CIV 4 - "Where's the Beef?" a Meat and Potatoes take on the game

Nuh Uh

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Joined
Nov 3, 2005
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244
Overall, and if the program didn't bog-down around the middle of the first millenium (and until around 1700 A.D. when its basically frozen for 2 minutes everytime you click your mouse), its a fun concept as a "game alternative", but its poorly executed.

#1 It moves too fast. Even at the Epic Game setting, the game is predisposed to be highly annoying to any person who wants to ACTUALLY USE the war technology in any advanced sense of game strategy, and simply because the technology is outdated by the time you build it. Its semi-schizoid, in that sense, since you are always racing for the next Tech which you wont have any substantial time to use. THATS NOT FUN - its just annoying and frustrating. "A NEW TECH - OH BOY!" (The fun stops there, past that sentiment that is, btw, Mr. Sid Game Developer).

#2 A. Civ 4 partially fixed the poor combat system of its predecessors, improved the graphics, and made it slightly more 'user-friendly' in terms of its interface. The AI, with regard to the foreign country leaders, is more intelligible and logical, and allows for more foreign relations development.

B. However, the improvements were apparently at a substantial cost to the fan of Civ III. Instead of building upon the foundation of the game's previous interface, Civ IV completely changed it and took out the 'fluffy stuff'. The extraneous features shouldn't have been dropped IMO, but rather should have been developed to make it more 'fun' - and even if included only as advanced options for higher RAM memory computer gamers. For example, one feature that was rather nice was the Advisor screens. They were a fun aspect of the game. I was hoping to see them slightly more intelligent, interactive, helpful, and animated. Nope - all gone now. And, while the foreign country leaders are more 'playable', they aren't any more personable, spontaneous, nor creative past the age-old, and somewhat boring, printed-canned communication.

#3 There is NO SUPPLY in this game. If you are going to be planning the activity of armies, you need to ask yourself - "where's the SUPPLY?" Realism, of course is an element, but the real problem is that the lack of this component removes a large percentage of strategy from the table of the gamer who likes to simulate war and engage in 'war strategy'. Why they don't include it - I'll never understand. Its a simple rule - in supply = full strength - out of supply = half strength. How do you tell? Are you able to trace a path to a friendly city unobstructed by the enemy? Yes? Well then, you're supplied! It's BASIC STUFF.

#4 The rule manual is nearly worthless. Why? It reads like a commentary, and leaves you to figure most everything out on your own. If you have a question like "What does that little number mean? And, the little number after the slash?" - good luck in finding it in the manual.

#5 There is a really obvious bug. Go to war with a nation, and when available for diplomacy, contact the leader for a peace treaty, and pull up the Trade Screen. Put any or all of their techs in their trade window that you know they'd never trade, and click upon "are these terms acceptable?" (or whatever the prompt reads). They'll say "no". With their Tech still in the trade window, click "what will it take to make these terms acceptable?" (or whatever the prompt reads exactly), and you'll get a 'pop-up' saying that only one side to a confict can offer 'stuff' to make a peace treaty. Close that pop-up window and you'll be able to accept 'your offer' as it has now become their offer for peace. And, ouila, you have all their Tech.

- Yes, its pretty clear, given the freezes and the bugs, that someone didn't do their homework - or was drunk or stoned too much. And, moreover, you have to ask yourself, does the GAME designer KNOW what a fun game is? Because, it really looks like they've got lost in the formula details. Hear this - ITS NOT HALF AS FUN AS IT COULD BE (see above).

Give this comment to SOMEONE who is in a position of responsiblility - anyone - if you're able: "Give the gamer the option of using supply, and also give the gamer a 'Super Epic' game option - where the turn timer is HALVED, or mulitplied by .5 (so if a given turn in the sequence is normally 20 years, its now 10 years). IOW, the gamer is in this example playing with 1 and 2 year turns around 1 thousand A.D. Mulitiply the number of turns that it takes to get a given Tech by 1.75 early on in the Tech-World, as they are a bit slow in coming early on, and put it back to multiplied by 2.25, or so, for a time, later on in the tech - to balance it back out. Do this yet, keep the number of turns it takes to make a given game-unit roughly the same. The result is the gamer will then have a chance to actually play and develop a strategy with the tactical and technical properties inherent to a given PERIOD of warfare and culture.

Thank you, and for your ear (if its there).

