Civilization 5 Rants Thread

Where in hell is Pitboss/PBEM ?

15 months after launch 2K announced in this post that Pitboss was under development and that it would come in a free patch. It was december 2011 and it's the last time they said anything about pitboss.

Now 10 months later (and 2 years after launch) we are still waiting. There is no ETA, no details, not a single update, nothing, we can't even tell if it's still under development or if it's been canceled.

All posts and messages on 2K forums on this subject are ignored.
Bleah, disgusted.

/End of Rant
 
As the majority of your post seems to be directed at me, I will glady respond.
Sure, no worries.

Feel free to disagree if your impressions of the game differ from mine. I DID however, most definitely, play the game, just not the expansion.
Yes, I saw that. It seemed the discussion was in the context of G&K, particularly with the supposed improvements in AI behavior, warmongering, etc. So, it seems like taking comments about Vanilla and posting them in context of G&K. The only way we have to relate them is the idea of applying general anecdotes and reviews of others about G&K. That's fine to form your own opinion and make your own purchse decision of course, I won't gainsay that. It's just kind of strange to take the podium to champion that opinion by backing it up with brief experience with a previous version of the product which has uncertain carryover to the current version, and third-party stories.

I'm not trying to attack you or anything, I very much appreciate the time you've given to offer your insights. We do need to find some common ground, though, which seems hard since you haven't played G&K.

For example that religion is just like yet another tech tree (in addition to the actual tech tree and the social policy trees). This enhances the feeling of gathering bonuses instead of building an empire.
I don't know about that. There are "levels" yes but only 2... you spend a prophet to choose your bonuses, and later you can spend another to get extra bonuses.

I personally don't have any issue with choosing your bonuses; in fact I suggested that implementation years and years ago. It's an elegant fix to the people who get bent out of shape about some religions having different bonuses than other religions, and how those bonuses might be better or not realistic / historical. Best not to enter into those kinds of debates. So what's the obvious fix? Let the player choose the bonus for his religion during gameplay.

So now, people are saying this turns it into "yet another tech tree?" Just can't win, I suppose.

Espionage, on the other hand, apparently seriously lacks usefulness. Again, I don't have any personal experience with these specific issues, but it is what I have read.
Well there are definitely uses. You can steal techs. You can boost relations with a city state, which results in added luxury resources, and possibly added culture or faith points every turn. How is that "lacking usefulness"? Whatever reviews you have been reading are not hitting the mark, seems to me.

You get punished for building buildings, up to a point where apart from a few buildings you don't want to build anything at all.
Why wouldn't you want to keep making stuff? You constantly get new techs and new buildings which give bonuses, so you want to make them. This is the same as every Civ back to when Sid had a wet dream 20 years ago.

This was for me terribly unrealitic and anti-immersive, as large cities should require certain buildings to function properly. E.g. every large city in our world has a hospital, most have a university, all have a water system (Sewers, aqueduct etc). You could leave these things out in Civ 4 (and sometimes had to, if other matters were more pressing), but it would decrease the city's funtionality. In Civ 5 there is no point in building most stuff, because the building time is insanely long compared to the effect you get, not to mention you have to pay maintenace as well.
From what I see, Civ5 has a couple of main differences from Civ4:
  • different scale on gold, science, etc.
  • there is no commerce

So, when people say "the effect you get" is minimal, then to me that's saying that it seems not worthwhile when you only get +2 :c5science: for example. If you're thinking in terms of Civ4 then yes, that wouldn't be much. But in terms of civ5 a couple of added points is a big deal.

For no commerce, this is pretty important. It means that gold is not tied to science. You don't have to give up science to get gold, or vice versa. So, what's the point of gold? To upgrade units and pay maintenance. That's it. So, is it a huge farking big deal to pay a little maintenance? No. It's something to manage, and to ensure you don't overextend yourself. But if you simply play the game, you'll have more gold than you need to pay for things like University maintenance.

