An Evaluation: Why CIV 5 is an absolute atrocity.

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I have to agree with a few of the OP's issues. I REALLY miss espionage and the Civilization 4 tile improvement system. Espionage really made the game a bit more interesting and added just one more fun and enjoyable element (especially with the Super Spies Mod). Regarding the tile system, it seems as though all my tile improvements are less useful. For example, building a marble quarry should increase city production by quite a bit... why did they remove that stuff?

Also, I think Civ 4 diplomacy was better. I HATE having to renegotiate all the treaties every 30-45 turns :P

Regardless, as a HUGE Civ 4 fan, I'm still enjoying Civ V and REALLY looking forward to seeing what mods come out for it.
 
I my opinion the main reasons Civ V is already staggering on day 1 is that:

- Far out the most Civ IV players were expecting/hoping for evolution of Civ IV and not devolution of it. Imho they made a kind of Civ III, only without the stack-of-doom.

- It seems to be released before tested (by Civ players...). So many issues at start: UI issues, speed issues, lack of simple, yet useful options such as 'workers leave old improvements', mouse-overs, automated scouts running through enemy borders, generating hate, etc.

- Either Sid was suffering a lapse of temporary insanity when they made this...
or
- He was on vacation throughout the whole design...

I've never been so disappointed in a game in my life. Tombraider 11 wasn't as disappointing as Civ V.
 
Ever notice that you can't play games on Normal difficulty anymore?

I think this is a part of a much larger trend in game design over the past 5 years or so. Games are trading complexity for accessibility. I remember back in the day games used to take absolutely forever to get through and that was what we called "getting into a game." If you couldn't get at LEAST 80 hours of play time into a single player game then the developers were lazy. Nowdays you're lucky to get 30. There was a gentleman who wanted a 100 hour game session... there is no way a AAA title will give that to you unless you're counting MMORPGs with all their time sinks.

Game design is a totally different ballgame than it was when the original Civs came out. Microprose, gods of game design as they were, was a tiny company compared to the monsters that EA, Activision and 2K are today. The budgets are also a lot bigger. A lot of games back then were probably developed on a similar budget as the added localization costs for the native speaking leaders' voices alone! (Not that big of an exaggeration)

With bigger budgets you have executive management having more say in how accessible a game should be in order to get enough sales to make it worth making more games. I bet whatshisname lead game designer of Civ V had to had a bunch of his ideas (many of which would have made us happy) tossed down the craphole because management had Civ V gearing to be the biggest news in gaming.

The word 'atrocity' is generally thrown around by us older chaps who have been playing PC games since pretty much the beginning. Take other classics for instance - XCOM (you'd think that after 20 years someone could make a better one), Wing Commander (bringing in Luke Skywalker after EA bought Origin) and flight sims just aren't what they were since Microprose did them. We're a tough bunch.

I read through the entire thread because I was dying to know what the community thought of Civ V. I totally got back into CIV a few months ago after seeing the promos for Civ V hoping it would help me somewhat for when I finally got it. After this thread I found that they aren't really alike at all but I'm still about 5 minutes before I stop debating and just taking the plunge to buy the special edition on Steam. Will I be disappointed? Maybe. But hey I just gotta see it for myself.

(By the way totally looking forward to whatever mods will come out.)
 
I my opinion the main reasons Civ V is already staggering on day 1 is that:

- Far out the most Civ IV players were expecting/hoping for evolution of Civ IV and not devolution of it. Imho they made a kind of Civ III, only without the stack-of-doom.

- It seems to be released before tested (by Civ players...). So many issues at start: UI issues, speed issues, lack of simple, yet useful options such as 'workers leave old improvements', mouse-overs, automated scouts running through enemy borders, generating hate, etc.

- Either Sid was suffering a lapse of temporary insanity when they made this...
or
- He was on vacation throughout the whole design...

I've never been so disappointed in a game in my life. Tombraider 11 wasn't as disappointing as Civ V.

You are probably more correct that you may think.

The lead designer of CIV 5 is someone called Jon Shafer, and I read somewhere that Sid Meier wasn't too satisfied with the way he is removing so many features from CIV IV.
 
Loved Civ iv
just played full game of Civ V and i think its 10 times the game Civ iv was..

I give it 9/10

if it had Hotseat which is the most enjoyable way to play civ with friends it would get a 10/10
 
Loved Civ iv
just played full game of Civ V and i think its 10 times the game Civ iv was..

I give it 9/10

if it had Hotseat which is the most enjoyable way to play civ with friends it would get a 10/10

Did you play the game with friends?

I know what you mean, I played a FFA 6 player online game and it miraculously had no random crashes or disconnections for 3-4 hours. The human aspect added so much to the game that I almost forgot how bad CIV 5 really is and actually had a blast playing it.
 
