knighterrant81
Warlord
- Joined
- Aug 9, 2011
- Messages
- 272
First of all, I'm not interested in which one is better. I want to hear what you think are the differences between the games. The basics of course are obvious; I'm talking about what the game emphasizes.
Here's what I see:
In 4, you had lots of different "resources" that often acted independently of each other. gold, hammers, food, science, culture, religion, civics, gps, pop rush, specialists, strategic and luxury resources, corporations, health, even city spam is a "resource" and so forth. Since these weren't strongly tied together, you could invest in one without really hurting yourself in another. Sure you would fall behind if you invested so much in one area at the expense of another, but investing in one didn't cost you in another resource, unless you were severely over invested.
In 5 you have a lot of the same resources, but there are fewer total resources, which means you are going to run into situations where investing in one resource will really hurt you in another area. For instance, happiness in 4 never seemed to matter much until late game or if you were playing high difficulties; in 5 happiness is central to the game if you want to expand - it "costs" a lot of happiness to build new cities or conquer your neighbor! The same could be said for gold - you need it for just about everything, so that means you're going to have to make more tough choices about whether you want that new city-state buddy or that new research agreement.
4 was a lot of fun, it was great to see if you could leverage an advantage to win. 5 is interesting too - but you have to balance all your resources a bit more than you did in 4 - you can't go attacking if you're at -6 happy, so you had better build some culture so that you can get that next SP that will boost your happiness.
1UPT - Stacks of doom have never made for the most interesting play. 1UPT definitely makes Civ more tactically interesting, and it is fun sometimes to beat up on a superior force because of their (terrible AI) tactics. However, it does cause problems - things get cluttered and workers and allied units often get in the way. It may be more tactical, but it is also annoying at times.
Diplomacy - the Diplomacy in 5 makes perfect sense if you understand one thing: the AI is trying to win. Whenever it sees an advantage it will take it unless the cost is too high. So for instance if you are getting tons of DOWs on you from your "friendly" neighbors, you need to build up your army so you are less of a soft target! This serves as a check on "total builder" playstyles. You can't neglect your military in 5. You don't need a ton, you just need enough to convince Napoleon you aren't worth the effort. Which was also present in 4 - I've had Monty land on my shores for a sneak attack many times in 4 when I neglected my army too much - but it seems like in 5 you are less able to convince AIs to leave you alone or play nice through pure diplomacy.
Here's what I see:
In 4, you had lots of different "resources" that often acted independently of each other. gold, hammers, food, science, culture, religion, civics, gps, pop rush, specialists, strategic and luxury resources, corporations, health, even city spam is a "resource" and so forth. Since these weren't strongly tied together, you could invest in one without really hurting yourself in another. Sure you would fall behind if you invested so much in one area at the expense of another, but investing in one didn't cost you in another resource, unless you were severely over invested.
In 5 you have a lot of the same resources, but there are fewer total resources, which means you are going to run into situations where investing in one resource will really hurt you in another area. For instance, happiness in 4 never seemed to matter much until late game or if you were playing high difficulties; in 5 happiness is central to the game if you want to expand - it "costs" a lot of happiness to build new cities or conquer your neighbor! The same could be said for gold - you need it for just about everything, so that means you're going to have to make more tough choices about whether you want that new city-state buddy or that new research agreement.
4 was a lot of fun, it was great to see if you could leverage an advantage to win. 5 is interesting too - but you have to balance all your resources a bit more than you did in 4 - you can't go attacking if you're at -6 happy, so you had better build some culture so that you can get that next SP that will boost your happiness.
1UPT - Stacks of doom have never made for the most interesting play. 1UPT definitely makes Civ more tactically interesting, and it is fun sometimes to beat up on a superior force because of their (terrible AI) tactics. However, it does cause problems - things get cluttered and workers and allied units often get in the way. It may be more tactical, but it is also annoying at times.
Diplomacy - the Diplomacy in 5 makes perfect sense if you understand one thing: the AI is trying to win. Whenever it sees an advantage it will take it unless the cost is too high. So for instance if you are getting tons of DOWs on you from your "friendly" neighbors, you need to build up your army so you are less of a soft target! This serves as a check on "total builder" playstyles. You can't neglect your military in 5. You don't need a ton, you just need enough to convince Napoleon you aren't worth the effort. Which was also present in 4 - I've had Monty land on my shores for a sneak attack many times in 4 when I neglected my army too much - but it seems like in 5 you are less able to convince AIs to leave you alone or play nice through pure diplomacy.