Civilization 5 Rants Thread

The only real problem I have with the Civ V buildings is the fact that they replaced many of the percentage modifiers with simple bonuses (e.g that the Library gives you +1:c5science: for every two citizens instead of the +25% bonus. It may not seem such a big deal, but it removes a lot of the strategy.

In all previous iterations of Civ, a library was basically useless in cities without commerce. One of the big differences between an experienced player and a rookie, was that the experienced player carefully estimated whether it would be worth building a library in a certain city, while the rookie would just spam libraries everywhere.

Now it doesn't really matter. Well of course, it's better to build a library in a big city than a small city, but that's basically it.

I'm pretty sure this is another attempt to "streamline" things. A lot of kids don't understand percentage works. Therefore things like sliders and +25% buildings are confusing. 1+1 is much easier.

It strikes me that when I played Civ 4 I spent alot of time planning and managing my cities.
In Civ 5 I spend my time planning and managing my army.

One makes me feel like I am building an empire, the other feels like a game.

The question is, which is which?

The above quotes both touch on the same point - which is that Civ 4, and the other previous incarnations, were city-scale games, in the sense that they ultimately boiled down to city management. Civ V is about empire management. Mechanically, X% bonuses are more awkward than fixed-figure bonuses with this macro focus, and with the way science now works (and, incidentally, I would prefer to go back to the classical system), a percentage bonus doesn't really mean a lot, since research is almost entirely a function of population and this is captured in the new library mechanic. Give it a percentage bonus and keep everything else in Civ V the same, and what do you get? "It's better to build a library in a big city than a small city, and that's about it". The library just changed to accommodate changes made elsewhere in the game, whether those be positive or negative, it's not a change that in itself simplified strategy.

Global Sim City is fun up to a point, but you also tend to lose coherence - it feels less that you're managing an empire, and more that you're managing lots of individual settlements. Whether or not people like the new approach or not, I think the key thing that has to be borne in mind in order to make constructive criticisms is that the shift from 'city management' to 'empire management' in Civ V is a deliberate shift of focus, not an effort to 'dumb down' or even necessarily to 'streamline'. It's simply a consequence of removing/limiting micromanagement in favour of macromanagement that the many of the smaller-scale details we're familiar with from older Civ games are lost.
 
I'm pretty sure this is another attempt to "streamline" things. A lot of kids don't understand percentage works. Therefore things like sliders and +25% buildings are confusing. 1+1 is much easier.

That argument would be convincing if there weren't percentage modifier buildings in Civ 5; unfortunately, Commerce-enhancing buildings would beg to differ, not to mention production enhancers and half of the science enhancers.
 
think the key thing that has to be borne in mind in order to make constructive criticisms is that the shift from 'city management' to 'empire management' in Civ V is a deliberate shift of focus, not an effort to 'dumb down' or even necessarily to 'streamline'. It's simply a consequence of removing/limiting micromanagement in favour of macromanagement that the many of the smaller-scale details we're familiar with from older Civ games are lost.

I guess that's why they removed the slider and the ability to switch civics? Or the ability to Alt-Select every city you have and select "emphasize production"?

Civ IV was superior in both empire management and city management. You can play the game without ever entering a city if you want to. You can set all workers to "auto". You could control your science output by adjusting a slider. You can move your entire army in a single stack.

Or, you could carefully select what tiles to work. You can control your workers manually in way that suits your strategy. You can create GP farms by manually assigning scientists. You can spread out your units in a tactical way, simular to the Civ V battle system, if you want to.

And that's the key. You get to choose. You're the master, you're in command. If you're tired and want a quick game, you can play it as casually as you want. If your wife is out of town and you want to try to beat Deity, you can manage everything on your own.

That's not how Civ V works. Civ V forces you a certain playstyle. City specialization is gone and the slider is gone. Basically you have no control anymore. Instead, everything boils down to a simply game mechanic: Happiness.

More happiness -> more cities -> more science/units/gold

And there's absolutely no way to control it in the macromanaging style that you talk about. You can't raise the lux tax, you can't switch civics, you can't switch religions, you can't stack extra defenders in the city. There is not way to manage the empire! The empire manages itself.

And the explaination is simple: Shafer wanted to focus more on the war aspect. In Civ IV, the player was heavily penalized for waging war. People got unhappy and you often had to neglect research to be able to build enough units. Then the AI civs would hate you and stop trading techs with you. Capturing new cities hurt your economy.