These points have probably already been brought up earlier in the thread, but just to outweigh the negativity and the SC2 discussion (lol WTH)...

If you love CIV IV, you will most likely hate CIV 5, here's why:

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.

No reason to play MP at all.

No dedi servers - this isn't an FPS. Almost all strategy games are P2P online.
No matchmaking - IMO, this game isn't really the kind of game that could actually do with matchmaking. The games last an hour as a general minimum (unless you're playing as Germany and kill a lot of barbs, or get a rifleman from some ruins).
Lag/framerate/leaderboards/animations/crashes - I have yet to play online, so I can't comment on this
Rejoining games - This is a disappointment, for sure. However, as far as I know, the devs are patching this in.
Joining game in progress - Again, a disappointment - but, again, likely to be patched in.

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.

... this is really your second point? There are map packs available, as both DLC and pre-order bonus. Personally, I didn't care much for the scenarios, so this is just a difference in opinion, not an actual major flaw in the game.

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??

It's an annoyance, for sure. However, without cottages to be concerned about, it would serve little more than a cosmetic function. The city governor prioritises improved tiles and resources.

No Religions

Religions weren't necessary, but it added flavors to the game. It was awesome trying to spread your state religion to the whole world, earning diplomatic favors and gold in the process. CIV IV lovers want the religion system to enhance so that it can impact the game in a more meaningful way, not remove it entirely.

Religion in Civ4, especially on higher difficulties, was very annoying and very disruptive. It was realistic, but that doesn't mean that it wasn't flawed - it was just another reason for Montezuma or Shaka to eat you alive, and just another tedious, arbitrary gameplay element to keep in check.

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?

I personally did not care for Espionage and am not sad to see it go, but I have nothing more than my opinion to back up my position.

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.

Tactical flexibility? Unless you were playing on a high difficulty, slow speed or with a heap (i.e. 20+) of cities, the only tactical flexibility involved in the civic system was deciding when to switch your civics (or, more specifically, when to use your golden age to do so). There was a set of civics you used for each broad scenario - specialist eco, cottage eco, war mobilisation, wartime (pretty much).

Even if civics were tactically flexible, the new system replaces 'tactical flexibility' with 'long-term planning', something I would say is far more prudent in a game like Civ5. If you have a lot of cities, you won't get too many social policy changes, making your civ fairly inefficient compared to a smaller one. However, the majority of these policies become significantly more powerful the larger your empire is. This alone requires players to think ahead before going off mass-REXing. In a game designed around planning ahead and full-game strategies, I would say this is a good change.

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.

In CIV 5 hamlet is replaced by "trading post" which has a MUCH uglier model and does not evolve.

Having just played through the majority of a game (got to the point where I can't really lose, and I'm taking a break after playing most of the day), I can say right now that between Maritime city states, 36 workable city tiles and the new-found usefulness of gold, cottages would be so ridiculously overpowered that (to shamelessly tag along with the SC2 discussion) making Ultralisks cost 50/50, require a spawning pool, take 1 supply and run twice as fast as a speedling would probably only barely be more OP'd.

Golden Ages with a sizeable empire are already insanely strong as it is, and they're just increasing gold production by 1 per hex.

No World Wonder Movies

Now all we get is a still picture and some quotes that most people don't give a **** about.

Cosmetic change, so not really an issue. I'm a bit bummed as well though, I have to admit.

No End Game Cinematics

Players sit through 10 hours to beat the game and you can't even make a 10 second animation to reward and congratulate them?

Again, cosmetic change... and tbh the Civ4 movies were something of an anti-climax.

No Commerce, Research and Culture Sliders

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.

No, the sliders were an easy-mode method of economy management. If you were running out of gold, you put your slider down a notch then build a couple cottages. That's it. Now, essentially, the slider is global happiness. You need to pay to keep a large empire happy (in building maintenance). If you want to increase your research, you get more population and again, pay in keeping your citizens happy. The economy actually requires management now, rather than a click of a button.

No Random Events

Random events provide small bonuses and surprises to your nation in the way of additional income, one additional food resource, increased culture, etc. Those bonuses are no way game-breaking, but they make you smile every now and then and make your empire feel like a real nation inhabited by living breathing people rather than some numbers and data on the screen.

Random events were absolutely terrible and annoying. I lost so many games of Civ4 because of a barb uprising or because I had a slave riot in a city one turn away from finishing its archer defence, and the odd black pearls or parrots or whatever weren't anywhere close to being enough to make them fun or enjoyable.

User Interface

Firaxis might have thought that they were very clever in making the UI much more streamlined and linear, but it is NOT! This type of UI may have been ideal for the console version of Civ because of the limitation of the controller, but for a PC CIV this kind of UI brings more inconvenience and frustrations than otherwise.

