argument saying that Civ V is simpler than Civ I, and if you are willing to make that argument, please do.

In fact, many of the complexities we've taken for granted were only introduced in Civ III, and Civ III still had no strong concept of particular specialists (and had no religion, either).

I think what you're trying to say is that Civ V is not as complex as Civ IV, and that has a dedicated thread of its own. Needless to say, I don't agree that Civ V is less complex than Civ IV. It only has less fiddly bits that don't have strategic significance.

masterminded said:
First, your description of the penalties of unhappiness above is strikingly underhanded. You mention the penalty to population growth and claim there is no other effect. Then you mention that there are in fact other penalties under -10, which you seem to suggest is hard to reach, but you never actually enumerate them. This manner of presentation misrepresents the true penalties of unhappiness by neglecting the more damaging effects, such as combat and production penalties, while only describing the weak effect.

This is not caviling. In order to evaluate the mechanics, they must be properly described.

Second, I would dispute your account regarding the difficulty of achieving > 10 unhappiness. That is one additional city with a population of 8 with no new buildings or luxuries to offset the unhappiness.

Third, my point isn't that resources cannot be managed to prevent unhappiness or that they are hard to manage, but that they require too much constant attention at the margins. In other word, the restrictions are not onerous because they increase the difficulty, quite the opposite; they are onerous because they are too heavy-handed. To a degree, this is the result of a paucity of mechanics: the fewer the game has the more those few mechanisms must restrict. In this case, unhappiness and maintenance costs. This leads to a shallow experience: Gone are the days of tracking multiple mechanisms, each of which only limit the player in a specific and limited sense (e.g. corruption, health, research/culture costs as a function of economy, etc. along with unhappiness and maintenance). Instead, the remaining mechanics must restrict nearly everything. This eliminates a whole number of strategic possibilities, where the player could choose to make a sacrifice for a benefit, such as forgoing research for a few turns in order to raise funds or sacrificing the ability to grow population during the industrial period for increased production.

To put it plainly, the fewer mechanics that the designers implement, the more heavy-handed each restriction and the fewer options there are for the player.

Fourth, they are also onerous in that they create counterintuitive incentives to maintain a small empire. The mechanics that create this incentive are many: unhappiness is caused by the number of cities; luxuries give a flat bonus that does not scale with empire size; more money must be spent on happiness buildings to compensate for this lack of scaling, which means a higher maintenance burden overall; the requirement that maintenanced buildings be made in every city before constructing a national wonder; social policy costs do not scale well with larger empires; none of the above scales to accommodate larger map sizes etc.

The result is that on lower or medium difficulties, maps are largely empty for most of the game because the incentives are to either remain small or grow very slowly. This is extremely counterintuitive to the player who is trying to forge a civilization that dominates the world, especially given the pace at which historical empires have grown. The remedy to this is increasing the difficulty level, which gives the AI advantages that violate core gameplay mechanics.

To summarize the aforementioned points, I never claimed that the mechanics were difficult to manage or insurmountable, but that they are shallow in their heavy-handedness and introduce perverse incentives to not grow.

I'll point you to the AI of Civ III and Civ IV. In both those games, the maps were also mostly empty for most of the game, and I know this because I have lots of experience playing at Noble in Civ IV. Expansion in Civ IV was curtailed by economics, and if you didn't know how to counterbalance the downsides, you were stuck at a small size for quite a while as well.

It is not hard to get sufficient happiness to expand very, very, very quickly indeed. In fact, you can pretty much negate the no-tile penalty of 1 additional unhappiness per city (the city tile itself gets 1) through the Meritocracy Policy, which is self-explanatory if you just mouse over the tooltip. Get Construction for Colosseums (Aqueducts in previous Civs?) and you can pretty much spread and grow your cities at the same time.

All the trade-offs you mentioned are in Civ V. You can very, very easily trade growth for productivity if you want to. Just switch tiles, switch improvements, and hire more Engineers. Easily doable in the Industrial Era.

Want to forgo research for funds? Don't build libraries. Later on, don't build Universities. Hire Merchants instead of Scientists. There's always a way.