You get punished for building cities, which would be an acceptable mechanic if it actually worked to limit ICS, which it doesn't.different scale on gold, science, etc.
There have been costs to cities in every Civ. No point here that I can see....

You get punished for being successful in wars and capturing cities, which imo is simply ridiculous.
Not sure what you mean here. The happiness cost?

You even get punished for building roads, which is especially annoying with 1UPT, as you need the roads to compensate for the horrible path-finding when moving units (e.g. when a unit is blocked it will complete it's movement by hopping off the road into a jungle or whatever).
I honestly don't see that as "punishment." It's different; so what? In Civ4 you were punished for having to send your workers to build roads in every single tile, which made you build more workers and was a huge micromanagement hassle.

With all due respect, I find it hard to take this seriously. The very first game I played was on emperor, as I had heard Civ 5 had become easier. I was doing fine and was about the same level as the other nations for most of the game, which was already surprising to me, as I didn't really have a clue of what I was doing. But after a big war broke out was when I became a total run-away, and quickly had more than double the points than the best AI. The reason being that war was so ridiculously easy. It's hard to even call it war, when all the AI did is throw single units, including siege weapons, and even unguarded workers, settlers and great generals at me. And I don't mean on occasion, I mean literally almost every round. Despite the AI's production bonuses it was totally annihilated, and I am by no means a tactical genious. At no time in the game did I ever fear even losing a unit, let alone a city. Of all reasons, this is what totally broke my desire to play the game, as it was simply boring as hell to know that all you have to do to win is go to war.
I haven't experienced this behavior at all. Perhaps a Vanilla trait they've since fixed.

I can think of many things, like establishing embassies and having restricted open borders (only peaceful units can enter territory), as the RAND mod added. It's not the amount of options though that bugs me, it's that I never felt like dealing with other nations. They all felt like the same schizophrenic warmongerers, whose only goal was to make life as difficult as possible for you for no apparent reason. I have heard this has got better in G&K, yet only by a margin.
The AIs definitely have different propensities and also adjust their behavior during the game. e.g., Gandhi will attack you if you piss him off, but otherwise he seems naturally friendly and peaceful.

Maybe it's subjective, but an interface with big glowing circles popping up the whole time and a huge glowing END TURN block instead of a small modest circle seem childish and console-like to me.
You're right, that's totally subjective.

In addition, I was never able to figure out the cityscreen interface, and its mere appearance doused my motivation to try.
??? Don't recall having any trouble at all with that. How many games did you play again? Did I see that you only played it for free over one weekend, that's it?

Everything seems flashy and colorful, but it's hard and counter-intuitive to get to actual information. When you try you usually need more clicks than would have been necessary. A simple example is the map grid, which you need two clicks to activate instead of one. This may seem trivial, but it all adds up.
You don't need two clicks if you leave the grid window open, that's personal choice. Seems to me it's a better solution than Civ4 which permanently took up screen real estate and didn't even give you the option to hide the options.

I'm sure there are better places than the rants thread to get an overview of the different exploits. Among the most notable is the trading exploit, where you ask for a huge gold sum and give gold per round in return, only to declare war right after.
Yes, that's true, I've experienced that. However, what you don't note is that you suffer a permanent diplo penalty as a result. You can DOW a civ without penalty if you don't have any current trade agreements. If you do, then you get a hefty penalty. And not just with that civ, but with all of them.

To me that is all well within the real of possibility, reflects real life, and the penalty you pay makes it not an exploit.

What's wrong with it? It contains basically no information at all! Whenever I wanted to look up what something did in the game I NEVER found an explanation in the civilopedia. Just some fluff about when certain units were used in real life and the such, which is useless gamewise. It doesn't even use hyperlinks, which were included in Civ 1 in pre-Internet times!
Ah, yes. I think that's in line with their decision to remove the gameplay transparency to an extent. e.g., you can't see the diplo modifiers anymore. Same with the civilopedia, some of the underlying game mechanics aren't spelled out.

I suppose it doesn't bother me so much because I'm just trying to have fun, not game the system.

