Civ5 Interview @ PC Gamer

I can't say I'm happy the new diplomacy examples all seem to revolve in "new" ways to go to war with another civilization.
We haven't seen even close to enough to make this kind of generalization. That said, I think we need new ways to go to war. In Civ 4, war always springs from naked aggression by someone or another; I'd like to see more valid reasons for escalating military tension, as well as sneaky pretexts. It sounds like these new city-states just might do the trick.
 
Right off the top of my head, some potential solutions that could've been considered:
1. Bring back Zones of Control - By making it impossible for units to move past adjacent enemy units, it will compel defenders to move troops out of cities and into the countryside to obstruct enemy movement. Attackers would be forced to attack these enemy positions outside cities first in order to advance deeper to get at the enemy's cities.

No, that would just again lead to a SOD.

2. Directional Combat Bonuses/Penalties - Make it so the direction you attack from modifies combat strength. If an army is advancing through enemy territory, they'll have to break off smaller forces to protect their flanks from attack. Otherwise the defenders will be able to chip away at them easily by hitting them in their exposed areas. And while flanking bonuses might not be that realistic given the supposed scale of a map tile, it's a heck of a lot more realistic than only letting one group of soldiers with one weapon type occupy a space of a 100+ miles!

How do you define the direction?

3. Stacking Penalties - make it so that units stacked in stacks above a certain number will get hit with combat strength penalties. Even a hard cap at like 12 would be better than one!

It's sure not realistic, that a good supplied army will have penalties when they stack together ;).

And archers firing across multiple tiles! I mean, when you go and do something like limit one unit per tile, you pretty much have to resort to absurdity like this, but how did you not find yourself designing archer units the firing at targets hundreds of miles away and not decide to rethink the whole one unit tile limit concept?

Hundred of miles? Create a map with a trillion of tiles, then you have an accurate scale :rolleyes:.
 
I don't see where you're getting this idea that there's no potential for retaliation. If there's no infantry between the archers and the enemy, it sounds like those archers are going to be in for a rough time when the enemy's turn comes around, especially now that the default move speed is 2. I'm no die-hard military buff, but the Civ 5 model strikes me as closer to archers' historical role than Civ 3 or 4 ever had: light units, vulnerable when the enemy closes with them, and best placed behind some sort of obstruction like a nice solid line of heavy infantry.
Well, if there's no infantry between the archer and the enemy, then you're right. Otherwise, the archers will be able to sit there and lob arrows at the enemy until the cows come home and the archer is never actually risked in any way. This is similar to how artillery units worked in Civ3. You could just bombard the heck out of enemy positions without ever worrying about your artillery being killed. In Civ4, they changed this and the result was suicide catapults. Both models have their problems, but ranged attacks here will just lead to the same problem as Civ3 with the only difference being that the Archers won't even have to be adjacent to their targets to hit them.

Now, if archers worked exactly the same way as catapults, that would be a little odd. But to the best of my knowledge, this is not yet confirmed to be the case. And anyway, if you think about it, it's a little odd that archers work exactly the same way as infantry in Civ 4. I don't find it particularly upsetting for the abstraction to go one way instead of the other. As for unit redundancy, I see no reason at all to be so pessimistic (yet); catapults can be quantitatively very different than archers even if they work qualitatively the same. After all, swordsmen and horse archers work qualitatively the same in Civ 4, and no one is calling them redundant.
Well, you could be right. Maybe the bombardment strength of archers and catapults will vary depending on targets.

No, that would just again lead to a SOD.
Whoa! Don't back that up with reasons or anything!

The developers stated quite clearly that part of their reasoning for introducing this system was because they wanted to break up the monotony of sieges because currently, the best strategy for each side is to take the fight right to the city. For the defender, they need to mass as many troops as possible in the city so it doesn't get captured, and the attacker should simply bypass any defenders outside the city that don't pose a threat to the stack, and just start hammering away.

Reintroduce Zones of Control, however, and defenders can set up webs of defenses along an enemy border that will require the attacker to smash through the defender's front lines before being able to attack any of the cities.

So this addresses the issue of battles being fought outside cities, but I'll admit that it doesn't really address the SOD issue directly except that it compels defenders to spread their forces out more to hamper the enemy's movement through their territory. But the next idea combined with this one definitely would. For the attacker, ZoC would give them a reason to break off their army into smaller groups to protect the main column from a rear assault that would make it much more vulnerable.

How do you define the direction?
Units in Civ4 already have a facing direction. If they move west from one tile to the next, they're facing west. And if they were to be hit from the east, the attacker would get some kind of an advantage. One would also have to add the ability for units to be rotated without having to move from their current tile.

