Are we heading in the right direction with G&K?

That's what I'd have hoped for, but the way it's done makes that difficult to credit. It's the same thing that gave us a Temple of Artemis effect that improves fertility and archery, which I can just about accept as a flavourful one-off. Now we have a whole raft of godly effects. However much you may want to believe in faith healing, it doesn't actually work, and it certainly doesn't make anyone's soldiers superior field medics. Nor does carrying out fertility rites improve harvests.

PhilBowles, it seems to me that you are trying to reconcile the game with things that actually do work in real life e.g. if in real life fertility rites don't improve harvests, then in Civ 5 the fertility rites shouldn't improve harvests either.

My point is, if you are going to question things like that, then you might as well be questioning everything else, like how can there be a GDR in the game, or how can one tile only have a single improvement, how come America gets to start in 4000 BC, etc etc....
 
Try thinking of it more like this.....those tribes who have rituals devoted to the harvest have developed an order and system to apply to the harvest, thereby resulting in a greater yield.

Or, those tribes that developed rituals surrounding the hunt have developed tactics and strategies to track and take down fowl, thereby resulting in more productive hunts.

Basically, the point is that it's a game--it requires some imagination and suspension of disbelief. Some things are so gimmicky that it's impossible not to scoff. As to this system of religion--I'll wait to form my final opinions until I've played the game.
 
Basically, the point is that it's a game--it requires some imagination and suspension of disbelief. Some things are so gimmicky that it's impossible not to scoff. As to this system of religion--I'll wait to form my final opinions until I've played the game.

Exactly right! :) It's a game, and we're meant to have fun, so thinking too much or too deep about what is or isn't historically or culturally accurate, is only going to ruin your own experience.
 
PhilBowles, it seems to me that you are trying to reconcile the game with things that actually do work in real life e.g. if in real life fertility rites don't improve harvests, then in Civ 5 the fertility rites shouldn't improve harvests either.

My point is, if you are going to question things like that, then you might as well be questioning everything else, like how can there be a GDR in the game, or how can one tile only have a single improvement, how come America gets to start in 4000 BC, etc etc....

There's a difference, I feel, between "what-if" and fantasy. Most people don't mind a GDR, in fact I like the idea - it's silly, but you can imagine an almost-plausible alternate history in which an advanced civilization would invent giant mechs. Now what if the unit was instead called a dragon and was meant to be a big flying, firebreathing lizard? That's a step too far down the road of suspending disbelief to sit well with a Civ game, I think. And so is adding magic - we know from history that many cultures have had fertility rites and hunt goddesses, and we also know from history that these people weren't better farmers or hunters than neighbours who didn't.

Though the only one that really makes it hard to suspend disbelief, to my mind, is the one I mentioned: Faith Healing. There really is no way of looking at that which can provide a non-supernatural explanation for a belief in faith healing causing units to heal faster.

And that's different again from things we accept as necessary abstractions, such as the conflict between game mechanics (one tile, one improvement, one pop working it) and real-world scale (one tile is a large geographic area, one improvement is only one type of land use within it, yet one population represents thousands of people devoted to that task).
 
the only one that really makes it hard to suspend disbelief, to my mind, is the one I mentioned: Faith Healing.

What if the name were changed to Ritualistic Healing? Involving the use of herbs and other remedies that might actually lead to quicker healing.
 
I get your point, PhilBowles. You want the game to have some sort of tie to the real world and what could potentially happen (e.g. GDR), and not veer off into complete fantasy.

If you see problems with Faith Healing helping units to heal faster because this never happened in history and would never happen in real life, then you should also see problems with say, the Space Victory condition, because in reality, even though America won the space race, that didn't make them numero uno nation of the world. Or how China can build the Statue of Liberty. Or how Mongolia can build the United Nations. Etc etc.

To me, Faith Healing isn't a problem, because like others have said before, maybe the belief or faith in a greater being causes you to feel better so you recover from wounds faster. You know, sort of like a placebo effect. It can happen.
 
I would just consider it to be there that the culture who adopts that in their pantheon just values medicine as an important part of their religious culture, and so are slightly advanced at it. The same with any of the bonuses - its not so much "the gods intervening to give more food from camps", its that because camps play an important role in society and worship, more effort is spent on them than usual, making them slightly more productive.
 
I t hinx so yeah I have seen a lot of improvement in diplomacy.

The removal of the " you are winning the game" modifier I allready a sign that it is going to the right direction


However nothing is certain

By removing a silly thing like that and restricting RAs for friend civs only, it seems they are trying to make diplo more meaningful. That's definitely the right direction.
 
I would just consider it to be there that the culture who adopts that in their pantheon just values medicine as an important part of their religious culture, and so are slightly advanced at it.

The cults of Asclepius had very good medical knowledge at the time. They were well-sought out. I think people think of Medieval medicine when they associate it with religion, but it certainly wasn't a specialty.
 
By removing a silly thing like that and restricting RAs for friend civs only, it seems they are trying to make diplo more meaningful. That's definitely the right direction.