Shafer thought this was unfun, so he decided to remove things like war weariness. And by getting science from population, there is no risk that you fall behind in the tech race, because you immediately get beakers from the cities you capture.

It's quite funny actually. Soren removed maintainance cost from buildings and increased the penalties for waging war, because a lot of people wanted to be able to play in a more peaceful way. Then came this punk, who thought that war is the only fun aspect of the game, and turn it to an oversimplified boardgame. He removed all the penalites for waging war, and instead added new penalties for building stuff (roads and city improvements). It's so obvious.
 
I guess that's why they removed the slider and the ability to switch civics?

The ability to switch civics is awkward with the cultural victory condition - though I think it should be doable, it's a design choice that has little bearing on the fact that this is a more macro-focused game than its predecessor.

As for the slider, I have to admit I can't see a good justification for removing it. What I can be fairly sure of is that generic 'dumbing down', and I haven't seen a more specific charge, is unlikely to be the explanation - there's little disagreement here with the notion that console games are aimed at a 'dumber' audience than PC Civilization, and yet from another thread it appears that Civ Revolution had an economy management mechanic that was both more complex than Civ V's and forced micromanagement more than the traditional one.

Or the ability to Alt-Select every city you have and select "emphasize production"?

Quite honestly I never automate my cities (possibly a reason later games seem tedious in older versions of Civ, but on the occasions I've selected automate anything in earlier Civ games the AI has consistently made poor choices, or once a worker's finished improving an area, goes back and changes the old improvements just for the sake of giving the worker something new to do), so I hadn't noticed either that you could automate production for all cities at once, or that that had gone.

Civ IV was superior in both empire management and city management. You can play the game without ever entering a city if you want to. You can set all workers to "auto".

If you want to lose, sure. But it's not much argument that the older Civ games could be played as pure empire management games if the only way to win was to micromanage your cities. Unless of course you have a perfectly good explanation for why automated cities would never address unhappiness until they were in civil disorder, for example. Same argument once again as the 'flexible' tech tree that I think you yourself made - "Yes, you have the option to choose Polytheism rather than Bronze Working. By the way, if you do, you won't win".

As for whether Civ 4 did empire management better than Civ V? Sure, maybe it did - and as above I made the point that my comments were irrespective of which you believe to be the better game. All I can say is that the 'feel' of having an empire wasn't really there -your cities got the same benefits from sharing tradeable resources, say, as any random AI city with the same trade links to your cities. Other than building a monastery and missionaries, you couldn't do a lot to influence religion in your cities - and you could use the same missionaries on AI cities in exactly the same way (albeit usually less reliably). I used to love watching my cities connect each other culturally or, in older games, with the shared city radius borders ... but I think largely that was because it was the only sense the older games gave of playing an empire rather than a loose amalgamation of cities.

And it doesn't matter how much you automate the individual cities and their attendant workers if there isn't actually anything you can then do other than adjust a slider - you may be able to do away with all the micromanagement you want, but there simply wasn't any macromanagement to replace it with.

You can spread out your units in a tactical way, simular to the Civ V battle system, if you want to.

...and promptly lose to any stack the AI throws at them, since it doesn't play the same way.

And that's the key. You get to choose. You're the master, you're in command.

And if you choose wrong, you lose. That's a perfectly valid way for a game to play, but don't confuse options that are presented in order to make it more challenging to select the correct strategy, or to make the game more varied at 'casual' levels of play, with strategic diversity.

Truth be told, I've generally avoided the highest difficulty settings in Civ games - all the forced plays make them just too constraining to be interesting when I want to play a game that allows me to explore "what if gunpowder was invented in 900 BC?" type scenarios. Granted I also wasn't terribly good at the higher levels because of those very same constraints...

If you're tired and want a quick game, you can play it as casually as you want.

If you're tired and want a quick game, why would you choose Civilization over, say, an online version of Tigris & Euphrates, or whatever? I've never really felt a desire to play Civilization in any incarnation as a quick pick-up game, and if anything I'm more inclined to play a few rounds of Civ V that way than Civ IV.

That's not how Civ V works. Civ V forces you a certain playstyle. City specialization is gone and the slider is gone.

There's a whole menu on the city screen devoted to automating city specialisation if you don't want to specialise it yourself. There are even achievements unlocked for specialising a city sufficiently that it produces 100 gold, or 100 culture, or 100 science. You have exactly the same array of specialists and building types as in the past, forests and hills still produce hammers at the expense of food, and so on and so forth.