Even hardcore Civ 5 fans will say that naval combat pre-G&K was basically non-existant.
Doesn't seem relevant to me. I didn't play and don't iintend to play vanilla Civ5.

Low tile yields, for example, are a result of the game not being designed for many units, which would result in a Carpet of Doom situation.
Not sure I understand this comment. Wouldn't high tile yields tend to lead to greater production and more units / COD? So, lower tile yields would indicate that the game was designed for fewer units (which is different from not being designed for many units).

This on the other hand, makes city placement - decisions I could spend 20 minutes or more on in Civ 4 - close to meaningless.
It's far from meaningless but it doesn't take 20 minutes, for which I applaud. It's a relief not to have to micromanage to that extent. And, to not have to deal with the angst of "oh the AI put that city 1 tile in thewrong spot, I'll have to raze it and rebuild" which is just moronic.

With Civ5 you have a little flexibility in how you build and the min/max decisions are not game-breaking choices. They do have an effect, but not to the extent that you feel you have to rebuild a city in the right spot.

It also means that resources are sometimes bad, as the tiny bonus they offer is smaller than what you could get with a resourceless tile. Of course the scale of the game is ruined too.
You're talking about food resources, sounds like (not strategic or luxury resources, both of which are entirely different).

I agree food resources are not the huge deal they were with Civ4 where they impacted health. But I don't see where they could possibly be bad. Why would you not want a tile with greater yield?

But the point I was making was actually another, namely that the game has invariably been shifted from strategy towards tactics. Strategic decisions don't matter much anymore, because no matter what we do the game will at some point result in a war
I've had games w/o any wars.

which we will win due to our far superior use of tactics compared to the AI.
The G&K AI seems to me to be much better than you give it credit for.

As I mentioned above, in my first game on emperor I was more or less just building random stuff, e.g. I was planting farms everywhere. This is apparently a very bad strategy, as I found out later.
Why is farming a bad strategy? Seems to me it's a pretty good one.

The general consensus among Civ 5 players seems to be that, yes, the AI has improved with G&K, but only by a very small degree, which some admit not to have noticed at all. So I cannot imagine that my experience of the game would differ much from my previous one, and definitely not nearly enough to make the game enjoyable for me.

I hope this answers your questions. As I said at the beginning, if your experience differs from mine and you are having fun with the game, all the better for you! For me however, my once favorite series, which I started to play at the age of ten or so with Civ 1, has been ruined with Civ 5.

It helped, thanks for taking the time. Still, it's hard to compare my experience to yours, as you admit you haven't played G&K and only played Vanilla for a few hours one weekend. I'd suggest to play G&K so we don't have to compare to an out of date and irrelevant benchmark. Just a suggestion. :)

Wodan
 
Uff, please don't take it personally, but I won't have the energy to respond to everything. Thing is, these issues have been reiterated ever so often. Look through the forum, it's full of them. Concerning the poor performance of the AI for example, you will probably find at least five threads on the last two pages, and more in the G&K section (didn't check). I mean, we are at the end of a 200-page rants thread! Some other points you seem to have misunderstood, like yeah, of course I mean happiness when I say that you get punished for founding or capturing cities, and the punishment in building buildings are maintnance and the opportunity cost, which are for most buildings out of proportion related to the effect they bring. What you say about gold and science being seperate entities is correct of course, but for me that's actually another downside which I hadn't mentioned yet, as it feels more like accumulating commerce rather than managing commerce.

You are also right that my own personal experience with the game is slim. But seriously, in the games I played during this weekend, I was bored to tears. I had to keep forcing myself to play on till I thought what's the point? I did read countless reports and threads as to find out what exactly, beyond the obvious, went wrong, and I believe to understand the game's mechanics. Therefore I do feel that my opinon has a solid foundation, despite having little personal experience. But even if I had no clue of the mechanics, I just didn't like to play the game! Sorry, I'm sure you're a sound guy but I won't be buying civ5 + expansion and playing it for hours just to be able to discuss it with you on the same level of personal experience in the civ 5 rants thread. ;)

If you're interested in an into depth analysis of the game's core mechanics, look up Sulla's article, in case you're not familiar with it yet. The first half is a bit dated, but the core mechanics he then goes on to discuss are the still the same after the release of the expansion.
 
