Lads, I think the lines around farms are nothing more than rough, unfinished graphics. I doubt it will be in the main game.
One thing I noticed. No units in cities. Does this mean we can't put a unit in cities to defend? Or maybe city defense is limited to special units? Either way, it will make city defense much more interesting.
I'm pretty interested in the fact that in several of the screen shots showing borders, they don't seem symmetrical. The borders expand to different lengths in different directions, implying that it's not a static expansion in a set shape.
Maybe you can choose which way borders grow, or otherwise affect them? Maybe the tiles you work, or occupy with units, affect your borders?
The hexes are fine, they were standard for a lot of good strategic board games.
For mapmakers it could be a little bit more challenging, all even lines most be placed skew, so the whole map must be skew.
I did not see any workers. Did this mean an improved agriculture system?
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You mean more like Call to Power's infrastructure thing? That would be really cool, I feel that the use of Workers really is too clunky, they are really not on the military/strategic level the map represents.Micromanaging the workers is a bit of a pain in the neck and you can't rely on the AI to do it for you efficiently. It will also clean up the map. Nicer looking. Cities and units only.
Civ5 is starting to sound like it is taking more from Civ3 than Civ4, which if it is the case I will enjoy it much more than I did Civ4.
You mean more like Call to Power's infrastructure thing? That would be really cool, I feel that the use of Workers really is too clunky, they are really not on the military/strategic level the map represents.
Cheers, LT.
Total War's battle maps are not tile based. Many (most? all?) turn based games with grids, hex or otherwise, tend to have AI that is much better. In fact, many hex based strategy games available have very good AI, many of those do not allow stacking. In fact, when I made my Civ4 mod I applied a stacking limitation and with no other significant changes to the AI code it adapted quite handily to it.What I am very afraid of is that it may be so that the Ai will not be able to handle it's military strategy very well so that it will lose while in a better position.
This is likely because the actual terrain mesh is not hexagonal itself. In practice you can easily take a surface composed of smaller quadrangles and select one point out of a group of those quadrangles as the centerpoint of the hex. Imagine Civ4's square tiles and then taking every other column or ever other row and offsetting it by 50%, that give you the same result as a hex based map. So technically the map isn't hexes, it's staggered centerpoints laid out on your typical square tile based terrain mesh and then a hex overlay is laid on top of that to create the appearance of hexes and the terrain textures are drawn in hex shaped tiles but that actual terrain deformation (hills, peaks, etc) are not, nor are the overlying features such as trees, cities and improvements.There is a lot of "graphical" grid overlay between hexes. It seems likely that the graphics "grid" is seperate from the troop movement "hex" grid making it more lifelike.
I read one place that said 'religion is not a factor' but whether or not that means religion is no longer in the game is up for speculation. Considering that neither Jerusalim or Mecca are economic powerhouses in the real world I really won't mind them being removed, although I'd prefer that they simply fixed the holy city mechanic.Öjevind Lång;8915139 said:Have they taken out religions completely? That would be a pity.
The actual process of ordering the worker units around? Trying to find the most efficient way to move it across the map? Meh, for me, that's just pointless micro-ing. But selecting the improvements and the order in which they are built, that's where decisions are made and that appeals to me.Öjevind Lång;8915205 said:I disagree. I think handling workers is part of the fun, though of course I would not want to see the constant pollution cleanups in Civ III return.
The actual process of ordering the worker units around? Trying to find the most efficient way to move it across the map? Meh, for me, that's just pointless micro-ing. But selecting the improvements and the order in which they are built, that's where decisions are made and that appeals to me.
Cheers, LT.
Workers ARE part of the fun, but only in early times/small maps, from my point of view.Öjevind Lång;8915205 said:I disagree. I think handling workers is part of the fun, though of course I would not want to see the constant pollution cleanups in Civ III return.
I sincerely hope that isn't the case. 1 horse resource for, say, 20 horsemen, I would tolerate. But just one? You would have to keep REXing which had been severely limited in the transition from Civ 3 to Civ 4.