:king:
 
Nuh Uh said:
#1 It moves too fast. Even at the Epic Game setting, the game is predisposed to be highly annoying to any person who wants to ACTUALLY USE the war technology in any advanced sense of game strategy, and simply because the technology is outdated by the time you build it. Its semi-schizoid, in that sense, since you are always racing for the next Tech which you wont have any substantial time to use. THATS NOT FUN - its just annoying and frustrating. "A NEW TECH - OH BOY!" (The fun stops there, past that sentiment that is, btw, Mr. Sid Game Developer).

"Every general always fights the PREVIOUS war."

I don't remember who said it, but it's true in real life. Why not be true in Civ as well?

For example, the US has the Tech to make some really advanced fighters. What is the bulk of US fighters today? F-15's, which are 35-year-old technology.

And, why complain that Civ actually simulated real life? Especially when your point #3 is to complain that it doesn't simulate lines of supply to your satisfaction?

Don't really have any comment on the rest of your email.

Wodan
 
#1
Yeah, it is kind of quick. I usually have two wars. One for my continent right after getting iron. One in the modern age after getting Mech Inf.

Sometimes I even wait until the Maceman tech to go to war. I then don't build anymore units until Tanks make their appearance, simply upgrading everything to Riflemen, then to Infantry, then to MI. To this day I have never built a musketman as they're three or four techs away from Riflemen.

You seem to have a choice in this game. Go to war early, taking your tech down to pay for upgrades, or stay peaceful until the modern age. The first way you're gonna be behind in techs. Second way, well, it's boring.

#2 A - I really do like the combat system. Had a problem with catapults at first, but then learned how to use them.

B - not sure what you mean.

#3 Supply has never been in the civ games. It requires too much attention to detail and takes some of the fun out of the game. Plus it's just another thing that the already overtaxed processor has to process.

#4 Eh...the manual is ok. What I don't like is that for the option screen it says to rollover the items to get the description. When in the options screen, if I roll over an option the only thing it shows me is the terrain details from the map behind the options screen.

#5 I agree that this is a problem, but you can opt out of it, right? I mean, you don't have to accept the deal. If you can opt out of it, then you're exploiting a bug. Yeah, it should be fixed, but this is something you can work around and is the least of this game's programming problems.


This game so needed more testing. I was on the Firaxis side after the first release, but there are just SO many bugs. SO many configuration problems. People with new Dell computers who can't run the game. They can't just make a game that can only be played by Power Users who built their own machines with the best equipment. There's "configure your PC right," and then there's "your year old PC has a graphics card that is incompatable."

:spear:
 
P.S. System I have is 'new' 512MB RAM, 128 MB Video card, and the processor is Pentium 4 equivalent.
And a whole s...-load of physical memory.
 
Whatever, Wodan. Its schizo to 'most' anyone who likes war-games.
Zeeter, calculating supply takes like two brain cells and two seconds to verify, but it opens up hours of strategy.
 
I agree that you and I could figure out supply pretty easily. However, first of all, you've gotta make the game enjoyable to everyone. This is not a war game, but a civilization game. Lots of people want to just play the game and not have to worry about "silly" things like supply.

Second, how many times have you been in a war with any Civ game and not been in supply, according to your methodology? While the AI might be programmed to block supply routes, then it's not going to be attacking you, but blocking supply.

Third, now that I think of it, supply IS implemented. You can't use the enemy's road system in the game. This simulates that your supply trucks would need to move more slowly in keeping up with the offensive units.
 
I've been on this forum a long time. I've heard that more times than I have fingers and toes. I know people like to say its not a war-game, and I have trouble not brain-hemorraghing. ITS ALL A WAR GAME, and with the possibility of NOT being a war-game. What are all the pieces you are playing with, when you aren't predisposed to winning the game with culture and kisses? Just about every man-made WAR element you can think of. Yes, the kiddies who just like to see the little people run around and grunt, or play the game with only the twist in mind, don't think about it. But, dagnabbit, if I, like most everyone else, am operating a war campaign, you need supply to give it the dimensions of strategy. Therefore, put a little TICKY box with Supply Rules ON in the Advanced menu. Its common sense, and its so simple - its mind numbing to me.
 
zeeter said:
Third, now that I think of it, supply IS implemented. You can't use the enemy's road system in the game. This simulates that your supply trucks would need to move more slowly in keeping up with the offensive units.


That's a good point, and a good feature. It doesn't cover the issue, but its relevant.
 
Whoa - take it easy, dude. Really, it's a game that can be won by war, and you almost certainly can't win the game without at least a war or two, many people enjoy playing the game as a build game.

