Carl5872
Prince
Long turn times because I shouldn't have to play a game to keep me entertained while I'm playing a game
Look... I have been playing this game since Civ I.
My argument is that Civ needs a similar flexibility. The current system attempts to create conflict. Because I believe in universal healthcare and you don't means I don't like you doesn't make sense to me.
That is not why governments and countries don't like each other. They want to force Civs to finish a policy tree so they can get some additional benefit for doing so
Long turn times because I shouldn't have to play a game to keep me entertained while I'm playing a game
So have I, and any 'artificial' feeling doesn't come from a lack of flexibility. Civs I-III followed the same pattern: rush Monarchy, then switch to Communism once that became available. Flexibility is nothing more than flavour when you never actually use it - Civ IV strategies are named for sets of civics that remain more or less fixed through the game once unlocked, just as Civ V strategies are named for social policies. There are unquestionably balance issues with the different policy trees, and in some cases probably even more pronounced than Monarchy vs. Anything Else in older games, but in a thread asking "what's the biggest outstanding issue in the game", outstanding mechanical issues trump the way the game "feels".
Is it a big problem that the way science is linked directly to population makes Tradition too powerful? Yes. Is it a big problem that you can't choose to switch to Liberty from Tradition? No. Quite apart from anything else, if you made the latter change without the former, no one would ever switch to Liberty from Tradition anyway because Tradition is still too powerful.
Isn't universal healthcare found all in all ideology trees? On the same basis, it didn't make sense in Civ IV that I adopted bureaucracy and you didn't like me because you didn't, and for that matter it would surprise North Korea that a state with hereditary rule can't simultaneously be a police state, but was that a theme-killing problem with the game, or its major issue? I wouldn't say so.
I agree that the "finisher" system is poor - I was hoping that, with the change to cultural victory in BNW, there'd be more 'mixing and matching' of policy trees and less emphasis on completing each, but if anything they made finishers more important by forcing you to complete a policy tree in order to faith-buy the associated GP.
As far as arguing about artificial constraints as someone who played since Civ I, do you really feel the policy system is more constraining than a grand total of 5 options to choose from in Civs I to III?
What I mean by artificial is that the current system doesn't feel natural the policies feel based on a whim. If they are going to be based on a whim they should be based on my whim or they should offer me more policy options to choose from.
Well, in Vanilla and G&K, policies weren't as whimsical. Filling the trees was a direct path to a victory. So it was important to try to focus on which trees you would want.
I get what you mean though about them feeling whimsical in BNW. With the new culture victory, you can pick and chose whatever policies you want pretty much. There's a benefit for completing a tree, but perhaps that isn't enough? Maybe there should be additional benefits to continuing a tree once its opened, or penalties for starting new trees? Maybe Once you adopt a tree, the culture required to adopt new policies from that tree goes down (so its cheaper to fill an opened tree than to start another). Or maybe there can be a discount for adopting a policy from the same tree as your last policy. That would provide a greater incentive to focus on one tree at a time.
Defensive pacts are secret agreements - the AI opponents don't know about them. This is in itself a bizarre design decision, and one I didn't know about originally, but it's not an AI fault.
This is broadly true - other Civ games handled this a little (but not much) better from recollection. The problem, however, is more complex than you make it sound - how do we define "losing a war"? This is something no Civ AI has cracked - in some ways Civ V's is an advance in this regard, since while it offers terrible peace terms, more often than not it knows when it should offer/accept peace (as opposed to answering "You're joking, right?")
Civ V's peace-brokering system is inherently flawed in that it's based wholly on relative military power (as is its system for determining whether to go to war), the same calculation that's described by the military advisor.
Developing a better system is however not a simple task, and it's the reason games like CK II have a warscore system which takes decision-making away from the AI; a better system needs to factor in not only military strength, but numbers of losses on both sides, territory lost on both sides, and strategic positioning, and have some algorithm for assigning weights to each of those factors relative to one another.
Every strategy game out there uses bonuses to AI players to add challenge at higher levels, and Civ has done this in every incarnation; comparisons like those made in an earlier post to Call of Duty, a far simpler game in terms of AI processing, are entirely irrelevant. Mechanically, and in terms of decision-making involved by the AI, games like Total War and Crusader Kings II are simpler than Civ V, and yet these games do exactly the same - higher difficulties = more units and more money for AI players relative to the human, not better AI play.
Recall that in BNW open borders is a major modifier for spreading tourism - as a human player I now routinely offer deals for open borders I don't need for passage if I'm wanting to spread my influence.
I could have sworn it was something that you were alerted about. Or was that the case in previous Civs? Either way, the omnipotent AI seems to know various values of your empire (like military strength) without seeing it, surely it should know about defensive pacts.
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The non-binary Civ V system is much too complex computationally for an AI to handle, and so it only ever votes for itself.
The biggest issue for me is that 1UPT is not a satisfactory solution to SOM. Instead of the dreadful stack, we now have the "carpet", at higher difficulty levels, there are units everywhere and you can't move anything, worker orders constantly got canceled due to this. You will have to issue a ton of movement commands in a war and there is no sense of strategy since there is no room to maneuver. I think something needs to be done about this, perhaps armies should move in groups like in TW games or some other alternatives? This is civ, not Panzer. What works in Panzer doesn't quite work for Civ.
On the other hand, if you play at lower difficulty level where the AI doesn't get massive bonus, you will see very few units (as intended by the designer to limit congestion). A "massive" war will be found by 3 archers and 2 melee units. This is boring and removes that epic feel from civ.
Tall empire bias is also a pretty serious issue. It kind of make the game not very fun to play, since you get constantly penalized for doing what makes the game fun, ie, exploring, expanding, etc.