Civ 5 or Civ 4?

No offense, but this is kind of a silly point. After all, focusing on building a wonder means devoting many turns and production to a building which, if you don't get it first, is an almost total waste to you. And that's intentional, same as the religion paths. They are decision-points. Do you bee-line for Monotheism or take your time and go for Philosophy? Or do you embrace a neighbor's religion entirely and focus on a different strategy? Do you build the Oracle or build the Great Lighthouse, or do you work on settlers or soldiers? You have to weigh the risk when you go down these strategies, and I enjoy that fact a lot.

The difference with this analogy is that these decisions, unlike the religious ones, aren't forced. If you want to go for Meditation or Polytheism for the religion, it has to be the first thing you research; if it's not it's a worthless investment until you have a religion, and a delay at a critical moment. Stonehenge doesn't become unattainable if you don't start building it on turn 1. As I've pointed out a number of times, forced plays are inimical to strategy gaming, which rely on the ability to make meaningful decisions one way or the other.

You could build more units, either for war or happiness under HR. Or more workers/settlers for expansion.

Yes, that's generally what I do. But you can see, I take it, that this is strategically ... unfulfilling to say the least? What should I build now? Do I need to expand/develop? If yes build worker/settler. If no spam archer. I've observed before, I think, that strategy in Civ IV is designed, essentially, for an AI, so that it comes down to just so many logical algorithms that always have a definite best-choice answer in a given context - just like the tech tree that, once you've found the best route through for a particular civ or strategy, will remain the best route largely regardless of any other issues of context. When I was playing that game I kept finding myself wanting to be able to build anything other than cottages on the plains I couldn't farm or mine (or come to that reasons to build farms in any quantity - no commerce bonus at that stage in the game, just +1 food), or wanting a reason to build garrison units that weren't archers when those and Warriors were my options. Or reasons not to build duplicates of every building in every city given the absence of any drawbacks to doing so (i.e. no maintenance costs) when I have nothing else useful to spend hammers on.

With alphabet you can also build research directly (obviously this can't be whipped), which is a good hammer sink until Wealth with Currency. You already mentioned wonders too.

Wonders are however fairly few and far between, and of the early ones Stonehenge isn't that good, while Hanging Gardens requires an aqueduct I don't otherwise want and adds population at a game stage where unhappiness is a constraint that makes extra population a questionable advantage at best.

Med doesn't just allow a Monastery of buddhism, it allows one of any religion you have in your cities. Obviously that isn't helpful in isolation, but would you bother making Optics a priority in civ 5 on an inland start :lol:?

Of course it allows a monastery of any religion, but the time gap between getting Meditation and getting a religion is sufficiently long that the tech would more usefully be placed at a later point in the tech tree. Even if you rush it and get Buddhism, monasteries don't seem a spectacularly worthwhile investment at the start of the game, when you haven't met other civs and spreading religion to your own newly-founded cities rather than waiting to let it spread has few immediate payoffs.
 
The difference with this analogy is that these decisions, unlike the religious ones, aren't forced. If you want to go for Meditation or Polytheism for the religion, it has to be the first thing you research; if it's not it's a worthless investment until you have a religion, and a delay at a critical moment. Stonehenge doesn't become unattainable if you don't start building it on turn 1. As I've pointed out a number of times, forced plays are inimical to strategy gaming, which rely on the ability to make meaningful decisions one way or the other.

The problem with your focus on Meditation or Polytheism, even if they are most often sub-optimal(sometimes they are not, particularly if you have gold/gems), is that NONE of the civ games are particularly hard-core strategy. Lots of the design is towards flavor, and for new/first time players to have a unique and fun experience.

There are sub-par openings, or ideal openings, in nearly all strategy games. Gonna go rant on Starcraft forums about having to start with a barracks and SCVs? And sure, even if the better players realize these are 'traps', the newer players can still win and do well if they choose a sub-optimal early tech path. I doubt even .1% of the players felt their experience was hurt by Buddhism/Polytheism.

Civ 4, overall, was very balanced and there were many viable approaches you could take to victory. This is evident in the huge amount of discussion even the best players have on Civ4, even on the political aspects of the game. Civ 5 strat is shallow in comparison.

Some of your complaints, honestly, are very irrelevant and you are just come off like a naysayer and a keyboard warrior. Not only that, your variety of simply incorrect statements (food surplus is often not good :crazyeye:, you can almost always leverage this or gain happiness) show that you still have lots of learning to do before becoming a great player. Was fun having an e-battle, but it's become dull, play whatever game you prefer, and I hope you can enjoy Civ4 despite Buddhism and that crazy Monty, I guess.
 
The problem with your focus on Meditation or Polytheism, even if they are most often sub-optimal(sometimes they are not, particularly if you have gold/gems), is that NONE of the civ games are particularly hard-core strategy. Lots of the design is towards flavor, and for new/first time players to have a unique and fun experience.

You're exactly right - but look a while back at some lengthy exchanges on the Civ V Rants thread, and you'll find that I was fighting tooth and nail against the hardened Civ 4 fanboys just to make this basic point. Apparently anything that could be taken to suggest that Civilization IV is anything but the best computer game ever made is a defence of the hated Civ V. And that was even in a context when I was using the non-strategic nature of Civ games generally as a specific criticism of Civ V's design choice to focus on strategy at the expense of flavour.

There are sub-par openings, or ideal openings, in nearly all strategy games.