I'm pretty sure it will still have a lot of issues but they changed their goal for diplomacy and I like that they actualy want to make diplomacy matter
 
Have just finished watching Firaxis’ two part PAX demo on youtube (located here for anyone interested: http://www.youtube.com/watch?v=ajY0oGbsxyI&feature=relmfu) – and have to say that I’m impressed by the new religion and espionage systems. At first glance, they look far superior to anything implemented in Civ 4 and, in the spirit of the OP, look as if they open up some new, very interesting ways to play the game. The mention of Ed Beach’s past history also rather suggests IMHO that Firaxis are keen to market this expansion as having more depth than vanilla Civ 5. At first glance, this combination would suggest that the expansion is indeed going in the right direction IMHO.

All that said, the youtube video also threw up a rather big question IMHO – one that will mean that I’ll likely be refraining from buying the expansion until after I’ve read some feedback from fellow civvers who buy on release...hopefully someone can answer that question in the affirmative. Put simply, I’d love to know if the pace of production has increased in the expansion – or are we still likely to be playing a game which sees the gamer settle a small (eg. 3 or 4) core of cities, and spend much of the game with maybe an “empire” of half a dozen cities, each containing little more than a smattering of infrastructure? In other words, has the expansion been made more builder friendly?

Returning to the video, I ask the question for two reasons. Firstly, looking at part one, it occurred to me that the showcased game contained only two cities by turn 89. Admittedly, Dennis Shirk mentioned that some temples and other infrastructure (including a wonder) had been built – so perhaps that constrained expansion.

However, I noticed in the game showcased in part two – in which Dennis talks openly about waging war to conquer cities – that his empire appears only to have six cities at 1910, turn 229. (To identify this number, I simply counted the black dots – which I assume represent cities – visible on the mini map. If I have this wrong, please let me know. :)) What’s more, the mini map seems to suggest that whole swathes of the continent on which Dennis’ civ is based remain unsettled at this date. IMHO, this is eerily reminiscent of vanilla Civ 5 – in which, as I noted above, gamers’ empires can often consist of a just a half dozen or so cities, each containing too little infrastructure for my taste.

The reason I post this BTW is that, in the spirit of the OP, I feel that the expansion needs to address a minimum of four issues if gamers disappointed / bored by Civ 5 vanilla (which include me), are going to consider it as “going in the right direction.” The first three issues have been discussed already in this thread: the AI, diplomacy, and the need to add depth via new features, such as religion and espionage. IMHO, the fourth however is that Firaxis need to increase the pace of production, so that the gamer has more cities to build and more choice re: what to build in each city on each turn. Address all four issues and I think the expansion has great appeal. Address just the first three and I can’t help but feel that gamers will continue to play Civ 4 if they wish to build an empire that spans the globe.
 
Address just the first three and I can’t help but feel that gamers will continue to play Civ 4 if they wish to build an empire that spans the globe.

You can already build an empire that spans the globe in CiV.

The demo was meant to be short and sweet in highlighting the new features without bogging into some multiday epic where Hark Nebberneckbeard II of Babylon goes from a small farming community to a colossal giant spanning three continents
 
Though I'm sure my signature gave that away already, I've gotta say that... no, I'm not sure G&K's much of a step in the right direction.

Comparing Civ5 to Civ4... to me, it's an inferior game. It looks comparable to modded Civ4, though at least with modded Civ4 we get unique city and unit artstyles and it looks less bland than in Civ5.

Civ5's far too easy, especially when it comes to happiness, and I just can't feel accomplished when I win, because I know I'm only winning because the Civ5 team completely and utterly failed at AI and balancing, and should honestly feel ashamed for that.

I cannot defend Civ5 as a sequel. Any sequel that can't bother to do better than its predecessor in some area doesn't deserve to exist. Although I'm glad G&K is adding in a couple of features the Civ5 team couldn't be bothered to do with the base game (or maybe they could but decided to wait so they could price gouge us. Again, screw the DLC costs we've had to deal with with Civ5), I'm still extremely skeptical over if it'll have much of an impact on the various massive flaws that, sadly, our modding community hasn't been able to fix due to: 1. Many members of the modding community either retreating back to Civ4 or not even leaving Civ4 and 2. Poor modability compared to the previous entry.

Still, I can at least hope that maybe we'll get a true sequel to Civ4 in Civ6. I mean the chances are slim, but I can hope that the rubbish pile that is made up of Civ:Rev and Civ5 doesn't get any larger.

We can at least be thankful that the lead designer of Civ5 is gone. Maybe those flaws were mainly his fault, the expansion pack will turn out to clear them up, and Civ6 will be led by someone more competent.
 
You can already build an empire that spans the globe in CiV.

I’m aware it “can” be done...but I have to say that my Civ 5 experience is that it’s far from the norm. (This is why I mentioned that gamers “often” find their empires consisting of half a dozen cities with too little infrastructure for my taste.) Put simply, when I compare a Civ 5 empire with its Civ 4 counterpart, I routinely find that the former (i) contains a smaller number of cities and (ii) each city has far less infrastructure in it than a civ 4 city founded around the same turn number...even if I emphasize hammers in the Civ 5 city management screen.

