Do you prefer Civ IV's traits or Civ V's unique abilities and what'd you prefer in VI

Do you prefer Civ IV's traits or Civ V's UAs?

  • Civ IV's traits

    Votes: 44 21.0%
  • Civ V's unique abilities

    Votes: 150 71.4%
  • Something totally different (explained in post)

    Votes: 16 7.6%

  • Total voters
    210
  • Poll closed .
That doesn't make their city-state bonus any less useless.

It could easily have been useful w/o the tall vs wide nonsense, with better typical city state land quality, or with fewer penalties for taking them.

Bad implementation doesn't necessarily mean the concept was bad. A civ making taking them cost-effective would have been potentially unique and viable, if taking them was viable.

That was a problem ignored, but it had more than one solution.
 
Yeah, but to be fair the Mongols didn't really need the help there.
 
The AI is not acting like a human player in Civ5. They play to win in-character. I hear this criticism a lot, but it I don't really agree.
The reason you hear it a lot is because it was the stated goal of the developers. A quote from Jon Shafer himself back before the release of vanilla: "Our goal was to make diplomacy feel more like interacting with other players." Back in vanilla one of the diplomacy penalties that you'd get was "They think you're trying to win the game the same way they are." The AI was not playing in character, but explicitly playing a game. They would always eventually stab you in the back at some point.

This has changed quite a bit over the various patches and expansions, but the core Civ V diplomacy design that persists into BNW makes it still very difficult (and not very rewarding) to make and keep long term friends.

I'm also not a big MP player, in fact, I want my SP experience. Perhaps we all want something a little different from SP, but as mentioned upthread, the AI shouldn't be throwing the game for the sake of being in character.
But this terminology of "throwing the game" suggests a multiplayer mindframe. Not every country should be trying to conquer the world; it should be okay for some to want to just survive. Weak nations should be trying to ally with more powerful nations, instead of making suicide attacks against them in a vain hope to "win the game." It's very immersion-breaking.

Blaming poor diplomacy design on the AI trying to win isn't reasonable. Diplomacy was similarly fruitless in competitive MP. That's not an AI issue at all, that's a design issue through and through.
You misunderstand me; I'm not blaming the AI, I'm blaming the design. Of course diplomacy is fruitless in multiplayer, for the same reason it's fruitless in single-player with AI factions trying to act like human players: there's no point in making deals with someone who is only looking for a chance to stab you in the back. All the multiplayer 4X games I know of (Endless series in particular) have similarly useless diplomacy systems.
 
Of course diplomacy is fruitless in multiplayer, for the same reason it's fruitless in single-player with AI factions trying to act like human players: there's no point in making deals with someone who is only looking for a chance to stab you in the back. All the multiplayer 4X games I know of (Endless series in particular) have similarly useless diplomacy systems.

I wouldn't say it's completely fruitless. It just needs gameplay basis behind each role-play action. Research agreements in Civ5 are an example of right direction for this - you lose benefits of agreement and the money spent if you break it. Other potential systems were discussed in the thread about diplomacy.

The key thing here is - how important MP is for a game with consequent moves of that length? I'm afraid SP has just too priority here.
 
Why tie it down to either/or? Every civilization has its own traits/Unique Abilities, and each leader has his own traits too.

This would represent both the differences in the leader and the nation.
 
Why tie it down to either/or? Every civilization has its own traits/Unique Abilities, and each leader has his own traits too.

This would represent both the differences in the leader and the nation.

And make them not interesting. Imagine Korea leader in Civ5 with Hun leader traits. Only synergy between all unique abilities units and buildings create truly unique civs to play.
 
Doesn't Korea have this at the moment in real life???

North Korea's leader KJU and his cronies make the Huns look good, in comparison. :sad:
 
The reason you hear it a lot is because it was the stated goal of the developers. A quote from Jon Shafer himself back before the release of vanilla: "Our goal was to make diplomacy feel more like interacting with other players." Back in vanilla one of the diplomacy penalties that you'd get was "They think you're trying to win the game the same way they are." The AI was not playing in character, but explicitly playing a game. They would always eventually stab you in the back at some point.