The key difference being that most strategy games are more interactive than Civ - what dictates a sub-par or ideal opening in chess or Starcraft, except at the most basic level (such as not making workers in Starcraft) lies more in whether or not your opening sets you up well to respond to your opponent's strategy than in whether you ticked the right box to execute your own. Openings are sub-par or ideal depending on context in these other games.

Civ 4, overall, was very balanced and there were many viable approaches you could take to victory. This is evident in the huge amount of discussion even the best players have on Civ4, even on the political aspects of the game. Civ 5 strat is shallow in comparison.

While this is probably true, it has been heavily overstated. Partly this is because of a tendency to conflate variety with complexity, when strategic depth revolves around execution rather than the number of choices you have to select from, as I've detailed elsewhere. Partly also however it's an appearance that comes from players with a shallow understanding of the depth that is to be found in Civ V - much as you criticise me for in Civ IV. Diplomacy in Civ V is bad, but to equate it with random personality-less backstabs as I so often see here says more about the critics' inability to use the diplomacy mechanics that exist than the game engine itself. Somehow I seem able to have a more consistently (though certainly not exclusively) peaceful and dipomatically varied Civ V experience through interacting with city-states, applying declarations of friendship and denunciations appropriately to shore up my relations, selecting friends to focus favour on based on strategic context and their likely receptiveness (based on factors that include their personality) and so forth than the critics who, strangely, don't do these things and sometimes seem unaware they are options.

Some of your complaints, honestly, are very irrelevant and you are just come off like a naysayer and a keyboard warrior. Not only that, your variety of simply incorrect statements (food surplus is often not good :crazyeye:, you can almost always leverage this or gain happiness) show that you still have lots of learning to do before becoming a great player. Was fun having an e-battle, but it's become dull, play whatever game you prefer, and I hope you can enjoy Civ4 despite Buddhism and that crazy Monty, I guess.

I always did enjoy Civ IV; if anything that enjoyment has been dulled somewhat by overblown claims about what it has to offer and the inevitable reality, going back to play it again, that it comes up short. But an 'e-battle' will in any case be pointless if you're going to jump on straw men such as "food surplus is often not good" (not at all my claim; rather I pointed to the necessity of controlling it early on and the trivial effect health had on it later in the game), or "despite Buddhism and that crazy Monty", which I already pointed out were simply case study examples of broader issues (in this case poorly-chosen tech tree positions and the dominant influence of personality over diplomacy, respectively).

Also, as a minor additional point on Buddhism - flavourwise, too, Meditation is in the wrong place. Buddhism is a polytheistic religion, yet can be obtained before Polytheism or indeed independently of it. It's essentially the same age as Confucianism, and the other religions broadly fit into their historical chronological order (e.g. Christianity will usually postdate the founding of Judaism, and Islam the founding of Christianity) - while Meditation is actually a requirement for Code of Laws.
 
"The key difference being that most strategy games are more interactive than Civ - what dictates a sub-par or ideal opening in chess or Starcraft, except at the most basic level (such as not making workers in Starcraft) lies more in whether or not your opening sets you up well to respond to your opponent's strategy than in whether you ticked the right box to execute your own. Openings are sub-par or ideal depending on context in these other games."

Civ 4 is also very contextual as to what choices you should make. You have to consider your land (resource types and yields), your leader/civ, the map type, your victory plan, and diplomatic circumstances. This all can make one tech/civic/city layout/etc. preferable over another. You really need to re-read what you write. This paragraph is just hollow, meaningless rhetoric. Your criticism is just one of single player strategy games as a whole (so why are you here again?), as there is no dynamic, intelligent opponent in these games. It is always simply solving a puzzle.

The issue is not just that you defend civ 5, but that you commonly make subjective, unclear or flatly wrong claims. You are being an internet warrior, and in doing so make stretches to sound smart (much of what you post is counter-productive) and assume an authority of knowledge that you lack. It is not just them, it is you.



"Slow growth is if anything beneficial."

Okay, I didn't get the quote quite right, as I didn't go back to find it, but the point still stands.

If you can't leverage a food surplus to the point where your cities are at your healthy cap, either you have a TON of lands and health resources at an early stage, and have probably already won, or you don't know how to best play the game (like chopping forests and improving tiles, or using whatever methods to raise happy caps). And aqueduct is a solid building when you leverage it into being +2 food.

For the majority of the game, the larger your cities are the better, unless you made Pyramids for representation (which still falls behind in the long-term vs. the civ that grew). But even then you can still get cities to a health cap (size 13-15) if you have not taken over extensive land.

I point out Monty and Buddhism because your pattern of "case studies" don't apply to the rest of the game, and obfuscate the argument to hide the lack of cogency in your larger points. Long arguments are generally worse, not better.
 
[
QUOTE=Levgre;11195432]"The key difference being that most strategy games are more interactive than Civ - what dictates a sub-par or ideal opening in chess or Starcraft, except at the most basic level (such as not making workers in Starcraft) lies more in whether or not your opening sets you up well to respond to your opponent's strategy than in whether you ticked the right box to execute your own. Openings are sub-par or ideal depending on context in these other games."

Civ 4 is also very contextual as to what choices you should make. You have to consider to your land (resource types and yields), your leader/civ, the map type, and diplomatic circumstances. This all can make one tech/civic/city layout/etc. preferable over another. You really need to re-read what you write. This paragraph is just hollow, meaningless rhetoric. Your criticism is just one of single player strategy games as a whole (so why are you here again?), as there is no dynamic, intelligent opponent in these games. It is always simply solving a puzzle.