It's not true that it takes too much paying attention "at the margins" to effect good happiness management. Micromanaging small amounts of happiness and staying small without the attendant benefits is a mark of a player who's unfamiliar with Civ V systems. With Civ V, you make broad strokes and get what you want in aces. Fiddling with small numbers at the margins of happiness gets you into -10 very quickly. There's no helping that. You have to plan ahead and gain happiness by the tens if you want to capture cities and keep them.

masterminded said:
First, you misrepresented my analysis on buildings. My concern was not with build times as an isolated phenomenon, but how build times, maintenance costs, opportunity costs, and smaller army sizes converge to render many buildings virtually useless. These are two very different arguments.

Your criticism of my my use of stables as an example puzzles me. True, stables were somewhat of a marginal argument in Civ IV as well. But so what? My argument demonstrates how this building is rendered even less useful. In you would prefer a different example, I could make the same argument about barracks. Slow building times, maintenance costs, the changes in combat (fewer but more robust units and the carrying over of xp when upgrading), and the opportunity costs of not constructing other buildings render barracks undesirable. Their costs have increased and the benefits provided by them have decreased to the point of favoring other buildings with the long building times.

You can't be more mistaken!

Barracks should be built in 3 turns by the mid-game by any city capable of producing units sufficient to the task. Armory in 6 by Classical Era. Barracks + Armory gives you units that have two promotions out the game, and due to how promos work, these are at least as significant as the Green vs. Veteran status in Alpha Centauri. It makes a great deal of difference. Such a unit is worth at least 50% more than a unit that has no promotions. Arguably, it's worth twice as much.

If you are constantly at war and never lose units, then sure, it's not worth building Barracks (or any other units for that matter), but if you lose units, then replacing that unit with another unit that approximates its experience is invaluable in keeping an up-to-date military.

In fact, I not only build Barracks. I also build Armories and Military Academies. Getting a unit to Blitz one attack out the gate is fantastically good. Well worth the maintenance.

masterminded said:
Second, you did not address my analysis of wonders. With longer build times, they should provide better benefits than they did in Civ III or Civ IV. Instead, they provide the same or worse, with only a few exceptions.

I do not find Wonders having the same build times as in Civs III or IV. In many cases, they have lower build times. Nearly all the wonders have powerful and irreplaceable functions. There is no Wonder in Civ IV as powerful as Great Wall, which is arguably quite broken.

masterminded said:
Third, you may have built more units, but that doesn't mean they are all useful. Given build time restrictions and the focus on fewer units, makes one use missiles less useful. Further, given this focus on fewer units, there imperative is to build the more powerful units. Giving the player many choices does not make much sense.

I cannot respond to this usefully since I cannot understand its point. Missile and ranged units are arguably the most powerful units in Civ V, but they require support. That argues for at least two unit types in every army.

masterminded said:
You make a number of assertions here with no evidence or warrants. I would dispute two of them: the AI in Civ IV is worse and that Civ V is more complex than Civ IV. I won't make an argument. The burden is on you for making the initial claim in that regard.

You can fool the Civ IV AI to bounce its SoDs back and forth between two ultimately useless cities. You can lure it to attack at the worst possible location, and then decimate its SoD with nary a scratch to yours. Hell, you can freely manipulate it to protect you! You can use the Deity level AI to protect you from other AIs so you can win.

Civ V's tactical combat systems are inherently more complex than Civ IV's one-tile SoD combat. I don't know how to explain something that is self-evident.

masterminded said:
First, you claim that real players do not inform others why they behave the way they do. I would say that this is incorrect. Other players form alliances, go to war, conduct certain exchanges, etc., because these things are in their interest. Certainly, a fair amount of perfidy, secrecy, and missteps are to be expected from human players, but nothing like the poor AI in Civ V, which is mercurial to an extreme.

