well roughly its correct, to quote the historic movie "Life of Brian"I don't think that one's correct.
I don't think that one's correct.
I believe this thread illustrates just how subjective this game is on many levels.
Here are some examples of what can happen in this game.....
America founds the Muslim religion....
Scythia sends tanks and planes to conquer Japan....
Polish chariots are destroyed by Egyptian archers....
Some great Admiral grants Aztec a battleship armada....
Anyone see a trend for realism here? Is an unrealistic calendar really a game stopper?
Good point. If there was an option to show the current era instead of the year on the main screen, I might use that.The only thing immersion breaking is that Firaxis use a date as well as a turn number.
I never play deity to be immersive, its just not designed for it.
You started really well then down came the judgement hammer.
I would definitely use that! I mean its nice to know what the average era is.... its not easy to work out and not shown anywhere.Good point. If there was an option to show the current era instead of the year on the main screen, I might use that.
Perhaps, and it wasn't my intent to judge one wrong or right. I was simply asking the question, why can we accept some unrealistic situations and not others?
Well this is probably the case, and much so after latest patch. So we came to this conclusion:
Play on King or Prince for (relatively) immersive but unchallenging game.
Play on Deity for challenging (until you learn the narrow scope of applicable/mandatory weird choices) but immersion breaking game play.
Not so cool…
I still hope they will change this. For example by locking eg.: atomic era discoveries until 1900AD. The AI can still run away with large infrastructure/army/culture etc advantage, which I have no problem with from semi-realism point of view.
This has nothing to do with playing on Deity or not. The research costs are massively undertuned.
Well sure it does, if someone is bothered by this immersion-wise. And you are actually most likely right: simply changing the era multipliers in the xml may solve my whole issue. I just wonder why are the research costs so much under-tuned by default??? I never used mods, but I am afraid I need to start using them if I want to continue to play
Well sure it does, if someone is bothered by this immersion-wise. And you are actually most likely right: simply changing the era multipliers in the xml may solve my whole issue. I just wonder why are the research costs so much under-tuned by default??? I never used mods, but I am afraid I need to start using them if I want to continue to play
I really feel like a lot of complaints about this game could be rectified by adding a number of more 'options' for people to tweak the game more to their liking (instead of leaving it entirely to Mods).
I've said this before, but I think a lot of it less undertuning (though I think the year to turn mapping is definitely off) and a divide with how people pay the game. The game design is more for 'competitive' play: i.e. beeline to particular techs to complete your victory type as fast as possible, ignore techs you don't need. Sort of the opposite of 'immersive' play. Civ 5 was also like this to some extent (see bottom vs top half of the tech trees). But by BNW you also had a lot more techs/gaps filled in by the end - which I wonder if they are doing with this to some degree (i.e. they paced it for their perceived future tech tree state instead of current state.)