Chess against an AI doesn't become a different game or one that requires less reaction to the opponent's strategy. Civ is a single-player game that pits that player against multiple opposing strategies, not a single-player puzzle game (the original Civ was, after all, based on a board game with a heavily interactive focus) - but lacks that reactive element. Your above list of cases in which Civ games are context-dependent illustrates that nicely: civ/leader choice is wholly down to the player at the start of the game, as is map type. Resource types in your surrounding area are set at the start of the game. That leaves diplomatic circumstances ... which in a neat circle pins my case for why it is a bad strategy game design to have a diplomatic system whose effects lie largely in factors outside the player's control (such as other civs' personalities). This is the difference, as I elaborated on at length in the thread I mentioned: in chess you don't select a colour, examine the board layout and settle on a strategy that will then remain largely static throughout the course of the game; every move is dictated by the most appropriate way to take account of your opponent's response. Possibly you ought to reread what I write rather than leaping on the use of one word - "context" - and ignoring, ahem, the context in which I raised it - my several references to the importance of interacting with and responding to opposing plays, to which all of your examples of context (save to some degree the diplomatic situation) are entirely irrelevant.

As for "why are you here again?", none of the above implies anything you haven't said yourself - that Civ games are not, in your words, "hardcore strategy games". If that observation doesn't prevent you from enjoying them, why should they prevent me from doing so?

That you have your enjoyment effected at all by what other people posts shows you take this forum too seriously, or more likely you are just performing false attribution. Common trolling technique (these people are so bad that they even make me enjoy the game less :( ). After you spend more time on the internet, maybe you'll realize what you've become.

Okay, "my enjoyment has been dulled" is an exaggeration - it's not enjoyment that was affected, rather I was primed to analyse the game in more detail and found it wanting in those elements. As above, I'm fully able to enjoy a Civ game on the basis that it's a Civ game rather than what you'd call a "hardcore" strategy game.

"Slow growth is if anything beneficial."

Okay, I didn't get the quote quite right, as I didn't go back to find it, but the point still stands.

Nor did you quote it in context here - from recollection this quote referred specifically to the late game when your cities are already 'saturated' (i.e. you're working all tiles), in which case your only benefits from growth are the output of additional specialists, and in most cases these are lower than tile resource yields. This is also the stage in the game where, if not at war, you will be using Liberalism rather than Hereditary Rule, and will have passed the happiness level that resources provide in these cities, and so once again happiness control becomes relevant.

If you can't leverage a food surplus to the point where your cities are at your healthy cap, either you have a LOT of lands and health resources at an early stage, and are probably already in a winning position, or you don't know how to best play the game (like chopping forests and improving tiles).

Once again you're referring to the broad brush of the game as a whole, I'm referring to a specific game stage. Nothing is gained by having unproductive citizens at the start of the game, so you're only going to be cultivating a substantial food surplus once you have an ability to control happiness. Unless you're in a wholly forested area, there are more important tiles for your workers to be developing while you tech up than spending time cutting down forests and sticking cottages in their place (since you won't be able to farm them unless next to freshwater).

Yes, you'll cut down forests once this is achieved, but the only short-term gain you get from chopping down a forest is trading production for food, and in any case the chances are you won't yet have the population to work all the nonforested tiles you have before reaching Monarchy and other techs with happiness-controlling effects. By the time you hit that 'health cap', as I discussed elsewhere, you already have the standard health-controlling infrastructure - you're always going to be building granaries early because, as you keep pointing out, population growth is good. If you have a coastal city you'll be building Harbors. If you have a commerce city you'll be building Grocers - and there's no trade-off between this and building markets, as someone at one point suggested and I mistakenly went along with, because grocers aren't unlocked until Guilds, by which point you'll already have the markets you need.

The few things other than population that generate ill health - forges, factories, jungles - produce far less than the incidental benefits you gain from buildings you construct for other purposes. One thing I had forgotten is that cultivating jungle resources appears to clear the jungle anyway (hence the Iron Working requirement), so you don't even need to worry about a trade-off in keeping jungle for its valuable resources vs. ill health. Indeed the one 'strong' case I accepted in a previous thread made health relevant - determining whether you settle near a productive river and accept ill health from flood plains - rarely comes up because, as playing again has reminded me, the majority of the time rivers are surrounded by grassland rather than flood plains.

As for the aqueduct, if and when you get to a stage where its effects equate to 2 food, it's a much later point than you'll need to produce one if you go for the Hanging Gardens (yet another example of getting an incidental health benefit when what you want it for is the extra pop, as if you didn't get enough 'free' health offsets for doing/choosing other things you'd do/choose anyway from Expansive, fresh water, granaries, harbors, grocers, bonus resources, occasional forests you retain for lumbermills and all the rest), and a later point than the one where you can struggle to have useful structures to build - the cases where I complained about a 'useless' aqueduct.
 
"Chess against an AI doesn't become a different game or one that requires less reaction to the opponent's strategy. Civ is a single-player game that pits that player against multiple opposing strategies, not a single-player puzzle game - but lacks that reactive element."