Don't worry funky you are in the right track it seem. I already stop playing the expansion pack for weeks, for the first time in my gaming life I experiences traffic jam in unit movement, thanks to 1upt, and also the severe punishment on building road make your artillery crawling in the jungle and hills for several turn when trying to entering a narrow passages, try to enter one by one with other unit.

I can't finish my last game even I'm on top score. I was 1500 while the second best is 500, because playing it was so tiring like a homework, and not tired on strategical stuff but tired on something unnecessary.

The religion a bit interesting because you can customize it but the other, diplo, spy, etc etc, is a flat line not to mention the happiness system it just shut you and punish you so badly when expanding to fast by war. Although The battle is better but with the punishment on expanding it becoming tiring. Overall a big no no. I already type these things kind of comment but I delete it not to post it, but seeing this thread I like to post this comment. And this is my own opinion, I try to like civ 5 but I fail.
 
This is rant thread, not discussion thread. WTH
 
Regarding expansion I would admit that it can be a very different game from the vanilla, it may as well have been improved in all aspects. But you see, nothing can improve unless the 1UPT concept is reworked, which as I here follow has not. For those who do not understand the huge problem with 1UPT, just a short summary:
1) 1UPT carpets the land. This means that instead of terrain, resources, land improvements, land features which gives the game its unique lively mood you see units. Carpet of units. Which makes the scene look very silly and strained. It looks and feels like a chessboard not a planet with lands.
2) 1UPT carpet is tiresome to move. Imagine moving all units one-by-one, very tiresome, game breaking, because if you are a serious and maximalist player you cannot rely on the automatic moving algorythms.

So if these two are not fixed, why would anyone try the expansion? Its quite logical that in any situation these two would cause the same old feeling of boredome and unsatisfaction. Firaxis should admit that they failed with 1UPT, its not too late.
 
What does that mean? "break every other mechanic"?

Every one of production, food and commerce had to be seriously nerfed in order to fit in 1UPT (and this is not a choice, it was either nerf these or abandon 1UPT). As every single other game mechanic apart from tactical warfare depends on one or a combination of them three inputs, to accomodate 1UPT the game designers indirectly destroyed every mechanic other than tactical warfare through nerfing their base components.
 
If you're interested in an into depth analysis of the game's core mechanics, look up Sulla's article, in case you're not familiar with it yet. The first half is a bit dated, but the core mechanics he then goes on to discuss are the still the same after the release of the expansion.

Or read T-Hawk's Civ 5 section of the Heroic Epic, and then come back and read this post he made in a RB discussion about his Civ 5 game reports:

T-Hawk said:
Thanks for the good words, old friend.

Sirian said:
But it is good to see that there is plenty there to strategize over for those who can enjoy the game as it is.

There is, but there isn't. All the strategy in Civ 5 is on a very small level. All my work optimizing the path through the culture policies added up to maybe three turns difference on the ending date. All the work of picking the best city location means maybe one more citizen because the food cost is so brutal and maybe four more hammers because the tile yields are so homogenized and flat. My work on optimizing the payoff of research agreements was a small corner of the fact that buying maximum research agreements is always correct and dominates any other way to spend gold.

There's no big-picture strategy aside from the single branch of win condition. Games of Civ 5 always develop the same way. There are no drastically different approaches like a Pyramids-Representation economy, or Great Lighthouse economy, or deeply beelined slingshots like Lib-Democracy, or crazy Great Person farms with twenty specialists, or Globe Theater drafting, or a workshop-powered State Property empire. Social policies appear to provide branching options (and fool the reviewers into thinking so after their single game), but really just serve to feed your chosen win condition. Culture always wants Piety, space always wants Rationalism, diplomacy always wants Patronage, military always wants Honor. The strategy is illusory.

