lschnarch:
Actually GalCiv2 is 1UPT-ish. Granted, you move fleets instead of individual ships, but you generally have multiple fleets, each occupying 1 tile. It works quite wonderfully.
I think Civ5 is just a failed experiment. "Fixing" this would mean a complete rewriting of the core mechanics, literally a new game - not only a changed game. And that is not going to happen, how sad this fact may ever be.
Didn't you mention the main factor by yourself?GalCiv is a 4X game. Clearly 1UPT and 4X games are not mutually exclusive. In fact, due to the game being designed around the AI, GalCiv's strategic and tactical AI is one of the sharpest ever made, capable of keeping up with the player without any bonuses whatsoever up to Hard difficulty (and Hard in GalCiv2 is no cakewalk like it is in the Civ series).
Well, still, it is the only hope remaining, and it may happen, just think about FFH which is a completly different game as compared to the BTS base game. The problem I see here is why would a community member invest such a huge amount of time instead of creating games based on Civ4 dll as usual. The only reason colud be the "better" graphics, if the graphical engine is really better than its predecessor (gameboy?). However I am not convinced about this. For example you may have experienced the zooming problems also mentioned in this thread. So it may occur that the graphical engine itself is a step backward, in which case Civ5 is a total failure. The only feature - I mean real feature - in Civ5 are hexes. Big deal... It is not worth to migrate to Civ5 - investing years of modding work - just because of hexes.
It is really frustrating, but except for dual core utilization even in the technical fields I can't see significant improvements.
And even so, both Civ4 and Civ5 have issues with long turns at end game. This is understandable to a certain degree, since gameplay elements used by AI increase over time. However! Civ5 is slow in the early game as well - which phenomenon I do not understand -, whereas Civ4 has very quick turn times in the eary game play. Oh, and I played both on at minimum dual core... Not a big deal, it just shows how bad the game is in almost any possible field and aspect of comparison. I cant even think of a single aspect where Civ5 would beat Civ4. Maybe social policies, but they look like a copy-paste of the technology tree, so I imagine it couldnt be difficult to implement it...
Even social policies are inferior to civics from a game-immersion standpoint. The reason is that the player need not sacrifice the benefits of one SP when progressing to another one (with a couple minor exceptions). There is (except for conflicting trees) never a penalty for adopting one SP other than maybe you could have used a different one better right now. Thus there is little adaptation of the improvements and buildings and game objectives to SP (or vice versa), whereas for civics that was a key element. So less thinking is needed in this aspect of the game as well. Once you take an SP, you get its bonuses forever and can basically forget about it. Once you know the trees you want for different victory conditions, there is seldom any variation in SP-progression required.
GalCiv is a 4X game. Clearly 1UPT and 4X games are not mutually exclusive. In fact, due to the game being designed around the AI, GalCiv's strategic and tactical AI is one of the sharpest ever made, capable of keeping up with the player without any bonuses whatsoever up to Hard difficulty (and Hard in GalCiv2 is no cakewalk like it is in the Civ series).
So less thinking is needed in this aspect of the game as well.
Didn't you mention the main factor by yourself?
Following your description, GalCiv makes use of "fleets" (armies, stacks, how you will ever call them - they are all groups of different single units with different single attributes).
In Civ5 you have the single unit, meaning that whenever you want to have different units "work" in combination, they have to have a certain amount of space available. The more units, the more space will be needed (not to mention that even more space will be needed for moving them in a meaningful manner).
Talking about moving the units, we are talking about time - both for the human as well as for the AI.
Moving a group of units takes two clicks, one for selecting the group, one for selecting the target tile.
Moving 20 units takes at least 40 clicks (if no rubberband functionality is present, but in a strict 1upt environment even that functionality is questionable) and much more carefulness as you have to find the right target tiles for each individual unit. And additionally you should care for the "traffic jams". And so on.
In total this means that a strict 1upt system makes your actions slower and more complicated when the number of units in a given region is enhanced.
Big conceptual mistake, my friend. GalCiv plays in EMPTY space, so each tile is "the same empty space" without any differential tactical value. There is no tactics in space warfare at that scale! So the AI can manage it very well, plus you can build holders for the units (ala CtP with its armies and tactical simulation window, which was a way better solution to the SoD dilemma). So NO, GalCiv2 can not be used as a successful example of 1UPT.
Even social policies are inferior to civics from a game-immersion standpoint. The reason is that the player need not sacrifice the benefits of one SP when progressing to another one (with a couple minor exceptions). There is (except for conflicting trees) never a penalty for adopting one SP other than maybe you could have used a different one better right now. Thus there is little adaptation of the improvements and buildings and game objectives to SP (or vice versa), whereas for civics that was a key element. So less thinking is needed in this aspect of the game as well. Once you take an SP, you get its bonuses forever and can basically forget about it. Once you know the trees you want for different victory conditions, there is seldom any variation in SP-progression required.
Your reasoning doesn't support your premise. The premise is that SPs are bad because they lack immersion, but then you go on about game design rather than immersion factors.
Also, you're playing Civ 5 unbelievably badly if you don't adapt your building queue to the SPs you have or plan to take. You don't build Walls for happiness unless you have or are planning to take Professional Army.
Anybody here likes Heroes of Might and Magic? The reason I ask it here, is that Homm6 is about to be released and it may end up in the same shoes as Civ5 (rant: total failure). However according to feedback of beta testers the developers listened to the fan base and did not introduce radical changes ans so did not alienate the game. The changes they have introduced sound quite good - not ideas like 1UPT and City States which Ive disliked even before the game was released- If Homm6 will be successful it may beat civ series in popularity. I really put much hope into this game, since Civ5 seems to just deteriorate, with just small patches and DLC-s after so much time, I see no progress.
What kind of changes were they planning but didn't follow through with? Is there a site that has information about this so I can read up on it? (Keeping it short and sweet).
I start with the rant now: For me this is mostly intresting because I want to know, that is it Civ5 alone which succumbed to the casual streamlined society or all old-timer, tradition based monumental games will inevitely face this unfortunate demise dictated by industry trends, and so we will be left with nothing new to play...
And now info in short: The game is about to be released in october, the beta test is nearing end, the demo is available, almost all (or all) features are revealed. I use to read the official ubi forums, just google ubi and homm6. Some say that in many features it went back to 3 instead of 5. So seems promising.
I just thought, that mabe moderators could move this into a seperate thread called Civ5 Homm6 comparison. I didnt want to do this though, since it also contains rants, so maybe it would end up here anyway. But I think this topic is quite valid and interesting, since these are similar games and are in a similar situation. Same stuff: old fan base. Dummy (unsuccessful sequel): Civ3 and Homm4 (means only one in the series, and now in the modern era we have Civ5 and about to have Homm6).