There are elements you react to throughout a civ game, unknown variables. Discovering new land, direct diplomacy with AIs, expansion/shifts of power of the AI, inter-AI diplomacy, for example. Again, your argument that there is not react-ivity like against a human player applies to single player strategy games as a whole. There is no point for you to be playing any games of the civ series if that is your gripe.

"The above list of cases in which Civ games are context-dependent illustrates that nicely: civ/leader choice is wholly down to the player, as is map type. Resource types in your surrounding area are set at the start of the game. That leaves diplomatic circumstances ... which in a neat circle pins my case for why it is a bad strategy game design to have a diplomatic system whose effects lie largely in factors outside the player's control (such as other civs' personalities)."

That actually does not support your case. Just saying you are right doesn't make it so. It just makes you sound arrogant.

Even if diplomacy is not something you see on the map, in both Civ 4 and Civ 5 they equally are out of the player's control. The variables are set, how many presents you need to make a leader forever your friend, how much gold they will give you for a resource. You then work with those variables to further your goals. It is a misconception that having the ability to completely manipulate Civ 5 leaders adds some element Civ 4 does not have.

Even if the dreaded Monty ignores your presents, you can still greatly alter your position through diplomacy of other civs. By having good relations with them, you can gain resources to make yourself stronger, make them less likely to make a DoW if you lose units, or even have them ally with you against Monty.

In fact part of the reasoning for throwing in wild cards like Monty is to make the game state more in flux. It causes shifts in power that may otherwise not occur. It gives the player an opening to take sides in AI wars, and rewards them more for closely monitoring the progress of AIs. This would be different if you could simply throw presents at a Civ and know that they will stay in their corner.



"This is the difference, as I elaborated on at length in the thread I mentioned: in chess you don't select a colour, examine the board layout and settle on a strategy that will then remain largely static throughout the course of the game; every move is dictated by the most appropriate way to take account of your opponent's response. Possibly you ought to reread what I write rather than leaping on the use of one word - "context" - and ignoring, ahem, the context in which I raised it - my several references to the importance of interacting with and responding to opposing plays, to which all of your examples of context (save to some degree the diplomatic situation) are entirely irrelevant.

"As for "why are you here again?", none of the above implies anything you haven't said yourself - that Civ games are not, in your words, "hardcore strategy games". If that observation doesn't prevent you from enjoying them, why should they prevent me from doing so?"


I asked "why are you here" because you make a statement that applies to all single player strategy games, as if it made Civ IV bad. It had nothing to do with the "hard-core" nature of said SP strategy games.

I misunderstood what you meant because as put, your argument is completely irrelevant. I interpreted it more favorably. All I was referring to Starcraft for was to discuss initial opening moves, to respond to the whole Buddhism vs Worker tech debacle. Which it seemed you considered a large failing.

Are you expecting some level of human react-ivity from a single player game where everything is ultimately static? If you are analyzing lower tiers of react-ivity, like civ 4 vs civ 5, it i just simply wrong to bring the human element into it.

Chess AI is a very different situation because of the incredible effort, over the course of decades, put into making it think and decide moves like a human. Starcraft AI makes just the game just as non-reactive as Civ4.








Now I suppose I'll respond to some of the misstatements on Civ 4 strategy.

"Nor did you quote it in context here - from recollection this quote referred specifically to the late game when your cities are already 'saturated' (i.e. you're working all tiles), in which case your only benefits from growth are the output of additional specialists, and in most cases these are lower than tile resource yields."


So when the city is size 20+? It is just dumb to think health is irrelevant at that point, or was irrelevant leading up to that point.

"This is also the stage in the game where, if not at war, you will be using Liberalism rather than Hereditary Rule, and will have passed the happiness level that resources provide in these cities, and so once again happiness control becomes relevant."


You can get your cities very large well before Liberalism. It is also easy to get a happy cap to 20+ with Liberalism. If you would only be able to keep cities to size 14 post-Liberalism, then Hereditary Rule is still the more valuable civic. Well, no Liberalism civics even replaces Hereditary Rule anyways, so I don't get your point.

"Yes, you'll cut down forests once this is achieved, but the only short-term gain you get from chopping down a forest is trading production for food, and in any case the chances are you won't yet have the population to work all the nonforested tiles you have before reaching Monarchy and other techs with happiness-controlling effects."


You don't trade production for food, you get a large short term production boost. Usually to jump-start your civ in renaissance/medieval eras (but also to get Oracle). Why is this even worth discussing health if we are talking pre-monarchy era? You made comments that health was irrelevant in more than just the first 40 turns. If all you want to say is that health is irrelevant pre-monarchy, then I agree, most of the time it is. That's not what you said though.

"you always get to the stage where you want to control population long before it becomes an issue".

You then go on to say how you never encountered health issues. But that was because you always reached the happiness cap, which a good player just won't do if they are not pursuing a specialist economy.

"By the time you hit that 'health cap', as I discussed elsewhere, you already have the standard health-controlling infrastructure - you're always going to be building granaries early because, as you keep pointing out, population growth is good. If you have a coastal city you'll be building Harbors."


So what you are saying is health is irrelevant, yet have to choose build health+ in cities. Um, okay? Granaries/harbors providing 1-3 health each will not get you to size 16-20 cities.


"The few things other than population that generate ill health - forges, factories, jungles - produce far less than the incidental benefits you gain from buildings you construct for other purposes. One thing I had forgotten is that cultivating jungle resources appears to cl
ear the jungle anyway, so you don't even need to worry about a trade-off in keeping jungle for its valuable resources vs. ill health."