This has changed quite a bit over the various patches and expansions, but the core Civ V diplomacy design that persists into BNW makes it still very difficult (and not very rewarding) to make and keep long term friends.

I understand that. But as you noted they've changed it quite a bit. The current system doesn't feel like playing against human players, it just feels like playing against in-character AI players who can scheme and has agency (to look after their own interest). Are you suggesting an AI backstab is a bad mechanic? I mean, that's actually something a lot of Civvers wanted.

The set DoF periods provide a pretty clear window when they are your friends. There's sometimes 'fake' friendships where they ask for a DoF then declare, but for the most part when geopolitical alignments conflict between friends they simply refuse to renew and you know things have soured. It's really not the surprising erratic relationship it's sometimes painted to be, just gradual ebb and flow of alliances as interest change.

As I noted, what's often left out when complaints are made about not being able to make long term friends, is that you can make new ones (shocking I know) as map realities change. It's not a one sided affaire.

I don't get the desire for static game long friendships. That's really boring and not really realistic. What you're essentially asking the AI to do is give up because they happen to be your friends even if they're the only one all along who could have challenged you.

But this terminology of "throwing the game" suggests a multiplayer mindframe. Not every country should be trying to conquer the world; it should be okay for some to want to just survive. Weak nations should be trying to ally with more powerful nations, instead of making suicide attacks against them in a vain hope to "win the game." It's very immersion-breaking.

Pretty sure Civ5 does this better than Civ4. Some Civs will focus on wonders, some on city-state alliances, some on warfare.

The breakdown in relations (or long-term friendships) occur when the human player is also pursuing one of these goals and the AI will naturally not like that. That is not really an immersion breaker, but creates more immersion.

On the point that the weak must submit to the strong you seem to suggest the AI must show some agency (something we agree on) to protect their position, yet your solution is to simply allow smaller AIs to be swallowed up in some opaque alliance with a larger Civ (we don't agree on this). AI's survival instincts must be tempered by the fact that Civ5 BNW is designed to be a fluid diplomatic game, and submitting to one country in fixed alliances is not ideal. Besides, what usually happens when a smaller Civ in Civ5 doesn't like you is they find other (larger) Civs to not like you and be friends with them. That's usually not hard to do when the human player is large enough to have a centre of gravity. There will undoubtedly be someone else on the map who doesn't like your empire's pull. It's a naturalistic way of alliance forming as opposed to the 'set' vassals system and set diplomacy you maybe want to see. Besides, strength is a fluid term in Civ5 with ideologies, tourism, and religion all providing key inflection points to the game. A small middling Civ could come out the winner in the late game by virtue of their city state alliances, ideology and culture. So we can't so easily define what is small and weak vs. what is strong. What the game ultimately tries to do is sort out groupings of Civs along national interests, and those interests change as the game progresses. That is actually how real geopolitical alignments work too and it's not something gamey they are trying to pull over us.


You misunderstand me; I'm not blaming the AI, I'm blaming the design. Of course diplomacy is fruitless in multiplayer, for the same reason it's fruitless in single-player with AI factions trying to act like human players: there's no point in making deals with someone who is only looking for a chance to stab you in the back. All the multiplayer 4X games I know of (Endless series in particular) have similarly useless diplomacy systems.

Ok,
I'd like to pick your brain on your idea diplomatic SP game. Forget for a moment there is Civ4, or Civ5.

Just describe the mechanics, how nations and rulers should interact. How international relations are kept. What are the flashpoints for war. etc.
 
I'd like to pick your brain on your idea diplomatic SP game. Forget for a moment there is Civ4, or Civ5.