More happiness -> more cities -> more science/units/gold

Remove "More happiness" and this is a very apt description of the single winning strategy allowed by earlier Civ games. Certainly Civ V has problems, but for the most part you aren't addressing those (e.g. infinite assignment of population to work squares; you complain about losing the slider, but not about tying science to pop etc.), rather you seem to be looking at a "stripped-down" Civ engine and complaining about the very features it still has in common with the older games - strategic limitation, forced playstyles to secure victory, overemphasis on expansion and science over alternative strategies, bad automation, inability to play as a quick 'pick-up-and-play' game...

And there's absolutely no way to control it in the macromanaging style that you talk about. You can't raise the lux tax, you can't switch civics, you can't switch religions, you can't stack extra defenders in the city. There is not way to manage the empire! The empire manages itself.

You can't raise the luxury tax, but you can secure more luxuries. You can choose where to focus 'happiness production', rather than having to build happiness building X in every city. You can buy happiness buildings without interfering with production, rather than having to queue them, buy them, and wait a turn for their effects and to free up a production slot. You can't switch civics, but you can adopt policies that boost happiness and have permanent effects. You can't switch religions, but that gave a very situational way of controlling happiness in the past. You're complaining that the solutions the new version offers aren't the same as the ones the old game did, that's not the same as arguing the controls don't exist.

If you play without attention to securing the appropriate resources, without controlling your expansion appropriately, without making good calls about when to raze/puppet/annex cities, without focusing on social policies that will boost your happiness ... then happiness will clearly limit your play more than if you do any of these things. Testimony on this very forum asking for advice on controlling happiness clearly indicates as much.

And the explaination is simple: Shafer wanted to focus more on the war aspect. In Civ IV, the player was heavily penalized for waging war. People got unhappy and you often had to neglect research to be able to build enough units. Then the AI civs would hate you and stop trading techs with you. Capturing new cities hurt your economy.

Shafer thought this was unfun, so he decided to remove things like war weariness. And by getting science from population, there is no risk that you fall behind in the tech race, because you immediately get beakers from the cities you capture.

It's quite funny actually. Soren removed maintainance cost from buildings and increased the penalties for waging war, because a lot of people wanted to be able to play in a more peaceful way. Then came this punk, who thought that war is the only fun aspect of the game, and turn it to an oversimplified boardgame. He removed all the penalites for waging war, and instead added new penalties for building stuff (roads and city improvements). It's so obvious.

While no doubt wholly appriopriate for a rant thread, this is somewhat separate from the case I've been arguing. Warfare is present in all Civ games regardless of micro/macro balance.

I'd probably agree both that war is too easy in Civ V (at the very least there should be social policies that have as a downside a war weariness penalty, and at any rate people should become more unhappy if their army is losing), and that the constraints on it in Civ IV (as so many other things) were too limiting, as well as a poor simulation - in the real world, even in supposedly peaceful democracies, people rarely object en masse to wars their nation is winning, often very much the reverse. Dissatisfaction in the UK over the Falklands War, for instance, was much lower than the increased approval rate for the incumbent government as a result of the same conflict.

Quite often, conflicts actually act to promote social cohesion, sometimes even when a nation is the aggressor - again take Britain in the two World Wars (certainly our national story is that we entered the war in each case to protect allies elsewhere in Europe, but it's still the case that Britain declared war against Germany, not vice versa, when the island was at little prior risk; in WWII the German leadership had actually made efforts to keep Britain neutral in the conflict).
 
I like Steam, but sometimes it is absolutely ridiculous. I have been waiting on the "Preparing to Launch Sid Meier's Civilization V" screen for 5 minutes. In the meantime, I have browsed through at least 20 web pages and written this reply. Yeah, it has still not launched.

EDIT: Took only 10 minutes. Woot!
 
I like Steam, but sometimes it is absolutely ridiculous. I have been waiting on the "Preparing to Launch Sid Meier's Civilization V" screen for 5 minutes. In the meantime, I have browsed through at least 20 web pages and written this reply. Yeah, it has still not launched.

EDIT: Took only 10 minutes. Woot!