Yes, unhealthy buildings do not completely offset healthy buildings. There is no point here, population is the main source of unhealthiness by far. Good players still want to keep their cities at size 18-20, thus the -7 drop to your health cap is relevant. I'm not sure what "valuable resources" for jungle you refer to, it is basically useless and should be chopped almost everywhere.
 

I have to say, it's been really entertaining watching you try to argue with this guy while he clearly demonstrates that he 1) doesn't understand the mechanics of Civ 4, 2) makes stuff up that is completely out of left field and then uses it to support his arguments as fact, and 3) uses rhetoric that would make a seasoned politician proud in an attempt to camouflage the lack of substance in his arguments.

So bravo, great read. :lol:

Moderator Action: Please don't troll around.
 
"Chess against an AI doesn't become a different game or one that requires less reaction to the opponent's strategy. Civ is a single-player game that pits that player against multiple opposing strategies, not a single-player puzzle game - but lacks that reactive element."

There are elements you react to throughout a civ game, unknown variables. Discovering new land, direct diplomacy with AIs, expansion/shifts of power of the AI, inter-AI diplomacy, for example. Again, your argument that there is not react-ivity like against a human player applies to single player strategy games as a whole. There is no point for you to be playing any games of the civ series if that is your gripe.

As above, and as in the thread when I discussed it at length, it's an observation rather than a "gripe". I went into more detail there, which perhaps explains why you're missing my point now - possibly it isn't clear enough. All of the above, and all of the points you mentioned before, are changes to your strategy you make according to your situation, even taking account of shifts in power and changes in diplomatic relations. This is where the situation differs from playing chess or even Starcraft against the AI. In any interactive game of that nature, you are actively responding to moves your opponent makes specifically to deny or beat your own strategy. Everything you do is based around reacting and responding to the opponent. The issue isn't that an AI is just worse at it than a human, the issue is that the mechanisms don't exist in Civ games to allow this level of interaction.

You can go to war with opponents, but to a large extent that's it. Human opponents might try anticipating your strategy and stealing wonders/particular resources they sense you need, which is at best a limited sanction. If an opponent has a tech lead or a culture lead your only recourse is to eliminate the capital or culture city, and Civ is built such that having a lead in one area tends to involve having a lead in all the others. A player in the lead scientifically is generally able to win militarily as well, making these sanctions of limited effectiveness. More to the point, unlike these other games, in Civ your strategy doesn't revolve around defeating an opponent's strategy, just on teching quickly enough to meet your own win condition.

"The above list of cases in which Civ games are context-dependent illustrates that nicely: civ/leader choice is wholly down to the player, as is map type. Resource types in your surrounding area are set at the start of the game. That leaves diplomatic circumstances ... which in a neat circle pins my case for why it is a bad strategy game design to have a diplomatic system whose effects lie largely in factors outside the player's control (such as other civs' personalities)."

That actually does not support your case. Just saying you are right doesn't make it so. It just makes you sound arrogant.

Based on your posts, I'm unconvinced you yet understand what my case is. To reiterate:

1. This strand of the thread started with my contention that Civ V and Civ IV diplomacy were both unsatisfactory because a key determinant of the gameplay - diplomacy - was largely outside a player's control.

2. I further observed that a fundamental element of strategy games missing from Civ games generally is interactivity with the opposing player(s).

3. You just presented the four key areas in which Civ strategy is context dependent.

4. I observed that only one of those - diplomacy - is interactive in the sense of 2 above.

5. I concluded that, given 2 above, 4 supported my case 1. i.e. that having the one element of Civ strategy that involves interaction with opponents' strategies largely outside the player's control is poor design from a strategy game perspective.

All of which still leaves me curious as to why you're taking issue with it except for the sake of arguing, when you conceded early on that this isn't the sort of game Civ games are anyway, which was rather my point.

Even if diplomacy is not something you see on the map, in both Civ 4 and Civ 5 they equally are out of the player's control.

Which, as you'll recall - and as summarised in 1 above - was precisely my initial point. You see what I mean about people insisting that I'm lambasting Civ 4 and/or defending Civ V by virtue of making a point that slams both systems equally? The difference is, the lack of control manifests in different ways in the two games.

The variables are set, how many presents you need to make a leader forever your friend, how much gold they will give you for a resource. You then work with those variables to further your goals. It is a misconception that having the ability to completely manipulate Civ 5 adds some element Civ 4 does not have.

It may well be - I can't think of anything in my comments to date that implies otherwise.

All Civ V adds relative to Civ IV are different conditions for positive/negative relationships, mostly relating to conflict over land, city-states and Wonders, and a more direct ability to influence tripartite relations through Declarations/Denunciations that affect the relations of the two negotiating powers to third parties (less wandering into Portugese cities to kill their Aztec friends). This has nothing to do with gold-for-luxuries exploits or the like.

The downside being, other than that the AI isn't good enough to handle this system anyway, that these same factors also put the larger part of diplomacy outside a player's control; if you're being denounced by someone who's built up friendships, his friends will denounce you in a cascade that is essentially impossible to avert. You have limited control over the conflicts that arise; leaders can decide more or less at random if they want the land you own, you can't determine which Wonders they particularly desire. You don't necessarily know in advance if the city-state you just made a play for is one they were saving cash and influence to befriend/ally with if they aren't presently allies (although that one's easier as they'll usually announce they're protecting it) etc. etc.