That single strategic point of win condition captured my attention for about six games, but now I have hardly any desire for more. The one thing left to do was Always War, and I started that, but lost interest after 100 turns since it was playing out just like every other game of Civ 5. I was trying to use the Aztec ability to catapult through some social trees, but the exponential cost of policies means you really can't ever get ahead. Always War itself is surprisingly uninteresting when conquest does you no good, thanks to the happy cap.

There is strategy in Civ 5, but once you've seen it, you're done. It doesn't vary. I enjoyed solving it, but now it's solved.


Quote:
I've always been a Large Map lover, so it didn't hit the spot for me.
I picked large for this map, for exactly the wrong reasons. Not at all for more cities and land and room. The large map provides more ruins freebies and more city-states and more AIs for gold-bilking and research agreements, all of which overshadow your own civ's development. Civ 5 strategy is dominated by exploiting external resources, not by developing your own civ.

When the difference between lots of effort and no effort at all is a 3 turn difference (highlighted section, twas a quick culture win game), you have a very badly designed game from the perspective of re-playability and challenge.

It is a puzzle that has six solutions, tops, and then is a matter of following one of those fixed formulae. As regards wanting a challenge, at best it is a game you play 20 times to optimise those six solutions and then shelve, permanently.
 
This is rant thread, not discussion thread. WTH

We keep the thread alive so that others can hear the truth about the game and not be fooled. In achieving that goal discussion is good.
 
Keep the critical discussion going. Thanks to all who make this thread a resounding PhD thesis on what went wrong with Civ V.

Its becoming clear that the demise of Civ V was caused by 1UPT and how it forced pervasive changes through nearly all game mechanics. Civ V could be salvaged by replacing 1UPT by the Civ IV type stack and reversing all pervasive chances needed to make 1UPT tolerable.

However, 1UPT isn't the only thing that needs to change. Civ IV's culture based Domination Victory must replace Civ V's current Domination definition = keeping one's own original capital while all other Civs have lost theirs. Civ IV's Conquest Victory should also be adapted into Civ V. Getting lump sum deals for Wpt before a DoW simply must not be allowed; either don't allow the trade or require a non-breakable peace treaty to go with it.

I've also subscribed to the Civ V Raves thread a few weeks ago, but I haven't been notified of a post there yet. Not surprising, since there's nothing in Civ V to Rave about. Sure, it has a lot of inovative game mechanics, but they don't work well together as a whole like Civ IV, especially as they do in Beyond the Sword.

Sun Tzu Wu
 
I've also subscribed to the Civ V Raves thread a few weeks ago, but I haven't been notified of a post there yet. Not surprising, since there's nothing in Civ V to Rave about. Sure, it has a lot of inovative game mechanics, but they don't work well together as a whole like Civ IV, especially as they do in Beyond the Sword.

Sun Tzu Wu

Not really on the innovations front. The biggest "innovation" in the game was 1UPT which was clearly stolen from PG.

Hexes were no innovation either, they've been around in this type of strategy game since they were only played on tables.

About the only thing was the substitution of civics unlocked by tech for policies gained through culture, but frankly with the game they were stuck into they were very formulaic. You'd have one policy for culture, another for war, a third for space and a fourth for diplomacy.
 
Ok, very few game mechanics/game subsystems are innovative, but one would hope that the game experience as a whole is innovative. The City State game subsystem is innovative in the context of the Civilzation series, but it is rather trivial to leverage it to speed up tbe chosen victory condition. Civ V has great promise, but altimately fails to deliver. Gods and Kings fails to fix the fundamental failures of the original release. So I'm sticking with Civ IV Beyond the Sword.

Sun Tzu wu
 
One thing that`s beginning to bug me is when the AI attacks your city with, say bombers, it attacks one at a time over and over. Sometimes I`m sat there for 5 minutes waiting for the bombing of my city to be over.

Wouldn`t it be better to have the computer figure out how many bombers are attacking one target in one turn and just have the 5 or 6 or 7 whatever bombers attack in formation? It would be quicker and actually look more realistic.
 