I'm more than happy to admit that I'm wrong BTW...if anyone can direct me to a let's play that illustrates how to win by playing via RExxing and then building plenty of infra on a non-pangea map, I'd love to watch and pick up some tips. :)
 
I'm more than happy to admit that I'm wrong BTW...if anyone can direct me to a let's play that illustrates how to win by playing via RExxing and then building plenty of infra on a non-pangea map, I'd love to watch and pick up some tips. :)

Like this?
 
Like this?

The fact that you were alone on your continent, which allowed you to ignore military and focus on other things, means that the strategy you employed to dominate this game is not representative of a workable strategy in the vast majority of games. Just sayin.
 
The fact that you were alone on your continent, which allowed you to ignore military and focus on other things, means that the strategy you employed to dominate this game is not representative of a workable strategy in the vast majority of games. Just sayin.

It's certainly not representative, but it certainly is workable. I'd like to think that this game would be about more than just spamming cities for the sake of cities, or infrastructure as learner calls it, but that's just me.
 
learner gamer,

Personally I love it that in Civ V you can be a small but influential powerhouse if you want, and have city-states as your colonies and dominions, kind of like British Empire.

In Civ IV and ESPECIALLY Civ III you just had to spam settlers, or all square inches of land would be quickly settled by AI.

I've had large empires on my games (Prince and King level) but some cities will be puppet states, some undeveloped and some core cities the production powerhouses for military and wonders. Personally I'm fine with this. :)
 
That's what I'd have hoped for, but the way it's done makes that difficult to credit. It's the same thing that gave us a Temple of Artemis effect that improves fertility and archery, which I can just about accept as a flavourful one-off. Now we have a whole raft of godly effects. However much you may want to believe in faith healing, it doesn't actually work, and it certainly doesn't make anyone's soldiers superior field medics. Nor does carrying out fertility rites improve harvests.

Leaders ruling for millions of years is itself a fantasy & could NEVER happen in real world. I think u need to play Europa Universalis or wait for Magna Mundi to get released, civ series is never going to be super realistic.
 
@smallfish: Thanks for that link! :) It certainly wasn’t a thread I’d seen before.

That said, it actually only partly addresses the first of the two points I raised, the city count. You see, it clearly shows that you’re right: it is indeed possible to spam cities in Civ 5. However, it also accords with my experience and earlier post too. This is evident from pi-r8’s point here: that the empire consisted of only 6 cities until around 1300 AD....which is precisely the point I made in my first post.

What’s more, as I see it, this strategy doesn’t address the second issue I raised: that each city contain more than a smattering of infrastructure / buildings in it. Indeed, pi-r8 illustrates this issue all too clearly in the screenshot of the newly founded city of Brest, which has a pop of just 1 - and zero infrastructure - in 1350AD. Now admittedly, it’s gotten a very healthy 16.25 hammers per turn and so can build plenty of infra from that point on (especially with the railroad bonus to come) – but it’s not at all uncommon for me to be playing a game of Civ 4 with an empire running into double digit city counts in the early ADs....and many of those cities will have (i) their core infra already in place and (ii) thanks to the whip, have constructed much, much more infra by the same stage of pi-r8’s game. I’d really love to have seen a couple of screenies illustrating the amount of infra in pi-r8’s other cities for comparison.

In view of pi-r8’s thread – for which I thank you again :) - perhaps there’s something to be said for me revising the tenor of my first post so that it accords with the point that I’ve made in other threads: that the real issue re: production is perhaps that more hammers need to be made available earlier (in G&K in the context of this thread), so the gamer has sufficient “stuff” to build to sustain their interest, especially in the early – mid game. Given the point made by pi-r8, that even this strategy requires waiting until the industrial age to pay real dividends, I’d suggest that such a change in G&K would most definitely be a step in the right direction.


@Haig: Glad to see you enjoy the game. :) IMHO, the key issue is how much a gamer needs to do each turn to sustain their interest in a game. The point I’m trying to make is that IMHO, Civ 5 gives me far too little to do per turn to sustain my interest – and this has its roots in the game’s pace of production, which limits the number of cities in a gamer’s empire and how many decisions they have to make per turn re: what to build in each city. I completely appreciate that others – including you – feel very differently and are happy with how much they do per turn of Civ 5.

Going back to the OP, the reason I posted was because it appears to me that much of the discussion in this thread - and indeed on the forum – has been about how much the expansion will improve with changes to diplomacy, the AI and new features like espionage and religion (with which I agree). However, as I stated earlier, I think these changes resolve only three of the four issues that the expansion needs to address before it becomes attractive to gamers such as me.

Unfortunately, I’m beginning to anticipate that Firaxis’ desire to balance small and large empires – which is a very honourable objective – means that the expansion’s pace of production will not be materially different from vanilla. If that’s the case, then as much as the new features will improve the expansion, it won’t be going far enough in the right direction to entice me to buy / I guess I’m simply not part of the target audience – and won’t be until Civ 5 / G&K is modded to provide more to do per turn.
 
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