Are you expecting some level of human react-ivity from a single player game where everything is ultimately static? If you are analyzing lower tiers of react-ivity, like civ 4 vs civ 5, it i just simply wrong to bring the human element into it.

See above, it comes down to the design of the game rather that what's playing it - hence my point that chess remains chess whether an AI is playing it or a human is, it's not a fundamentally game with the AI. That has nothing to do with the quality of the AI - if the AI's bad you can get by with suboptimal responses to its plays, but the game still revolves entirely around an adaptive strategy that changes to take account of opponent's countermeasures, and countermeasures adopted to take account of those... Civilization does not. That's the sole point here and it's neither an issue of game quality or of, in your telling phrase "civ 4 vs. civ 5". Believe it or not, and despite the question that prompted this thread, not every post that mentions the two games has to be favouring one over the other or making a criticism of one that isn't true of the other.

Indeed, in today's Civ V game Oda behaved (as he generally does) much as Montezuma did in that Civ IV game, in spite of common friendships and denunciations. It wasn't quite as far outside my control - as ever in Civ V Oda will generally not attack if you have a military advantage, so the war dec was partly punishment for not keeping a strong enough military rather than randomly declaring war because that's what he does. Also I think I had a declaration of friendship with one of his enemies. It was, nonetheless, essentially the same deal - the diplomatic overtures I had made were pretty much irrelevant to the outcome (not that I'd made many in anticipation that he'd probably behave that way anyway), and as I've argued before and in the Rants thread, Civ V does not allow the player sufficient control over diplomatic relationships, any more than its predecessor did. I do nonetheless get the sense that Civ V gives lower priority to personality effects on diplomacy than Civ IV - what a lot of players seem to see as evidence that Civ V leaders have no personalities, I suspect.

Now I suppose I'll respond to some of the misstatements on Civ 4 strategy.

"Nor did you quote it in context here - from recollection this quote referred specifically to the late game when your cities are already 'saturated' (i.e. you're working all tiles), in which case your only benefits from growth are the output of additional specialists, and in most cases these are lower than tile resource yields."


So when the city is size 20+? It is just dumb to think health is irrelevant at that point, or was irrelevant leading up to that point.

Not at all - in that last game I had an early-game capital with 17 health just from its initial resources. Chopping down the few forests surrounding it would have reduced that by maybe 2. By the time it came close to the limit it would have had incidental bonuses from additional resources, structures built for other purposes etc.


"This is also the stage in the game where, if not at war, you will be using Liberalism rather than Hereditary Rule, and will have passed the happiness level that resources provide in these cities, and so once again happiness control becomes relevant."


You can get your cities very large well before Liberalism. It is also easy to get a happy cap to 20+ with Liberalism. If you would only be able to keep cities to size 14 post-Liberalism, then Hereditary Rule is still the more valuable civic. Well, no Liberalism civics even replaces Hereditary Rule anyways, so I don't get your point.

Apologies, I'm misremembering the name of the appropriate government civic - the one that boosts science output.

"Yes, you'll cut down forests once this is achieved, but the only short-term gain you get from chopping down a forest is trading production for food, and in any case the chances are you won't yet have the population to work all the nonforested tiles you have before reaching Monarchy and other techs with happiness-controlling effects."


You don't trade production for food, you get a large short term production boost. Usually to jump-start your civ in renaissance/medieval eras (but also to get Oracle). Why is this even worth discussing health if we are talking pre-monarchy era? You made comments that health was irrelevant in more than just the first 40 turns. If all you want to say is that health is irrelevant pre-monarchy, then I agree, most of the time it is. That's not what you said though.

I believe this was more a point specifically addressing your criticism about not developing a sufficient food surplus, not about the original point I made regarding health generally.

"By the time you hit that 'health cap', as I discussed elsewhere, you already have the standard health-controlling infrastructure - you're always going to be building granaries early because, as you keep pointing out, population growth is good. If you have a coastal city you'll be building Harbors."[/I]

So what you are saying is health is irrelevant, yet have to choose build health+ in cities. Um, okay? Granaries/harbors providing 1-3 health each will not get you to size 16-20 cities.

No, I want to build granaries because they double population growth rates. I want to build harbors because they give me extra gold. I want to build grocers because they give me extra gold. I want to build the Hanging Gardens because they give me population. I want to be Expansive because my workers are more efficient and to double production speed of granaries for the aforementioned population boost. etc. etc. In none of those cases would I actually be producing/selecting the thing because of its effects on health, and its timing would be influenced by when I founded the city (granary), when I needed more gold to expand (grocer, harbor), not by when people were starting to become sick - all of these improvements are things I would generally build long before reaching any health cap. Even building roads to connect bonus resources to my trade network arguably has the primary function of giving me something to trade with other civs. Yet all of them, wholly incidentally, make health less relevant by raising that cap ever higher.
 
This is where the situation differs from playing chess or even Starcraft against the AI. In any interactive game of that nature, you are actively responding to moves your opponent makes specifically to deny or beat your own strategy. Everything you do is based around reacting and responding to the opponent. The issue isn't that an AI is just worse at it than a human, the issue is that the mechanisms don't exist in Civ games to allow this level of interaction.

Wow this couldn't be any more false. I've played Civ 4 multi-player for years and there are many things you can do to react to your opponents. Here's a list of examples:

War tactics, there are many of them, pillaging, gaining sentry positions, city splitting, strategic withdrawals (either on offense or defense), building fortress/border cities, etc.

