Exterminas
Warlord
- Joined
- Sep 13, 2010
- Messages
- 121
I would like to go throug your points in order and reply, because you took the effort of creating such a well organized post that I feel I have to respond in an appropriate manner.
I can't say a lot on that, because I don't care for multiplayer. So do a lot of people. Let's just say that the multiplayer- vs. singleplayer-importance debate has been going on for so long, because both sides are valid.
I'm not quite sure what you mean by that. Civ4 had some scenarios, mainly from Warlords and from mods. One being an addon, the other modded by the community. Both things don't exist (yet) for civ5.
That is annoying, I agree. The icons for commerce, production in food also look all similar to me, wich makes them annoying to organize.
That has been discuessed a lot, it's a question of taste, can't argue about that.
It came with the addon, not with the base-game. Civ5 is the base-game. I can understand that for some people that isn't an argument, but in times of multi-million-dollar-costs of video-games to make, people shouldn't go too harsh on DLC and other money-making-shemes, cos, you know, without money for video-games there, won't be any video-games. I'm pretty sure the people at 2k won't spend all the DLC-money on boats and golden death-robots.
Having played Civ5 I must say that you are completly wrong. The SPs make all the difference in the world. They completly depend what kind of civilition you will be able to built. Try to get a diplomatic victory via city-states without the increased efficiency from patronage. Try to keep a massive empire happy without honor and liberty. Here is the punch-line: You won't get enough culture to just "pick another SP every now and then, until you have them all", like you picture it. With my war-monger-save I made it down to two complete SP-Trees for the whole game, because I was building troops to conquer and banks to pay them, insted of wonders and temples. They are a vastly more lasting and depending system than rhe civs, who were alwasy just a revolution or a golden age/trait away.
What you discribe as an advantage would be a reason for the current-system on my list. I alsways disliked that mindless cottage-spamming that would lead to monotonoues cities and monster-cities paying whole armies and areas of other, younger cities. In Civ5 you have to balance commerce, food and production far better than in civ 4, where Slavery and the sliders just told you: Buit the damn cottage already.
Matters of taste, really. Whenever you take something away from an established conept, there is going to be someone to complain. I'm sure they did that when they began building planes without fans.
There was no decision about that in Civ4. You made as much money as you needed to pay your maintenence. The rest was going to research. Or to culture. There was rarely a mix or a choice involved. Seperating them is the greatest change they made, in my opinion, because you actually have to manage your cities instead of just planting cottages.
The main-fun from civ-states lies in the peace-monger-bonuses. The added food or culture is HUGE for one city. But you are right, from a warmongers-side.
The rest of you points are basically matters of taste or issues of "They took something away that was there before", which one can't really argue about.
Absurdly Lacking MP Support
No improvements at all from CIV IV: No dedicated servers, no matchmaking, constant lag issue, framerate problems, no online ladder and rankings, no unit animation, random crashes, no way of reconnecting a game, no way of joining a mid-game through invite.
I can't say a lot on that, because I don't care for multiplayer. So do a lot of people. Let's just say that the multiplayer- vs. singleplayer-importance debate has been going on for so long, because both sides are valid.
No SP Scenario
SP consists only of "Play Now" and "Custom Game". It doesn't get any more plain than this. And it has the stench of "sloth" and "greed" all over it.
I'm not quite sure what you mean by that. Civ4 had some scenarios, mainly from Warlords and from mods. One being an addon, the other modded by the community. Both things don't exist (yet) for civ5.
No Tile Animation
Why the **** is this taken out? Why must players have to go into the city menu to see what tiles are being worked on??
That is annoying, I agree. The icons for commerce, production in food also look all similar to me, wich makes them annoying to organize.
No Religions
That has been discuessed a lot, it's a question of taste, can't argue about that.