It's sure not realistic, that a good supplied army will have penalties when they stack together ;).
You pretty much summed up my counter-argument in your own. The more troops you have in one place, the more logistical problems they face and the more unwieldy they become. This was one of the reasons armies were typically broken up into smaller groups and moved over a wider territory when they went into winter quarters.

The disadvantage of some kind of penalty is offset by the advantage of simply having a much larger force in one place. The penalty does not mean that a large stack would be collectively weaker than a single enemy unit but rather that it would not be the invulnerable mass it can become in Civ4.

Hundred of miles? Create a map with a trillion of tiles, then you have an accurate scale :rolleyes:.
I'm sorry, but you can't criticize me for coming up with what you see as an unrealistic combat model and in the very next sentence say that I'm demanding too much realism.

If Archers can shoot units from two tiles away, then Musketmen, Riflemen, Infantry, Tanks, Artillery should be able to shoot three or more tiles away. In fact, if the developers are going to keep it consistent all combat should be ranged bombardment by the time these units come around. Units should not have to even get anywhere near each other to fight, and I should be able to kill all of a city's defenders without even having to be next to it. If you defend the Archers having this power, you must do so for every unit with a gun that comes after them because they have a considerably longer range than a bow and arrow. Because at that point, if you don't, you're not only saying you have no interest in being realistic, you have no interest in at least being consistent either.
 
In Civ2, when you killed one unit in a stack, you killed every unit in that stack. Wouldn't that solve the stack of doom problem?
 
I have not read anywhere that the Archers ONLY shoot 2 tiles away. please show me if I'm wrong. They can shoot six tiles away for all we know, maybe even one tile away. The articles just say that therre combat is now long ranged and can shot over units. This is great! Because while warriors and swordsmen are on the front lines, archers can weaken enemy units from a distance.
 
I have not read anywhere that the Archers ONLY shoot 2 tiles away. please show me if I'm wrong. They can shoot six tiles away for all we know, maybe even one tile away. The articles just say that therre combat is now long ranged and can shot over units. This is great! Because while warriors and swordsmen are on the front lines, archers can weaken enemy units from a distance.
 
I dislike the idea of removing religion. They were, and are still, a great factor or wars, civil wars, philosophical progress/talks, architecture development, etc.

This idea of removing them is a VERY bad point in my mind. I will wait for more news about this, but i'm not convinced at all. Do they want to make Civ 5 a tactical game or still a great strategy and history one ? If they only want to use our humankind history as a support to a tactical game, they will destroy the spirit of Civ....

I'm really disappointed by this strange choice.
 
The developers stated quite clearly that part of their reasoning for introducing this system was because they wanted to break up the monotony of sieges because currently, the best strategy for each side is to take the fight right to the city. For the defender, they need to mass as many troops as possible in the city so it doesn't get captured, and the attacker should simply bypass any defenders outside the city that don't pose a threat to the stack, and just start hammering away.

Reintroduce Zones of Control, however, and defenders can set up webs of defenses along an enemy border that will require the attacker to smash through the defender's front lines before being able to attack any of the cities.

Yeah, i would just take my SOD, and would crush every single spread unit.
This doesn't make it more interesting, and will just take longer.

Units in Civ4 already have a facing direction. If they move west from one tile to the next, they're facing west. And if they were to be hit from the east, the attacker would get some kind of an advantage. One would also have to add the ability for units to be rotated without having to move from their current tile.

I don't think it would be funny to move my SOD, and then everytime have to remember, that i again have to change the facing direction of minimum 5 units...every turn...and every turn...and every turn...

You pretty much summed up my counter-argument in your own. The more troops you have in one place, the more logistical problems they face and the more unwieldy they become. This was one of the reasons armies were typically broken up into smaller groups and moved over a wider territory when they went into winter quarters.

The disadvantage of some kind of penalty is offset by the advantage of simply having a much larger force in one place. The penalty does not mean that a large stack would be collectively weaker than a single enemy unit but rather that it would not be the invulnerable mass it can become in Civ4.

This is somehow a good argument, but also somehow supports 1UpT.

I'm sorry, but you can't criticize me for coming up with what you see as an unrealistic combat model and in the very next sentence say that I'm demanding too much realism.

Just wanted to show you some inconsistences there ;).

If Archers can shoot units from two tiles away, then Musketmen, Riflemen, Infantry, Tanks, Artillery should be able to shoot three or more tiles away. In fact, if the developers are going to keep it consistent all combat should be ranged bombardment by the time these units come around. Units should not have to even get anywhere near each other to fight, and I should be able to kill all of a city's defenders without even having to be next to it. If you defend the Archers having this power, you must do so for every unit with a gun that comes after them because they have a considerably longer range than a bow and arrow. Because at that point, if you don't, you're not only saying you have no interest in being realistic, you have no interest in at least being consistent either.