Military unit choice, if you know the composition of your enemy's army you can build yours to counter it. Military tech choice works alongside this.

Stealing wonders or resources is in fact a very effective strategy and can greatly alter the game.

Espionage focus: If your opponent neglects espionage, you can use it to great advantage.

If they focus on wonders or science, you focus on expansion and cutting them off. There is a fine balance of expansion/infrastructure/military and players must closely watch their opponents and react appropriately.

Beyond this, Civ games are diplomatic in multiplayer, in the same sense as Diplomacy or Risk... or, reality.

You are simply holding civ4 to a different standard than Starcraft or Chess. They all have interaction and reaction in multiplayer, obviously Chess is incredibly greater in depth than either of the other 2. It's only your lack of knowledge of civ 4 strategy that causes you to miss the level of interaction it has.

Although Civ 4 is a hybrid builder/nation manager game. Sim City combined with diplomacy. Some people enjoy the building aspect, if that is not your cup of tea then you should play Diplomacy. Or Democracy.

http://www.positech.co.uk/democracy/press.html

Or play Civ multiplayer (which is very diplomatic), or look for a Civ mod that deepens the diplomatic system (obv you'd have to use Civ 4 for mods)

1. This strand of the thread started with my contention that Civ V and Civ IV diplomacy were both unsatisfactory because a key determinant of the gameplay - diplomacy - was largely outside a player's control.

2. I further observed that a fundamental element of strategy games missing from Civ games generally is interactivity with the opposing player(s).

3. You just presented the four key areas in which Civ strategy is context dependent.

4. I observed that only one of those - diplomacy - is interactive in the sense of 2 above.

5. I concluded that, given 2 above, 4 supported my case 1. i.e. that having the one element of Civ strategy that involves interaction with opponents' strategies largely outside the player's control is poor design from a strategy game perspective.

All of which still leaves me curious as to why you're taking issue with it except for the sake of arguing, when you conceded early on that this isn't the sort of game Civ games are anyway, which was rather my point.



Your concept of diplomacy being "controlled" by the player is completely irrelevant to the points you make. Level of control doesn't determine interaction, complexity does that. A diplomatic system where you can gift enough to be anyone's buddy does not add complexity. Denouncing/Praising a civ is not an interesting mechanic. To say something is lacking simply due to a different level of control is wrong, although you can say that is your personal preference.

2. Nearly all single player games, strategy or otherwise, are lacking in interactivity. It's missing from things where you play with yourself. This is why multi-player is so hugely popular.

3. Saying areas are context dependent does not imply a negation of interactivity, or that those areas can't add to interactivity in how they fit into the game as a whole.

4 leading to 5 is simply wrong, and more so, your proposed solution (having AI diplomacy be completely controllable, having all diplomatic options unlocked as long as your gift is large enough) makes actually no real difference in addressing your concern.

Which, as you'll recall - and as summarised in 1 above - was precisely my initial point. You see what I mean about people insisting that I'm lambasting Civ 4 and/or defending Civ V by virtue of making a point that slams both systems equally? The difference is, the lack of control manifests in different ways in the two games

This is because you are giving a subjective view greatly over-emphasing your individual gripes Civ 4, while ignoring the setbacks that Civ 5 came with. Then you state it as if your subjective preference is somehow objectively better, when it is not.


Not at all - in that last game I had an early-game capital with 17 health just from its initial resources. Chopping down the few forests surrounding it would have reduced that by maybe 2. By the time it came close to the limit it would have had incidental bonuses from additional resources, structures built for other purposes etc.

17 isn't 20+. 17 isn't an incredibly large capital. 22-24 is large. 17 from "initial" resources, however you define that, is a fortunately large health bonus and you can easily be in a situation where you only have a 12-14 health limit. So yeah, you can say "I had all the early health resources so I didn't need any extra health buildings, it was irrelevant". Yeah, so what? If you have all 3 metals, and all the calendar luxuries, but only 1 grain and 1 fish, happiness cap is irrelevant. Both situations occur. Empty point.

No, I want to build granaries because they double population growth rates. I want to build harbors because they give me extra gold. I want to build grocers because they give me extra gold. I want to build the Hanging Gardens because they give me population. I want to be Expansive because my workers are more efficient and to double production speed of granaries for the aforementioned population boost. etc. etc. In none of those cases would I actually be producing/selecting the thing because of its effects on health, and its timing would be influenced by when I founded the city (granary), when I needed more gold to expand (grocer, harbor), not by when people were starting to become sick - all of these improvements are things I would generally build long before reaching any health cap. Even building roads to connect bonus resources to my trade network arguably has the primary function of giving me something to trade with other civs. Yet all of them, wholly incidentally, make health less relevant by raising that cap ever higher.

Yes, I understand that you build granaries and harbors for more than one purpose (and that granaries are basically mandatory in all cities). But they are why you are at the cap you are (although I guess you don't leverage that resource). Harbors are much more precious and cost effective if you utilize the health. Heck, you can even trade the now surplus health resources for gold, happy resources, or use them as gifts to improve relations (or gift to a civ you want to be stronger).

Not valuing your health cap just shows that you don't know how to effectively increase your happiness cap. The routes towards health increase and happy increase are both about equally abundant. How is saying "I'm not that good at this game, so I no grow my cities big" at all relevant? Why would you share this as if it was relevant to this discussion or of interest? You should be posting in the strategy forum asking for advice.
 