And again - the lack of using enemy roads simulates supply for the units.
 
Zeeter - are you paid to say that? Because it doesn't make any sense. So you say 'whoa take it easy' and I say - well then - make sense. Look at it. You have a game with myriad and extensive abstractions about cities wealth - production - happiness - economic predispositon. You have a game that develops extensive analysis on the part of the gamer on just about everything you can think of besides the effects of Jiffy peanut butter on the welfare and destiny of your nation. AND its going to TURN PEOPLE OFF to the GAME if you use supply rules???? That's like me saying, "OH - you can't have foreign invaders not being able to use the roads, because you have to make the game enjoyable for everyone." Its the equivalent of saying, "that guy is the smartest guy I ever spoke to, so its no wonder that his cat doesn't like him..." The difference being, you guise it with this emotional response - "have to make it fun for everyone". Its like an alien conspiracy in terms of logic.

But, since you are so out to sell it, NO actually, the road-rule doesn't simulate being out of supply. It simulates being LOST or having the road disabled by a retreating force.
 
Nuh Uh said:
Overall, and if the program didn't bog-down around the middle of the first millenium (and until around 1700 A.D. when its basically frozen for 2 minutes everytime you click your mouse)

You might need more RAM. I'm on playing on a standard size map and I'm past 1700, but there's no noticeable slowdown on hitting the turn button, like there was in Civ3.

All the same I'm disappointed to hear this might be an issue. With processing power as it is today, there's no excuse for a game taking minutes to complete an AI turn.

Nuh Uh said:
#1 It moves too fast. Even at the Epic Game setting, the game is predisposed to be highly annoying to any person who wants to ACTUALLY USE the war technology in any advanced sense of game strategy, and simply because the technology is outdated by the time you build it. Its semi-schizoid, in that sense, since you are always racing for the next Tech which you wont have any substantial time to use. THATS NOT FUN - its just annoying and frustrating. "A NEW TECH - OH BOY!" (The fun stops there, past that sentiment that is, btw, Mr. Sid Game Developer).

Maybe it's just that you haven't mastered it yet? Or that you are playing on too high a difficulty level?

In any case, if you think it moves too fast, this is probably the most moddable game ever. Mod it so you can have the slower development you want.

Nuh Uh said:
For example, one feature that was rather nice was the Advisor screens. They were a fun aspect of the game. I was hoping to see them slightly more intelligent, interactive, helpful, and animated. Nope - all gone now.

Yeah, I missed the advisors at first too, a lot of folks did. But now, I don't even think about it.

Nuh Uh said:
And, while the foreign country leaders are more 'playable', they aren't any more personable, spontaneous, nor creative past the age-old, and somewhat boring, printed-canned communication.

How could you say that? I totally disagree. The leader animations are quite comical! They have far more "personality" than in the earlier game. Catherine of Russia is quite a babe too!

Nuh Uh said:
There is NO SUPPLY in this game. If you are going to be planning the activity of armies, you need to ask yourself - "where's the SUPPLY?" Realism, of course is an element, but the real problem is that the lack of this component removes a large percentage of strategy from the table of the gamer who likes to simulate war and engage in 'war strategy'.

I'm an old wargamer from way back, but this is not a huge issue for me. The fact is that it can often take so long to build and deploy your troops in a game like Civ, that having a supply rule would make the combat option almost unviable. And it would be too easy in a game like this for the AI to be continually cutting your supply lines. The end result is that you'd never be able to conquer anything.

No, I'm quite happy not to have a supply rule, at least until they do something about the slow unit build and movement rates.

Nuh Uh said:
There is a really obvious bug. Go to war with a nation, and when available for diplomacy, contact the leader for a peace treaty, and pull up the Trade Screen. Put any or all of their techs in their trade window that you know they'd never trade, and click upon "are these terms acceptable?" (or whatever the prompt reads). They'll say "no". With their Tech still in the trade window, click "what will it take to make these terms acceptable?" (or whatever the prompt reads exactly), and you'll get a 'pop-up' saying that only one side to a confict can offer 'stuff' to make a peace treaty. Close that pop-up window and you'll be able to accept 'your offer' as it has now become their offer for peace. And, ouila, you have all their Tech.

I think you're right about this. In my current campaign, Catherine went to war with me and when I dialled her up and asked for a peace treaty, she scoffed at me. When I hit "what will it take to make these terms acceptable" she said none. And then - I'm not sure how it happened - but when I went back to the initial screen suddenly SHE was offering ME peace. Naturally I grabbed it with both hands. It didn't occur to me that it was a bug at the time, but if you are grabbing all their techs as well, then it must be.
 
