AlazkanAssassin
Engineer
I think this is fixed in G&K. Embarked units fight back now.What is stupid in Civ5 is that a mere boat can pass through boated enemy units and kill them without a fight. It should not be possible.
I think this is fixed in G&K. Embarked units fight back now.What is stupid in Civ5 is that a mere boat can pass through boated enemy units and kill them without a fight. It should not be possible.
You should make a separate thread for that article; it's a pity to see it buried in the rant thread as it's got some pretty good insights in it. It's a rare thing to see a leader of anything admit his mistakes and learn from them.From an update from Jon Shafer's At the Gates, he discusses what went wrong in Civilization 5 and what he's learned from it. It's a pretty good article in my opinion.
He explains why global happiness was wrong, for instance.
Revisiting the Design of 'Civ 5'
http://www.kickstarter.com/projects/jonshafer/jon-shafers-at-the-gates/posts
A lot of these things are dealt with in At the Gates. For example, there is unit stacking as well as more transparent diplomacy. Looks like it shaping up to be a pretty decent game.![]()
From an update from Jon Shafer's At the Gates, he discusses what went wrong in Civilization 5 and what he's learned from it. It's a pretty good article in my opinion.
He explains why global happiness was wrong, for instance.
Revisiting the Design of 'Civ 5'
http://www.kickstarter.com/projects/jonshafer/jon-shafers-at-the-gates/posts
A lot of these things are dealt with in At the Gates. For example, there is unit stacking as well as more transparent diplomacy. Looks like it shaping up to be a pretty decent game.![]()
Yes, my bad. However it's still not in the op of that thread, so the visibility is not optimal. Everyone who's debated the pros and cons of Civ V needs to see that article imo.I think it is the same one linked from the "Jon comes back with a vengeance thread", so it already does have a separate thread.
... I was absolutely stunned by how extremely slowly my capital grew right after being settled. ... Afterwards I came to understand that all these were related to the space requirements of the 1UPT (One Unit Per Tile) requirement ..., because it affected nearly every in the game ...
My WWII mod is working fine with a custom 2 UPT mechanism. AFAIK the AI have no problem with stacks, base movement code is still coming from civ4. As mentioned the problem is for the human players as you'll have to write a new UI component to handle (big) stacks movement. Which is not impossible.
Okay, I don't want to argue 1UPT itself. Obviously enough, there are different oppinions regarding this design decission. I like it, others don't. I am totally fine with this disagreement.
What I really don't understand is the above conclusion. Can anybody explain it to me, please?
I mean: If it is true that it is crucial to limit the ammount of units due to 1UPT (and I do agree here!), WHY should this affect city growth and development at all? Simply raise the production costs of units! There is no need at all to touch buildings!
The same argument was laid regarding lowered tile yields. (Not in recent posts and not by the posters above. But I do remember having read it at the very beginning). I think, it was wrong all the same.
Please note: I don't want to argue wether or not cities grow (too) slow in CiV. If this is true, it is another design decision. (Maybe a bad one, in your opinion. Which is absolutely admissible!)
I only want to say that this has nothing to do with 1UPT and shouldn't be mixed with this all the time!
Okay, I don't want to argue 1UPT itself. Obviously enough, there are different oppinions regarding this design decission. I like it, others don't. I am totally fine with this disagreement.
What I really don't understand is the above conclusion. Can anybody explain it to me, please?
I mean: If it is true that it is crucial to limit the ammount of units due to 1UPT (and I do agree here!), WHY should this affect city growth and development at all? Simply raise the production costs of units! There is no need at all to touch buildings!
The same argument was laid regarding lowered tile yields. (Not in recent posts and not by the posters above. But I do remember having read it at the very beginning). I think, it was wrong all the same.
Please note: I don't want to argue wether or not cities grow (too) slow in CiV. If this is true, it is another design decision. (Maybe a bad one, in your opinion. Which is absolutely admissible!)
I only want to say that this has nothing to do with 1UPT and shouldn't be mixed with this all the time!
It's completely integrated in the WWII mod ATM. I still hope to find the time to convert some of the mod's mechanism to the base game...What is the custom 2UPT called, and do you know how to get i, like link to mod/mechanism on these forums?
Shafer said:Like other 4X games, diplomacy in ATG is built around your "relations" metric with other leaders. But compared with Civ 5, what goes into that number and what it does is very clear. For example, if you're at -5 with a leader, he'll never trade with you, while at +10 he'll always agree to help out in a war if requested. Rather than trying to decipher what the RNG (random number generator)-based AI is "thinking," your objective is instead to find as many ways as you can (afford) to boost that Relations number. Once you've done so, a variety of options for how your new friend can assist you become available.
I would advise you to read Sullas webpage about what went wrong about CiV:
www.garath.net/Sullla/Civ5/whatwentwrong.html. Am I allowed to put links? If not I apologize. Im not sure if an equivalent forum post exist.
Um, don't want to rain on your rant, but the linked Sulla article was commenting on the December 2010 patch, 3 months after the game came out. Not a commentary on G&K, the most recent patch or anything else since Dec. 2010.
Um, don't want to rain on your rant, but the linked Sulla article was commenting on the December 2010 patch, 3 months after the game came out. Not a commentary on G&K, the most recent patch or anything else since Dec. 2010.
True, but the points are still valid, even though G&K did address some issues