Wait... someone who LIKES steam? :eek:
 
Wait... someone who LIKES steam? :eek:

I like Steam, but not being forced to use it for a mostly single player game like Civ.
Buying HoI III Collection + Civ V with all DLC + All Total War games until Napoleon for less than $50 makes me feel like :king:
 
I like Steam, but not being forced to use it for a mostly single player game like Civ.
Buying HoI III Collection + Civ V with all DLC + All Total War games until Napoleon for less than $50 makes me feel like :king:

And after a week's download time you'll even be able to play them...
 
And after a week's download time you'll even be able to play them...

Actually, the list he put there I could start the download at midnight and it would be done by noon before I got home from work. If it takes a week, you need to talk to your internet provider. :D
 
And after a week's download time you'll even be able to play them...

Shouldn't take more than 2 days for all of them, as only ETW and NTW are the HDD hoggers among them. Also, you don't have to play all of them at once. In fact, you can't - they are all big games :D
 
1) Too much domination cheese: War is done by fast teching to "cheese" the AI, which, overall, is not a challenging thing. A tech tree with all the troop upgrades on the bottom makes it easy to cheese, and beelining for techs has very little downside.
2) TOO MUCH SCIENCE CHEESE: SV works by doing ridiculous strict RA's and then a GS cascade that, ironically, makes the high technology part of the game go by instantly. All my SV games feel the same except for Siam Legalism Uni's because of this. It's like my better (shorter) games depend more upon AI seeding and start location than skill.
3) Science and Diplomacy and to a lesser extent domination play nearly the same way: Diplo needs a bit more gold than science, but the two VC's end almost the same way, with a GS cascade. Mass lux selling and then PT/Rat RA "Median-whoring" ->GS cascade for whatever tech fits the strategy is honestly tiresome at this point. It's used to get good domination techs and VC techs.
4) The combat system was obviously designed for human vs human, like chess, but MP is instant turns The combat system IS an improvement in my opinion from Civ4's massive stack slugfest, but the AI can't handle it. It was clearly made for humans to fight eachother, but then it was taken out of MP and replaced by "who has the better connection/computer" combat.
5) AI is a sociopath with relatively shallow relationships, based off of broken/useless DoF and Denounce mechanics: in Civ4 relationships were more dynamic because trading was more a part and the policies and religion played into it. Civ5 diplo is repetitive lux/OB selling and getting betrayed.
6) No religion:need I say more?
7) HEXAGONS SCARE ME: jk, lol
8) Puppet empires require more luck than skill: "Hmm, in this reload my puppets build uni's instead of temples and granaries, oh wow, my VC came 30 turns earlier. Did I play better? No."
9) Planes can't scout or hurt tile improvements: both unrealistic and strategy limiting
10) Time between turns is obnoxiously laggy: I would rather play this game as a browser-only strategic view if the turns were reasonable.
11) Lack of Women: Okay, some may think this is dumb, but I personally loved Age of Kings because female workers finally appeared, and I think Civ could work in some female models (I think the settler has one female...). The game is a sausage fest except for creepy Cathy.
12) No map editor: Rerolling is time-consuming. In Civ4 if I wanted to start with certain resources i'd just replace the ones I had. Simple as that.
13) Too many equivalent units: There's archers, siege, melee and horses/tanks. Melee i guess gets two types at the beginning and end (sword vs spear, inf vs para) and there is the lancer (which is never built). I'd like to see more diversified units.
14) Borders are relatively static: I don't think the way culture and borders worked in civ4 was best, but I think civ5 went too far in its border inflexibility.
15) Large empires hurt happiness, not economy: its more realisitic that large empires would collapse because of bureacracy than "global happiness." im not against global happiness, but I am against trying to use it to keep empires small.


Here's what I LIKE about the game, pretty much in comparison to civ4.
1)Social policies are an improvement over Civ4: its more in depth and strategic. I'd like to see a religion/civ5 SP mix in an ideal world.
2) The combat system has potential: it's less repetitive than stack vs stack
3) It crashes less often than civ4 : while laggier it actually has less chance of blackscreening for me. I used to get industrial era crashes and crash @ turn XXX in civ4.
4) The leader interaction animations are fun: I like it when Rammy declares war on me! Its fun to watch him get angry and (in my mind, in a thick Vietnamese accent)say "YOU! YOU! I KILL YOU LONG TIME!"
5) Gold is almost always positive and spending it is part of everyone's strat: in Civ4 i often just struggled to keep my beakers @ 90%. I like how I feel like I have a real national budget in civ5.
6) Less things become obsolete : i hated how half the wonders in civ4 would become useless after a certain point.
7) The promotions are a lot cooler : this may just be a reflection of the better combat system, but I like how veterans are more specialized in civ5.
8) ICS isn't nearly as OP : ICS has been part of civ well before Civ5, and i like that Civ5 tried to address the strategy. I don't like cities being 3 tiles away, I would actually really like being able to make "binary" cities, like New York/Boston, where a large city could have a smaller buddy one within its radius.