No Espionage
Espionage was one of the best features to have been introduced in the CIV series. It gave players so many options and alternatives to go against their opponents without the risks of declaring open war: poison their water supply, scout out enemy troop strength, stir up a rebellion, steal their treasury, sabotage their wonder construction, etc. Why is this awesome feature removed completely?
It came with the addon, not with the base-game. Civ5 is the base-game. I can understand that for some people that isn't an argument, but in times of multi-million-dollar-costs of video-games to make, people shouldn't go too harsh on DLC and other money-making-shemes, cos, you know, without money for video-games there, won't be any video-games. I'm pretty sure the people at 2k won't spend all the DLC-money on boats and golden death-robots.
No Civics
Civics was another extremely well-thought out feature that was added in CIV IV. Not only did it add flavors to each nation (Communism vs. Capitalism, Emancipation vs. Slavery, Universal Suffrage vs. Police State), it provides long term tactical options as well as short term flexibility to players to adapt their empires based on the current circumstance. Deciding and changing Civics was always a weighty decision because each one of them have their pros and cons. It makes each nation unique because rarely do two empires have the identical set of Civics.
In CIV 5 Civics are replaced by Social Policies, which is fundamentally a ladder of perks with bonuses that you can upgrade one at a time. It may still be strategic to decide on which branch of policies and perk to upgrade, but because of the fact that they are permanent and you cannot change them, they offer absolutely no tactical flexibility to players. All branches and perks add some kind of bonus to your empire with no negative side effects, so the decision of choosing which one to upgrade also becomes less significant.
Having played Civ5 I must say that you are completly wrong. The SPs make all the difference in the world. They completly depend what kind of civilition you will be able to built. Try to get a diplomatic victory via city-states without the increased efficiency from patronage. Try to keep a massive empire happy without honor and liberty. Here is the punch-line: You won't get enough culture to just "pick another SP every now and then, until you have them all", like you picture it. With my war-monger-save I made it down to two complete SP-Trees for the whole game, because I was building troops to conquer and banks to pay them, insted of wonders and temples. They are a vastly more lasting and depending system than rhe civs, who were alwasy just a revolution or a golden age/trait away.
No Hamlets
Hamlets was an important tile improvement in CIV IV as the primary commerce provider. But its greatest strength is that over time it evolves into a cottage, a village and ultimately a town, encouraging players to build them early to reap the benefits.
What you discribe as an advantage would be a reason for the current-system on my list. I alsways disliked that mindless cottage-spamming that would lead to monotonoues cities and monster-cities paying whole armies and areas of other, younger cities. In Civ5 you have to balance commerce, food and production far better than in civ 4, where Slavery and the sliders just told you: Buit the damn cottage already.
No End Game Cinematics; No World Wonder Movies
Matters of taste, really. Whenever you take something away from an established conept, there is going to be someone to complain. I'm sure they did that when they began building planes without fans.
Commerce, Research and Culture used to be interlinked in building your empire. Any of these resources can be distributed freely using sliders to let players develop their nations in the exact way they want.
In CIV 5, commerce, research and culture are completely separate entities. And the only decision players can make is to decide how much of each resource to produce.
There was no decision about that in Civ4. You made as much money as you needed to pay your maintenence. The rest was going to research. Or to culture. There was rarely a mix or a choice involved. Seperating them is the greatest change they made, in my opinion, because you actually have to manage your cities instead of just planting cottages.
City States
I really question the point of implementing City States. It may be fun to interact with them and build a good diplomatic relationship with them, but more often than not it's much easier, simpler and faster to just conquer them and take their resources than to waste gold buying their friendship.
The importance of City States as allies in war times is extremely limited too, considering that now military units cannot stack, and City States have such a small territory, their army size and strength naturally become very restricted.
The main-fun from civ-states lies in the peace-monger-bonuses. The added food or culture is HUGE for one city. But you are right, from a warmongers-side.
The rest of you points are basically matters of taste or issues of "They took something away that was there before", which one can't really argue about.