yung.carl.jung
Hey Bird! I'm Morose & Lugubrious
Civ V with Acken Mod
Civ III was basically the first computer game I loved. I was about 9 or 10 at the time, the entire experience was pure magic. I had little idea what I was doing, my first game I remember playing as the America, making it into the 1800s, but still having swordsman and pikemen.
I do wonder if there is a way to fix civ late games. Like, in the beginning of the game, your decisions matter so much, and there are not too many to make. Easy to keep track of your units and your cities and your goals. You are exploring the map, meeting your neighbors, super fun. Each turn as you move towards the late game, you have more and more decisions to make, and each one becomes less and less meaningful... Just counting down the turns to get the victory that is all but certain.
4 wins by miles for now. It is way up there in mechanical depth, and in contrast to Civ 6 the design team back in Civ 4's time at least make something that resembles a passing effort at considering end user experience while playing the game.
I have enough disrespect for the UI in modern strategy titles I've played to hold their respective development teams in disdain in some cases.
Interestingly, I consider Civ's competition before Civ 4 to be better than it. Warlords 2/3, HOMM 3-5 absolutely dumpster their contemporary civ competition in terms of depth, control scheme, accuracy of information presented, pacing, and in Warlords' case means of handing some of the typical issues with 4x. Those franchises proceeded to fall off a cliff, then Civ 4 came about.
Firaxis has been resting on its laurels ever since. Civ 5/6 have abandoned UI conventions that competent developers managed in the 1990's and every year since, and apparently neither # inputs or accuracy are worth emphasizing these days.
It's a shame too, in terms of POTENTIAL mechanical depth Civ 6 isn't too far away from 4, and with an expansion could surpass it. It's hard to look past gutter tier trash UI more than doubling the amount of time it takes to play a game if you're somewhat fast though. Really hard to look past that. It's glaring in MP games with a turn timer, when you notice that more time is spent navigating unnecessary extra prompts and broken cycling than is spent managing an army on two fronts.
Yeah, I actually love fighting wars with ww1-equivalent tech in Civ IV and III. Industrial-era combat in III in particular is awesome with combat engineers building railroads to let you position your artillery to blow the enemy army to pieces without taking any damage.
Do you guys think it's a little odd that there are a ton of space 4x games now, basically all spiritual successors to master of orion, but there are like zero historical civ games? You have a couple fantasy games, but I can't think of anything that's loosely based on real life.
Eh, it's a little bit too easy in 4 because artillery just annihilate everything with barrage damage while the enemy is awful at countering machine guns. I like non nuclear modern wars better, cus they ai will actually build anti tanks and sam infantry which can mess up your tanks and bombers and require a little more thought than just throwing units at them.
EU series and Crusader Kings II?
Exactly. It was always the joke of why would i ever promote a unit down the city protective line. If they're attacking your city, you've already screwed up. The exception is letting Monty (pre cats) throw his jags against your fortified axes in cities.I've never found machine guns to be particularly useful. Indeed, any battle where I'm relying on the strength of my units on defense is one where I've already failed, because the goal is always to be the attacker in the decisive battle thanks to the collateral damage mechanic.
Exactly. It was always the joke of why would i ever promote a unit down the city protective line. If they're attacking your city, you've already screwed up. The exception is letting Monty (pre cats) throw his jags against your fortified axes in cities.
And soon: Imperator.
Warlords and heroes of might and magic aren't that much like civ at all, to me anyway. Rts is a different genre entirely
Eh, it's a little bit too easy in 4 because artillery just annihilate everything with barrage damage while the enemy is awful at countering machine guns. I like non nuclear modern wars better, cus they ai will actually build anti tanks and sam infantry which can mess up your tanks and bombers and require a little more thought than just throwing units at them.
I've never found machine guns to be particularly useful. Indeed, any battle where I'm relying on the strength of my units on defense is one where I've already failed, because the goal is always to be the attacker in the decisive battle thanks to the collateral damage mechanic. To that end tactics often involve allowing the enemy to capture a city on the border so that my large numbers of CR-promoted siege weapons can be used to best effect.
Exactly. It was always the joke of why would i ever promote a unit down the city protective line. If they're attacking your city, you've already screwed up. The exception is letting Monty (pre cats) throw his jags against your fortified axes in cities.
Well I like to stack a machine gun or 2 and just let all the enemy cavalry commit suicide attacking it. I'm not as good as you guys though, like I said, just a monarch.
And some great experience and GG points.Letting anything attack a border hill city pre-catapults was usually worth it if they had an army. W/o siege the AI will melt so many units for free, and your followup is then less expensive.
That's interesting, I find that when I do build machine guns it's often cavalry that kill them. Usually by this point in the game I have at least one city producing 4 promo units, so I will usually have a machine gun or two in each stack plus some Drill IV infantry.