There's my two cents. Sorry if anyone gets irked about grammar/spelling/capitalization consistency. I gave up partway through.

Edit: This wasn't in Civ4, but in RoN (basically an RTS version of Civ) there were units with activated abilities. That would be fun, too.
 
And if you choose wrong, you lose. That's a perfectly valid way for a game to play, but don't confuse options that are presented in order to make it more challenging to select the correct strategy, or to make the game more varied at 'casual' levels of play, with strategic diversity.

Truth be told, I've generally avoided the highest difficulty settings in Civ games - all the forced plays make them just too constraining to be interesting when I want to play a game that allows me to explore "what if gunpowder was invented in 900 BC?" type scenarios. Granted I also wasn't terribly good at the higher levels because of those very same constraints...

Remove "More happiness" and this is a very apt description of the single winning strategy allowed by earlier Civ games. Certainly Civ V has problems, but for the most part you aren't addressing those (e.g. infinite assignment of population to work squares; you complain about losing the slider, but not about tying science to pop etc.), rather you seem to be looking at a "stripped-down" Civ engine and complaining about the very features it still has in common with the older games - strategic limitation, forced playstyles to secure victory, overemphasis on expansion and science over alternative strategies, bad automation, inability to play as a quick 'pick-up-and-play' game...

I think this last may actually highlight the underlying issue many people have with Civ V but aren't articulating. I said in an earlier post that it struck me that Civ V was shedding the 'simulation-strategy' hybrid of earlier Civ games to focus more on the strategy game aspect. The trouble with this approach, however, is that before long you hit a wall.

Civilization is not a particularly good strategy game.

This is the dirty little secret, and the reason that many of the flaws now 'exposed' and that people now complain about are, as I pointed out above, truisms of Civ in all its incarnations. Take away the city management detail and many of the simulation aspects that make Civ so much fun as a 'what if' historical sandbox, and what you're left with is a core that Brett has described elsewhere as an "oversimplified board game". This is not a novelty of Civilization V, it's built into the engine.

Consider what pure strategy games have in common. A strategy game is not merely a game in which you execute a strategy, or which gives you lots of options - those can be said of World of Warcraft (you select a character type, you set your character's overall objective, be it winning a major item, reaching level X or whatever, and get lots of viable options about how to tailor that character on the way) or any other clearly non-strategy game you care to name.

The key element missing from these games is the competitive aspect - a strategy game is one which forces you to devise a strategy that's robust to your opponent's plays, while at the same time limiting that opponent's ability to execute their own strategy effectively. Games like WoW don't qualify because the way you choose to level up and play your character is essentially independent of how anyone else in the game world plays theirs, it's not a case of "his Hunter will reach my goal faster than I will, so I'll adjust my skills and kit to prevent him doing so". Civilization is much the same. It offers you a lot of options (questionable as the viability of many of them may be) to customise your cities and tech progression, but all focused on 'leveling up', as it were, your civ. Interaction with other civs - in the strategic sense of denying their objectives or responding to their plays - is limited, and the only sanction you really have is to go to war with them. Espionage can delay construction of key wonders or spaceship parts, but that's largely it as far as its relevance to securing victory is concerned.

It's much more a game where you choose, say, a cultural victory path, and simply adopt a build order that will get you there ahead of the competition than a game in which you win by actively stymieing your AI rivals' efforts to reach their victory condition. It's as though chess were about rushing to mate your opponent before he mates you, instead of about doing so while actively preventing him from getting mate himself. And as above there's only one response you can normally take when losing, which is strategically limiting, as well as often ineffective, since the occasions when you'll want to declare war to weaken an opponent's strategy will usually be when he's ahead, and being ahead gives that player an inherent advantage militarily.

There are signs that Civ V is trying to improve this aspect - city states are a mechanism for actively promoting competition between civs, however with the way the AI currently plays, and with the ease of gaining control over them, this doesn't really happen. Brett complains about the combat focus, but then when you've inherited a game engine that makes combat the only way of denying an opponent's strategy, I suppose you have to emphasise it to favour even that limited form of strategic play.