Levgre,

please ignore him. It is clear to most here what is happening. Do not feed him, please.
 
When this game first came out, I was seriously considering getting a PC (my laptop is not powerful enough) to play it. Then I read the forums and the game sounded totally messed up. I am sure that it has been patched by now. So is this game worth it? I have played every Civ since 2, including Alpha, and enjoyed all of them, but am unsure about 5. How does it compare to 4? are there religions? any way to reasonably play besides warfare? Please let me know what you enjoy about it and what parts are different from 4. Thanks!
 
If you didn't think it was worth the trouble then you most likely won't now either, the patches have done very little but rebalancing, a lot of which I don't agree with because they just pigeonhole you through specific strategies.
In my experience, unless you play archapelago, there will always be war, even if you don't start them, the AI will do so for you when you've done some of the many, maaany things that piss them off.
The game does crash less, but due to nerfing of the more interesting units and the doubling of the city HP your kind of forced into abusing UU's and often dealing with the useless units they upgrade into (Keshiks, Camel archers and Cho-Ku-Nu come to mind) or just going for the standard infantry + artillery with the option of having some flanking and or anti-unit rangers added in the mix.
Then again, there might not be peace but the borders are extremely stable due to the combat AI's complete and utter inability to take a city, they doubled city HP to make sure the AI could defend their cities and now it can't take them anymore, HAH!

If you don't like war, don't play this game, appearantly, if you tiptoe your way around the AI you can have games without war but doing so requires a lot of knowledge about how the game works, I have not been able to replicate it.
 
I love V, but it's true that wars appear more often than in IV (again Civ III was also pretty warlike).

But with careful diplomacy you can have friends an allies.

On my current game that has 8 Civs including me, I've been on 'Friendly' level with five of them for almost all the game, and with two our relationships have been from Hostile to Guarded, but one of them was a warmonger that started wars with me, and other one I attacked to guard some City-States (a new feature in Civ V).
I just acted carefully when I decided which civs to ally with and which ones to denounce.

Civ V has advantages and disadvantages when compared to Civ IV, but it's a fun game.
 
Ya, war is cool, I just like other ways to win. How are the battles compared to 4. I know that there is no unit stacking, but this work out well or do you mainly wish it was the old way? It seems like I remember people saying that the CPU would put their long range units in front of their melee units when the game first came out. Does this happen? How are the diplomatic relations compare to 4? Of course there is always going to be a warmongering Civ, but does the game break into powers, with 2-4 civs on each side, or does it seem more of a free for all? I think I enjoyed religion because it tied allies together and seemed to make for a more involved war. I'm still on the fence on this game. I just got my MA and have a good job lined out, but it is in the Middle East and Xbox Live is not as supported there. I am thinking about going the PC route, since most games are downloadable and you can mod them (and I will actually be able to afford a good PC :) ) How is the online on Civ 5? The only online I played was in the 360 game, and that game kind of sucks. Its like Civ for kids.
 
Civ V has advantages and disadvantages when compared to Civ IV, but it's a fun game.

I´m inclined to disagree: lacking religion and espionage, compared to Civ IV CiV is rather boring to play, and hardly ´the mosst moddable ever´. It´s more like the most incomplete Civ ever released, and no amount of patching or DLC is likely to fix it. :scan:
 
The AI still shoves their ranged units in front of it's melee unit's I displayed some rather clear screenshots of this happening in the this thread http://forums.civfanatics.com/showthread.php?t=450689&page=3 .
This game was played a couple of days ago with all the patches, DLC's and all that nonsense, as an attempt to play a diplomatic game, the generally grim tone of my posts should suffice as an answer to how that went.
The AI is terrible at combat, pretty much all of it.

The game solves this by just giving the AI lots of them, higher difficulties are basically unit spam fests, this can be amusing in a sort of Doom or Super Mario kind of way, which admittedly I've even found enjoyable, if not repeated too often, but don't expect much of a tactical challenge.

The Diplomatic AI is not as much bad as homicidal and occasionally suicidal, the AI works quite well for insane warmongering, passive and aggressive expanding AI's, but only because they can usually afford it to field a huge army and just kill their AI opponents by sheer numbers, it's basically trying to do stack combat in a world without stacks so most of the time they fail terribly with their ranged units but can at least have some success with melee armies.

But to get back to the Diplo AI, it's really not bad as much as the Diplomatic system is bad, there are simply a ton of negative modifiers and very little positive ones, most of which are extremely hard or impossible to control, making the diplomatic system often feel like a gambling game where an AI can declare war or friendship based on a single RGN roll.
 
You have got to be kidding me...

Every single day the exact same questions comes up in a new thread. "How is this game?", "Should I get Civ5?", "Is it worth it?", "Civ 4 or Civ5?", etc. etc. And every single day more or less the same people jump on the occasion to reiterate their rants and gripes about the games, happy they have found yet another "fresh" thread to voice their (negative) opinion and start a heated debate over CiV5.

OP, please read this: http://forums.civfanatics.com/showthread.php?t=451283. This is just one among many, but since it's the most recent, I found it easily. It has all been said and all been discussed. There is seriously no need to start yet another thread except to make ponies and other people happy that they can yet rant about the same thing over and over :wallbash:

@Moderator: how about merging them threads?
 
One word: Boring.
 
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