I agree with #1 - by the time you've got around to producing the latest military unit (about 10 turns for a good city on Epic) you've already researched the next level of units! Compounding this is the fact that upgrading units is ridiculously expensive.
I prefer fighting wars in Civ 3 - the defense/offence system was much better, and wars were more exciting, with more city-swaps, more units, easier offense, bigger wars, shorter unit construction time, and better artillery.
 
Yes, for the people who like purple zebras, they could make that a standard for the photo-op, and then have the real brown/black and white ones in the back (maybe as a fold-out?).

Real easy to cut your supply? Well, its real easy to get flanked if you don't have any. That's why you have them. It wouldn't be easy and it wouldn't be hard to surround armies. It depends upon the tactics and skills of the players or AI. What kind of units they use... etc. Getting flanked, or overrun, is where the term BLITZKRIEG comes from. It has everything to do with initiative and defensive planning. Its one of many aspects of making a good game, and its simulation, in terms of supply is second in importance only to the actual combat dynamics themselves. Such as ratios, weights, and measures. In one sense, it is inseparable from the 'war-environment', just as much as having terrain effect your battle and strategy is. For the poor tactician, I'd cut-em up and spit em out. For the person who is strategically minded, I'd have about as much chance of putting them out of supply in Civ 4 as I would finding someone on this forum who has regard for the simple and important properties of what constitutes an enjoyably dynamic war, and, yes, even 'pseudo-war', game.
 
As an after thought, Screw. I think the designers abandon Supply considerations because the don't know how to implement it. The AI would determine it first off, the players wouldn't have to, and secondly, supply status would be determined before a unit was moved or engaged in battle - defensively or offensively. It wouldn't be determined during the battle, because all units occupy the same space. Contingent to supply rules, however, would be the battle advantage for attacking a unit simultaneously from the front and the rear - which would simulate lack of supply by halving the defensive capability of the unit.
 
Supply is abstracted, but there. Units in foreign territory cost more to maintain and don't heal as fast. What level do you wan't it modelled at? Like Korsun Pocket where units get three actions before needing to go to a supply zone?

You have to remember that this is a game of strategy, not an operational level wargame.
 
Agree with you on point #1 fully. I think Civ 2 had the tech research rate worked out well. A similar pace would be great for Civ 4.
 
READ MY TYPE - Strategy, is exactly what I'm talking about. I have to remember - WHAT? That its a game? You want me to remember its a game with EVERYTHING but the kitchen sink in terms of a war AND diplomacy game - (BUT - just not supply...) LMAO.
 
No - Warpstorm. I realize its unique, and supply should likewise reflect its uniqueness. I am somewhat comforted by your statement that units in foreign territory don't heal as well and cost more to maintain... I wasn't aware of that. What I would like are the ramifications of coherent supply systems upon the battlefield and allowance for the development of tactics incorporating the inherent drive to surround and subjugate the enemy. IOW - more strategy.
 
Again - I go back to the whole movement in enemy territory penalty. I also go back to - how often have you fought a war in Civ where the front was SO narrow that the enemy could waste four or five units to cut off your supply? We all protect our choke-points, so that's not an issue.

I'd rather that the AI use it's units in conjuction with each other to effectively attack me, rather than watching them move behind my lines to try to cut off my supply.

I did have a thought once that units should have a supply rating. That they could move a certain number of spaces from a "supply depot", which was a moveable unit that could be brought into enemy territory. Cities would be able to build supply centers, and these centers could build supply depots. The depots themselves could not move more than a few spaces away from supply centers. There would also be supply ships, allowing anything after wooden ships to move a certain number of spaces away from a supply center city. Of course, these supply ships would also serve to support invasions, as well.
 
Nuh Uh - I've got to agree with you on the supply front; this was the number one thing that I wanted adding to the game and is one of the few ideas that I had / wanted that was ignored. I'm quite dissapointed with this to be honest as its such a crucial part of war that I don't really see how you can build a game that involves war without at least trying to implement it. Submarines have now lost their most crucial two roles in the real world - they cannot launch missiles and they have no supply lines to cut. I ask this question: if submarines are going to have 90% of their abilities not included in the game (the other 10% being spying) then why bother including them at all. If I hadn't all ready brought Civ games in the past I'd probably not bother getting this game. As it is they'd better solve the bugs before Xmas.
 
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