I'm surprised this is a new perspective for me, actually,as it neatly explains not only a lot of the concerns about Civ V specifically, but also the longest-standing irritations of Civ generally - the way that higher-level play does emphasise stereotyped build orders, since the game engine doesn't allow rival civs an option for derailing them, the weakness of Civ as a multiplayer game (since each player just does their own thing independently of what everyone else is doing), and the tedium of the later game when you're behind and know you won't be able to win - since Civ allows very little strategic flexibility once you've committed to one path and, having no way to interfere with opponents' plans, it's not a game that offers a lot of opportunity for comeback plays.
 
After originally liking the new CiV I now can take it or leave it. I play CIV almost daily, haven't played V in months...just no desire to. Anyway one of my problems with the new Civ is DLC. Don't like the idea of it at all. I know the industry is moving that way, doesn't mean I have to like it. Video games are already insanely profitable the idea of this new strategy to make even more money doesn't agree with me.

Having said that I am wondering if anyone has added up the the cost of all the current DLC available? I don't play the game much anymore so I don't even know how many DLC they have made. Just curious about how much the "complete" game will cost some one a year after its release. Assuming you bought CIV upon release and bought the 2 expansion packs you would pay about 110 US $. Though now you can get the complete pack for MUCH cheaper (Will DLC ever come down in price as did the expansions?). Just wondering what the total cost is for CiV with all DLC included.
 
After originally liking the new CiV I now can take it or leave it. I play CIV almost daily, haven't played V in months...just no desire to. Anyway one of my problems with the new Civ is DLC. Don't like the idea of it at all. I know the industry is moving that way, doesn't mean I have to like it. Video games are already insanely profitable the idea of this new strategy to make even more money doesn't agree with me.

Having said that I am wondering if anyone has added up the the cost of all the current DLC available? I don't play the game much anymore so I don't even know how many DLC they have made. Just curious about how much the "complete" game will cost some one a year after its release. Assuming you bought CIV upon release and bought the 2 expansion packs you would pay about 110 US $. Though now you can get the complete pack for MUCH cheaper (Will DLC ever come down in price as did the expansions?). Just wondering what the total cost is for CiV with all DLC included.

I don't know the exact total, but I bought everything all the maps, all DLCs everything. It must be around $100 or a bit over. The game was $59.99 at Best Buy the day it came out. I feel it was not such a great investment at this point, but I am hoping and trying to remain optimistic that the game will become much better in the future.
 
I don't know the exact total, but I bought everything all the maps, all DLCs everything. It must be around $100 or a bit over. The game was $59.99 at Best Buy the day it came out. I feel it was not such a great investment at this point, but I am hoping and trying to remain optimistic that the game will become much better in the future.

I really really hope you are right.
 
I don't know the exact total, but I bought everything all the maps, all DLCs everything. It must be around $100 or a bit over. The game was $59.99 at Best Buy the day it came out. I feel it was not such a great investment at this point, but I am hoping and trying to remain optimistic that the game will become much better in the future.

I think I've bought most of the DLC full price, but picked the core game up in a Steam sale for somewhere between $10-20, complete with Babylon. So overall (and yes, I've bought everything for completeness) I've probably paid about the cost of a 'retail' copy of the game..

Is it worth it? It's the cost of a couple of pizzas, so it would have to be pretty bad going *not* to be worth it...
 
I think I've bought most of the DLC full price, but picked the core game up in a Steam sale for somewhere between $10-20, complete with Babylon. So overall (and yes, I've bought everything for completeness) I've probably paid about the cost of a 'retail' copy of the game..

Is it worth it? It's the cost of a couple of pizzas, so it would have to be pretty bad going *not* to be worth it...

I suppose we can agree that it cannot get worse. You mention pizza though and that depends on what pizza your talking about. A few good brick or stone baked oven pizzas (Like a few pizzas' from Frank Pepe's in New Haven, CT.) would be worth 70 to 100 bucks. However CiV to me is not equal to no damn good pizza in its current state. Hey Phil I am just kidding man, just trying to be funny! I stand by my purchases of CiV. :lol: The game is what it is. It could of course have been a lot worse and I feel it will only get better.

I really really hope you are right.
Me too man!
 
I always find that it's better to wait for an expansion or something before buying the game. Therefore I waited till the GOTY edition to buy it. But I also think that Civ 5 is not as well made as Civ 4. But it's worth more than a couple of pizzas :lol:
 
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