Second, diplomacy as it functions in the real world and real players as they function in the game give some indication of how they view the behavior of others. Matters of secrecy aside, diplomacy usually strives for transparency. Its better for another nation to know the disputes between them or their common interests in order to coordinate and avoid conflict. That is why the memory of the AI in Civ IV and the report that elements like religion built were so realistic. The reason the game told you what these were is because you don't actually have actual diplomats and advisors in the game to relate such information to you, so the system it provided served as a convenient shorthand.

Third, this argument is risible on its face. What is the point of diplomacy if other players will not convey their concerns or interests?

Generally, the Civ V AI tells you not to settle near it, trade with its enemies, or attack/steal its City State allies. It tells you this quite baldly. Again, I don't know how your experience has been but in my view, the AI generally acts according to how it says it's going to act. In fact, it frequently has the courtesy to declare war on me before the turn it attacks my units.

masterminded said:
This is another assertion. Please provide an argument so that I can provide a response. Otherwise, I will simply gainsay this point.

What argument did you want? Larger empires win culture faster. Is there some point that was unclear? Do you not know how to win culture with a large empire?

masterminded said:
First, I never referenced Sulla's argument and it is unclear how that is relevant.

Second, you seem to be contradicting yourself. Earlier you argued that larger empires are relatively easy to attain and here you claim that ICS is only possible late game after certain social policies are accessed. Which is it?

Third, you contradict yourself in regard to cultural victories. At first, you claim that they are easier with larger empires. Here you suggest expansion should be avoided until social policies are obtained. If the first is true then there is no need to hold off expansion, as empire size won't inhibit social policy accumulation.

Eh.

I suppose it does seem to be contradicting. I would need to do a lot of systems explanation if you want all the nitty gitty of all this. It's not contradictory. It just seems that way. I suggest going to the strategy forums to get a handle on the game.

I can answer small, specific questions.

In this sense, Sullla is making the case that ICS is too easy, but then references late-game policies with which he is making his case. Yes, that is contradictory, and I said as much. However, REXing and expanding normally is NOT ICS. ICS is not large empire. It is a specific form of large empire.
 
Hi Roxlimn,

I try to be a stander-by for the war between you and OP.

But the below is too much:

I'll point you to the AI of Civ III and Civ IV. In both those games, the maps were also mostly empty for most of the game, and I know this because I have lots of experience playing at Noble in Civ IV.

That is an obvious lie!

For both Civ3 and Civ4, I have never played other difficulty level except Noble, I always play huge map and never end a game (I win, of course) with less than 100 cities. My cities cover almost every inch of the huge map (except the oceans)

Anyone who have actually played Civ3 shall know, the AI players never hesitate to squeeze in a city whenever there is gap... even when the gap happen to be surrounded by my territory, they still do it... an obvious suicide, but they are stupid enough to keep doing it.

In Civ4, though situation become better, but still I don't have any problem in covering the whole map...

Please bear in mind that this thread is quite popular in the forum and a lot of experience players are watching. You should state only facts of earlier Civ, not something you have imagined.

Anyway, please continue with your debate, I do enjoy it.
 
hclass:

I'm glad you enjoy it, but when I say that the map isn't covered, I was referring to the AI. Civ IV and Civ III AIs at low levels are generally poor at covering the map. Of course, you can cover the map yourself, but you can also do this in Civ V!

See: ICS in the strategies forum for how to do this. I think the most cities people got was about 70 or so, but that's because there's a bug that crashes the game when you have too many cities.
 
I don't go into that list of Roxlim,only to say that he started oke but went down real fast.
WHat Hclass mentions, is true. I played CIV III(vanilla) mostly, on Emperor lvl.
And wherever there was agap, the AI (or me) where rushing Settlers to it to fill the gap.

So i won't argue with Roxlim futher, while it's hard to discuss mechanics with someone, who clearly does not know where he is talking about. It's not the first time you make totally invalid arguments.

Good day.

ps: Roxlimn, you are still wrong. The ai sends settlers if it's a valuable spot, and surely he sends workers to "create a colony" for resources and luxery he wants to have.
 
Jediron:

You will find it hard to argue that Emperor is a low level difficulty.
 
Back
Top Bottom