Always interesting to read rant posts(even if i don't agree them all), but some of you are still sticking on vanilla mechanics. I mean even RAs are plain useless now in GnK. Lot of things have been changed.

There is less ''homogenuous'' strategies than before. But i still think that this game is way more fun when playing multiplayer(against humans, and way more fun than civ4) due to 1upt. This part of the game brings the human to really think about protecting all spaces gained throught an empire expansion. The SoD killed that aspect.

The main reason why singleplayer is way more boring is because the AI can really not make proper decisions when they are warring. Killing 4 units while you lose only 1 is really not ''normal''. Kill 2 when you lose only 1 into multiplayer and you are a top player. The SoD makes the AI much more brillant and it's perfectly normal. There is way less iterations at thinking from a 1 tile view(SoD) than infinite views(1pt).

They failed with the AI because they didn't make enough research and programming. They released the game too fast.

This game is still top 10 games played(Steam). Why they would worry?
 
Well, Wodan won his argument.
 
But i still think that this game is way more fun when playing multiplayer(against humans, and way more fun than civ4) due to 1upt. This part of the game brings the human to really think about protecting all spaces gained throught an empire expansion. The SoD killed that aspect.
I never played civ 5 multiplayer, so correct me if I'm wrong, but from what I have read it is still (after two years) full of bugs that lead to crashes and disconnects regularly. That there is no point in starting a game with more than four players. That there are constant freezes caused by various reasons. These all seem annoying enough, but what about design flaws? Like there being no delay at the start of the turn for a unit which moved at the end of the last one, resulting in a "who clicks faster wins" scenario? Or not being able to move once you finished your turn, resulting in everyone sitting out the timer? Not being able to save? Have any of those (imo game-breaking) issues been fixed?

Regarding what you said about the protection of "all your spaces throughout your expansion", why would you want to do that? Why should there be a need to do protect all your spaces? Isn't the protection of certain crucial points, like cities, forested hills, or choke points a lot more realistic and to the point? In this regard, stacks didn't "kill" anything. And the "build the larger stack and win" nonsense which has been reiterated by deluded civ 5 fans repeatedly is obviously far from the truth of civ 4 gameplay. In fact, battles in civ 4 - which are actually battles, as in big armies fighting eachother and not single units - are in fact of rather tactical nature in MP and are often decided by the tactical finesse of the players. Civ 4 MP is also still very much alive, the standard ffa games including 7 players, and some games featuring a dozen or more participants. Disconnects are an issue here too, but (again, from what I heard) not a fraction as bad as in the game's successor.
 
When joining NQ(no quitters group) and civplayers games, you can play 6-8 players game and finish them. Everyone can disconnect and immediately reconnect the game from the private chat lobby. If the game freezes, we can reload(auto save) it and continue. The game is more stable than...let's say...a year ago, when a multiplayer patch appeared.

What i mean by protecting land is that you actually need to protect more tiles(naturally from 1upt style). The SoD implies a good choice of units(balance) and to counter other type of units i agree. But it's also the case for civ5 but with more tiles to play on(mainly because there is ranged units and city that can attack from many tiles away).

I had lot of fun playing civ4 multi but i largely prefer the way we fight in civ5. The 100 hp feature grantly helped tactical combats. The AI is slightly better than vanilla but he still can't handle fights properly.
 
From what you say, Civ 5 multiplayer seems to actually be playable then now. I can imagine that the game is indeed more fun when not having to deal with a moronic, suicidal AI. I have way too many gripes with other aspects of the game to perceive civ MP as an entertaining experience, but if it's playable now, that's a start, I guess.
 
This game is still top 10 games played(Steam). Why they would worry?

2 weeks after release a 11 month old game, FM2010, with it's successor out the same time as Civ 5 had three times the players on the Steam servers, and most FM10 players weren't playing on the Steam servers (c. 70,000 average vs a c. 22,00 average).

Top ten in numbers of players doesn't mean anything much outside the top three or four.
 
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