nody
Emperor
I know there are a lot of threads that tell you the same things, but I would like to summarize the reasons why Civ V does NOT deserve to be called a sequel to Civ IV:
There are/is no...
- Civics
Social policies aren't a bad idea, but don't replace them. The Civics-system could have been upgraded/adapted to the Civ V environment. Makes every civ unique, also implement the idea of the dynamic civ-name mod (which I use in Civ IV) which are determined by Civics and (if Islamic) religion.
- Religions
Which could've been made more realistic for example by coding Gandhi to prefer to research Hinduism and Buddhism before other do and including more religions/philosophies like Zoroastrianism and Greek/Roman Mythology. Also, more strategy possibilities.
- Sliders (culture/research)
Specializing cities are the core of the whole strategy. It determines wars other than "I don't like him, let's conquer his cities".
- Stacking of units
I'll just say: I want to play Civ, not Chess. At least make it optional.
- Animated features
I don't know about resources, but why no swinging trees and streaming water? WHY?
- Growing cottages
....
- Climate/continent/region-based resources with the same value
Like (more) wheat grows in one region, (more) rice in another and (more) corn in a third. Same for pigs and sheep, clam and crab, etc. Why? Too much work to make such tiny graphics?
I like the implementation of pearls, though.
- Tech trading
I'm not sure about this, since there are unique tech trees?
- Espionage
....
Only (questionable) improvements:
Hexagon tiles
The world looks somewhat more realistic.
Full screen spoken diplomacy with native tongues
It surely looks and sounds more realistic. Only question: Is diplomacy that relevant in this game?
Unique abilities
I guess a fine replacement to leader traits.
Extra unique building or unit
The more the better!
Please reply if I've forgotten something.
There are/is no...
- Civics
Social policies aren't a bad idea, but don't replace them. The Civics-system could have been upgraded/adapted to the Civ V environment. Makes every civ unique, also implement the idea of the dynamic civ-name mod (which I use in Civ IV) which are determined by Civics and (if Islamic) religion.
- Religions
Which could've been made more realistic for example by coding Gandhi to prefer to research Hinduism and Buddhism before other do and including more religions/philosophies like Zoroastrianism and Greek/Roman Mythology. Also, more strategy possibilities.
- Sliders (culture/research)
Specializing cities are the core of the whole strategy. It determines wars other than "I don't like him, let's conquer his cities".
- Stacking of units
I'll just say: I want to play Civ, not Chess. At least make it optional.
- Animated features
I don't know about resources, but why no swinging trees and streaming water? WHY?
- Growing cottages
....
- Climate/continent/region-based resources with the same value
Like (more) wheat grows in one region, (more) rice in another and (more) corn in a third. Same for pigs and sheep, clam and crab, etc. Why? Too much work to make such tiny graphics?
I like the implementation of pearls, though.
- Tech trading
I'm not sure about this, since there are unique tech trees?
- Espionage
....
Only (questionable) improvements:
Hexagon tiles
The world looks somewhat more realistic.
Full screen spoken diplomacy with native tongues
It surely looks and sounds more realistic. Only question: Is diplomacy that relevant in this game?
Unique abilities
I guess a fine replacement to leader traits.
Extra unique building or unit
The more the better!
Please reply if I've forgotten something.