PC gamers want data and information easily accessible, laid out clearly right in front of them, instead of clicking through menus and menus before finding out what they want to know.

I will agree that the UI takes some getting used to, and that some important elements are missing or hidden. I'm still getting used to it myself, and until I have, I'm not commenting on it. Civ4's layout was a bit confusing to start with as well coming from civ3, but I got used to it after a day or two.

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.

You obviously have not actually bothered to make a city state your ally. In the game I'm playing right now, I've allied with 4 Maritime and 2 Cultural city-states, and they're literally feeding my entire 30-city empire, plus I get their resources anyway. I suspect that in high difficulty or multiplayer games, every single city-state will have gold thrown at it for the entire game just to get their bonuses. City-states are a brilliant addition, and if you just conquer them, you're just not doing it right.

Framerate Problems

Even on Medium settings, and according to the requirements of the game my PC is more than enough to handle this game on High. It's painfully obvious that this game wasn't optimized.

I agree with this point.

No Leader Personality Traits

It provides a historical and semi-realistic flavors to each leader. And although some traits provokes controversies and debates amongst historians for their accuracy, it's part of the fun too.

Haven't played enough to notice any traits, but Montezuma has been in both my games and has been warring like crazy in both. Might be coincidence, or it might just be good ol' Monty. I haven't had a peek at the code yet either, so I'll reserve judgement on this for now.

One Leader Per Nation

Is it really that much to ask for to have at least two leaders, even for a Vanilla pack?

I always saw that as laziness on the part of the developers who could easily have picked another civilization and added them in. Perhaps two leaders for a particularly well-known civ (such as the English or Chinese), but definitely not 3.

All in all, I think it's too soon to say whether or not Civ5 is better than Civ4. It'll likely still be too soon until we see the second expansion pack released. We're essentially comparing two games' and five years' worth of content to one 3-day old game here. =/
 
What devil wants is really Civ 4.5, don't take it seriously that his criticisms seem a little silly.
 
What devil wants is really Civ 4.5, don't take it seriously that his criticisms seem a little silly.

4.5 wouldn't be a bad thing considering how good CIV IV was :)

But seriously calling CIV 5, CIV 5, is a scam. It should be called "Civilization 2010: The Untested Beta Edition for RTS Fans" or something, because it isn't a sequel to CIV IV, it's an entirely new (dumbed down) streamlined game.
 
i love this game, its requieres a lot more thinking and planification now that sliders are gone and you cant just generate more culture by moving one pointer, you have to develope an entire set of buildings and improvements to gain culture, and same for science and gold. I think its a much more dificult game to play well because of that and many people simply dont like it because they cant switch their gaming to the new system.

an also people tend to forget than in civIV gold was only used to promote units and little more and now there is an entire world of options with gold, you cant use it to get culture, food, units, buildings, promotions, etc. In the years ive been playing civIV i NEVER had to think in to iwch spend my gold. Now, in 3 or 4 games i have used it in lots of diferents ways and i cant still decide wich one its better. That is strategy and thinking but just because trading post dont grow people dont like the economy sistem, bah.
 
4.5 wouldn't be a bad thing considering how good CIV IV was :)

But seriously calling CIV 5, CIV 5, is a scam. It should be called "Civilization 2010: The Untested Beta Edition for RTS Fans" or something, because it isn't a sequel to CIV IV, it's an entirely new (dumbed down) streamlined game.

dumbed down??? sure, conquering an entery continet with out any penalty to your previosly owned cities requieres a lot more planification than the empire wide happiness system.

moving an slider to generate more science requieres a lot more planificaction, investment, decisison and thinking than having to manage population(remember happines empire wide)buildings and improvements(to mantein specialists).

sure, switching civics in 1-3 turns to whatever combination you want requires a lot more thinking and planification than having to develope your political-cultural aspect of your empire step by step. If you opted for honor to be agressive early game you cant get those policies back if you later decide to go for a science victory, you have to plan carefully wich path to go or youll be wasting culture. And aslo SP give a sense of evolving empire, you cant wicht in 2 turns form a democracy with free religion and free spech to a police state with organiced religion and cast systemn just because that suits you better.

you may not like civ V but it is not "dumbed down"
 
If you love CIV IV, you will most likely hate CIV 5, here's why:

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.

No reason to play MP at all.

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.

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??

No Religions

Religions weren't necessary, but it added flavors to the game. It was awesome trying to spread your state religion to the whole world, earning diplomatic favors and gold in the process. CIV IV lovers want the religion system to enhance so that it can impact the game in a more meaningful way, not remove it entirely.

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?

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.

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.

In CIV 5 hamlet is replaced by "trading post" which has a MUCH uglier model and does not evolve.

