TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
There is no doubt that 1upt in civ6, which is better than 1upt in civ5 IMO, adds a lot more tactical and strategic planning to war. You have to carefully plan unit movement and which units should attack which enemy units and when. In civ4, you just need to have a bigger stack and attack.
Try this in Civ 4 MP without more nuance and you're going to die. Even if you outnumber them 60-40.
If we're not talking MP, however, the Civ 5/6 AI don't require much in the way of tactics that's harder than 4.
4's real advantage is the UI when managing 30+ cities. Civ 5/6 are utterly pathetic in comparison. It's not even kind of sort of close. There's not a person alive that can consistently manage 20 civ 6 cities faster than I can manage 50 in Civ 4 turn to turn in the late game, all coming down to UI + game performance.
This definitely helps speed up the game. In civ6, the wait times between turns can get a bit long, especially in the late game.
Firaxis deserves some heavy blame for this. Not sure if it's still true now, but when the game released someone on this forum was able to find that animations were being performed off-screen during AI turns. That sort of thing isn't really excusable when it comes to optimization. They basically didn't try and it shows.
Couldn't imagine obsolete units overtaking/overwhelming contemporary units in civ6.
I've done it. Tech differential is more meaningful in Civ 4, not less. On deity against the AI's unit spam, doesn't matter. Artillery armies can 2-shot mech infantry, at 5 range.
Even before very late game, gg-boosted knights under oligarchy + oligarchic legacy have 61 strength, before promotions. If you shoot target with xbow you can have knights attacking at 66 strength with rout...this is more than renaissance cavalry have by default.
Similarly, with battlecry + above bonuses and one promotion muskets fight at 75 strength. This is more than infantry, and it's before involving corps. If you have corps and a few promotions muskets can 2-shot AI infantry, which rarely stacks these bonuses properly.
Speaking of xbows, 57 ranged attack is a lot and only needs two promotions. For players that can avoid losing units these scale up into monsters and you often have them after defending initial rush with archers. Field cannon upgrade + make them armies is pretty stupid, should be useful all game despite the obsolete nature of the unit, unless/until AI starts doing something in the air.
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