I just wanted to say, that you can't address the problem of range in the game, because range is not a constant, it will vary depending on map size.
Saying a artillery should be able to shoot 3 tiles away is then maybe realistic on a medium map, but will be nonsense on a small or huge map.
You can't really scale that with the map size, because then you also have to scale the spreading of cities, etc, so you have to define a fixed range, and this will sure lead to inconsistences somewhere.
 
I dislike the idea of removing religion. They were, and are still, a great factor or wars, civil wars, philosophical progress/talks, architecture development, etc.

This idea of removing them is a VERY bad point in my mind. I will wait for more news about this, but i'm not convinced at all. Do they want to make Civ 5 a tactical game or still a great strategy and history one ? If they only want to use our humankind history as a support to a tactical game, they will destroy the spirit of Civ....

I'm really disappointed by this strange choice.

I actually don't mind the religion removal. In Civ4, it had no depth, and it's pretty much impossible for them to make it more interesting without stumbling into a political and social minefield. I'd rather they just cut them, and focused on other important parts of the game.
 
I actually don't mind the religion removal. In Civ4, it had no depth, and it's pretty much impossible for them to make it more interesting without stumbling into a political and social minefield. I'd rather they just cut them, and focused on other important parts of the game.

You're right about the depth problem and political/social minefield. Nevertheless, Religion were and are still a great subject of discuss, pain, hapiness, war.... Removing them is not a good idea, IMO. I would rather prefer a system that give them all that miss: depth, as you said.

I'm also a bit afraid that Civ 5 is developped to also satisfy the great market of game: i mean the "box" (playstation, etc) at the expense of PC users. It seems that Civ 5 is less strategic but more tactical, more adapted to be played on every kind of support.

Now, let's wait for more news. We will see. ;)
 
I have to say, I am glad they are refining the diplomacy system... although I fear they will make the same mistakes as all of the previous games as far as what the computer expects from a player.

The most annoying thing about the AI in 4 was the way diplomacy was a matter of 'wooing' the computer rather than a give and take relationship - for example, the computer would constantly ask for things that I simply wasn't willing to give (a new tech that unlocked a Wonder or military unit that no one else had access to) and then would get upset about the refusal, yet they will turn around and tell you they aren't willing to trade certain high end techs, either and won't even allow you to ask for them.

I'd also like to see AI that is more 'proactive' than 'reactive' in respects to diplomacy. Why can a computer not attempt to build YOUR favor by offering techs or military support?
 
Religion/espionage scrapped? No unit stacks? Pulling towards the console demographic?

Sounds bad, real bad. Looks like I'll be sticking with CIV2 for good then!

:)
 
In Civ2, when you killed one unit in a stack, you killed every unit in that stack. Wouldn't that solve the stack of doom problem?

CIV2:
There are scenarios that add forts to each tile, thus making the stacks more viable.

CIV5:
I find it hard to envision armies not being able to combine arms...
So tanks and infantry, or catapults and archers cannot share territory?
Not very realistic in the least! Perhaps seperate tile units can attack together?

I hope so!

.
 
Indeed! I hope it is one of those design features that gets quietly reversed later after some playtests...
 
In Panzer General games unit can move trough other unit, just can stop on same hex and they say that minimum move in Civ V would be 2.

well maybe its because im stuck in a Civ3 mindset but i think that makes it even worse
 
In Panzer General games unit can move trough other unit, just can stop on same hex and they say that minimum move in Civ V would be 2.

Hi Drago127, welcome to CFC. [party]:band:
 
If the designers want to make a Panzer General derivative they should be calling it Panzer General, not Civ.

My suggested solution to the stack of doom is a limit greater than one per tile. Something between 5-9 units would be plausible. And if you bring back the concept of Armies, the max units on a tile could be set to match the max size of the Army.

On the ranged combat issue, I have to go with the new approach, if the archers are given a range of 3 (say) they can either stay 2 hexes back and avoid enemy missile fire, or move in to get better accuracy when attacking the enemy front and force the enemy archers to either engage in missile combat or fall back themselves.

I don't have a real problem with the oddball distances. Civ has always had the unavoidable disjunction between the builder part of the game and the military part of the game when it comes to time and distance. 20 years to move one tile (say 100 miles)? Same kind of thing would happen in Railroad Tycoon where an early train could take a whole year to go from New York to Chicago (for example).

That said, the removal of religion and espionage really seems to have jumped the shark. I would rather they remove corporations than religion. And espionage is a fundamental part of international diplomacy. I fear for the realism of the diplomatic engine without espionage.

I suppose one advantage of removing espionage is that it prevents players from overriding zones of control by moving a spy into position and then moving the regular military in behind it. Assuming they are bringing back ZoC.

Me, looks like I'm sticking with the even numbers of the Civ series for a while longer.
 
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