No World Wonder Movies

Now all we get is a still picture and some quotes that most people don't give a **** about.

No End Game Cinematics

Players sit through 10 hours to beat the game and you can't even make a 10 second animation to reward and congratulate them?

No Commerce, Research and Culture Sliders

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.

No Random Events

Random events provide small bonuses and surprises to your nation in the way of additional income, one additional food resource, increased culture, etc. Those bonuses are no way game-breaking, but they make you smile every now and then and make your empire feel like a real nation inhabited by living breathing people rather than some numbers and data on the screen.

User Interface

Firaxis might have thought that they were very clever in making the UI much more streamlined and linear, but it is NOT! This type of UI may have been ideal for the console version of Civ because of the limitation of the controller, but for a PC CIV this kind of UI brings more inconvenience and frustrations than otherwise.

PC gamers want data and information easily accessible, laid out clearly right in front of them, instead of clicking through menus and menus before finding out what they want to know.

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.

Framerate Problems

Even on Medium settings, and according to the requirements of the game my PC is more than enough to handle this game on High. It's painfully obvious that this game wasn't optimized.

No Leader Personality Traits

It provides a historical and semi-realistic flavors to each leader. And although some traits provokes controversies and debates amongst historians for their accuracy, it's part of the fun too.

One Leader Per Nation

Is it really that much to ask for to have at least two leaders, even for a Vanilla pack?



What CIV 5 managed to do right:

Hexagonal Tiles

This is probably the most brilliant and significant addition to the CIV series since culture and multiple victory conditions were introduced. It is superior than the conventional square tiles in every way.

No Military Unit Stacking

Makes combat a lot more strategic, especially the unit placement and what unit type should be produced.

Strategic Resource

One strategic resource can only provide one unit that is associated with that resource. It removes spamming of powerful units all over the map. The placement and usage of each individual unit also becomes a lot more significant.

Fully 3D Leaders with Spoken Native Language

A natural evolution from the silent 3D leader "heads" of CIV IV.




Overall Conclusion: If you are a CIV IV fan, you will most likely hate this atrocity of a "sequel". Sequel, by definition, is supposed to improve on the original by fixing predecessor's flaws and enhance its strengths. But ironically CIV 5 has actually completely removed some of the strengths that made CIV IV so enjoyable, instead of building upon them and perfecting them. When counting the merits of the game from the aforementioned list, CIV 5's failings evidently outnumber its qualities by a staggering margin.

CIV 5 is infested with extremely questionable designer flaws: Lack of tile animation, no World Wonder movies, the streamlined linear UI, just to name a few.

The extremely lacking single player and multiplayer aspect of the game is just utterly unforgivable, emitting the overwhelming impression that the entire package feels very incomplete, and you wonder if Firaxis did this intentionally knowing that the committed mod community will do their job for them.

You are right fella,

it seems nowdays game devs are only a bunch of kids masturbating in front of of a cartoonish Final Fantasy clone....

That's a shame indeed and shame on Firaxians,

I hear you and I am with you mate
 
The problem with Civ 5 is that the kid who developed this game didnt follow Sid's advice. I wonder how many of you remember that video posted a few years ago where Sid was talking at a developers conference where he talked about NOT CHANGING TOO MUCH in the game to keep previous version players engaged. There are major problems with this game because of it.
I suspect if they had a mature person in charge of development they would have taken a more incremental and connected (to the previous games) path.

Fanboys note. There are HEAPS of people not happy with this game. They are not all wrong. I just find it no fun.

I'm glad I'm not the only one who thought this!!!

I strongly doubt that anyone who has played Civ since the beginning (OK, I came in at Civ II...but still!) would do something as insane as getting rid of sliders. How else are we supposed to simulate/control our national budget? Sliders are a fundamental gameplay component of Civ and absolutely crucial for controlling certain aspects of the game.

I have pretty much all the gripes as the other older players and remain profoundly shocked at the incongruity of Civ V with all previous Civ (NOT JUST CIV 4! We're not pining for Civ 4 here...were pining for 20 years of core concepts which had been improving consistently over time until now. We are also pining for the fjords, but that's a different matter....). This is the first Civ release of my (admittedly young) life that has diaapointed me in ANY way. Civ III was far from perfect but when it came out is was a HUGE step forward beyond Civ II. Likewise when Civ IV came out I almost failed outta college (ok, a huge exaggeration there...but you get what I'm saying). Now Civ V is here and I don't know what it think. It's fun....but it feels like the game is sorta playing itself in too many ways.



EDIT: Also, I shouldn't have to make 3 clicks just to find out who is in the lead (points-wise). I shouldn't have to make any clicks at all....
 
No Commerce, Research and Culture Sliders

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.

I think one reason to remove commerce from ciV was players confusing it with gold in cIV...
 
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