salty mud
Deity
Steam cannot be blamed for the biggest disasters of Civ V. Namely one unit per turn, global happiness and dunderheaded AI.
I feel like a lot of the issue is just steam. You're appealing to masses of people now, pushing steam sales, dlc etc. It drastically changes how you approach the game design.
Lol....the failures of V and VI have absolutely nothing tio do with Steam.
That's backwards logic. Obviously Civ V was developed before it was published on Steam, so unless Firaxis had in-house psychics, how could they have anticipated that?I feel like a lot of the issue is just steam. You're appealing to masses of people now, pushing steam sales, dlc etc. It drastically changes how you approach the game design.
I also think Soren Johnson was a key figure in making Civ IV what it is. When he left, new people took over, lacking his golden touch. They didn't understand what made Civ great, nor did they comprehend what an overhaul it would be switching board format, and limiting to 1UPT. I read some interview with the lead developer of Civ V, and his logic seemed senseless to me. What he did was basically decide on 1UPT because he disliked unit stacking in Civ IV, and from there on adjusted the entire game to it. Such a major tweak creates ripples across the entire game, and instead of polishing these issues, all they did was remove whatever didn't fit, and dumbed it down.
I can think of so many better ways to handle this problem: like limiting amount of units per tile, increasing unit maintenance, putting limit on unit types, etc. Anything but 1UPT -- playing Civ V and VI it's painfully obvious what a terrible concept that is.
hey also added armies and promotions and counter types like spears vs horses (I think promos and counter types it's hard to remember).
No, I disagree (and you are wrong on many points, as Lexicus already indicates). Civilization III added the entire mechanic of culture - that is a far more drastic change than simply replacing corruption (III) with maintenance (IV). And why would IV be the anomaly, when this mechanic gets replaced by global happiness in V? III added veterancy, while IV removed different offence/defence hitpoints and added one single strength value, that can be altered by modifiers and promotions (V and VI use the exact same system). III added armies, while IV added Great Generals (that V and VI use too). II, I believe, had the mechanic of 'one unit of a stack dies > the entire stack dies', while III and IV didn't have that (maybe III compensated for this with the ranged bombardment mechanic, and IV definitely did so with collateral damage, but I do not remember how artillery works in II). And so on.Similarily civ1 and 2 had zones of control which were your city radius. Civ3 had some sort of borders, I think they came from culture. Civ4 then had full on cultural borders and influences and open border treaties etc.
But some things drastically changed like civ4 introduced maintenance which was way different than any game before and hasn't been used after. So that makes it an anomaly.
while IV removed different offence/defence hitpoints and added one single strength value, that can be altered by modifiers and promotions (V and VI use the exact same system).
This is maybe nitpicking but the sound design in recent Civ games ("the terrible two") is awful as well.The more I think about it you're right, civ5 just doesn't feel like civ. You tech stuff but it feels weird. The fantasy wargame comparison is apt.
This is maybe nitpicking but the sound design in recent Civ games ("the terrible two") is awful as well.
Music is great in both of them, I meant the sound effects (and choice of quotes).That's interesting; as much as I don't find Civ V fun I actually think it has the best music.