Just describe the mechanics, how nations and rulers should interact. How international relations are kept. What are the flashpoints for war. etc.
For starters let me clarify that I don't want "static" relationships that never change, but rather a system that allows the possibility of friendly relations if you make the effort, rather than a Civ V type system in which relations inevitably deteriorate as you get more powerful, and there aren't really any levers to push on to improve them.

To avoid dragging the thread further off-topic, I'll just link to some other posts where I laid out what I think would make a good single-player 4X diplomacy system:
http://stars-in-shadow.com/forum/viewtopic.php?p=1640#p1640
http://stars-in-shadow.com/forum/viewtopic.php?p=2967#p2967
 
Actually Firaxis stumbled upon the solution to the diplomacy problem with the city state concept.

How do you create an environment where your opponents are actually trying/playing to win, AND, also have an environment where diplomacy matters? The answer is simple - create NPC civs in the game. These are civs that cannot win. Interacting with them diplomatically can lead to things like friendships, alliances, and trade agreements. This keeps the diplomatic aspect of the game alive, while allowing the other major civs to play to win.

Obviously in Civ5 the city states don't really perform this function, at least not beyond a superficial level, but they scratched the surface. Instead of 16 weak-as-crap city states, there could have been maybe 4-5 neutral NPC states that act more like full civs. Perhaps they don't really expand much but they have resources and good economies and can keep up in tech for at least the early-mid game, and have relatively powerful armies and cannot be conquered without a substantial force.

This would work in both SP and MP. Anyway, this would be my preferred solution.
 
Minor factions are a great source of diplomatic tension, but Civ V lacks the tools to actually make them impact diplomacy. If you have a dispute with another major civ over the friendship of a city-state, there are no tools with which to resolve the dispute. You can send aid to the city-state (which does nothing), or you can denounce the rival civ (which does nothing). Ultimately you can declare war on the rival civ, but neither that civ nor the rest of the world will understand why... they will simply judge you as a warmonger. There is no casus belli in Civ V... all wars are considered to be wars of aggression (even if you're defending yourself or your allies).

City-states in Civ V are a missed opportunity.
 
Minor factions are a great source of diplomatic tension, but Civ V lacks the tools to actually make them impact diplomacy. If you have a dispute with another major civ over the friendship of a city-state, there are no tools with which to resolve the dispute. You can send aid to the city-state (which does nothing), or you can denounce the rival civ (which does nothing). Ultimately you can declare war on the rival civ, but neither that civ nor the rest of the world will understand why... they will simply judge you as a warmonger. There is no casus belli in Civ V... all wars are considered to be wars of aggression (even if you're defending yourself or your allies).

City-states in Civ V are a missed opportunity.

Totally agreed. CivV has so many great ideas with City States but unless your entire victory path is based on them, they fall short of generating interesting diplomatic encounters.
+1 for the bold part.
 
Personally then I'd like to see a system that gave us both UA and traits.

The civilizations themselves would come with ciV style Unique Abilities and each of those civs would then have more than one leader that each have their own set of cIV style traits - with the added twist that specific traits would affect scoring.
Ie. then a leader with:
- Explorer trait would gain extra score points from unfogging terrain, discovering new civs/city states and exploring ruins
- Conqueror trait would gain extra score points from defeating enemy units in their own territory, pillaging and capturing cities
- Scientist trait would gain extra score points from building science buildings, entering into science treaties with other civs and being the first to discover technologies
etc. etc.

This could be improved even further if it was possible to change leader when entering a new Era (possibly even allowing/opening up for Era specific leaders).
 
The trait of CIV IV to get different religions, and religiuos building boosts, disconnected from city to city got improved in CIV V, I would like these religious buildings to be able to train or spawn unique units, as Tibetan monks, or Lanzikenecht, with only defence capabilities *and other that could train TEMPLARS, where the HELL ARE MY TEMPLARS FOR THE SCOURGE OF ODIN I WILL DRAIN YOUR BLOOD WITH A VAMPIRE LEASH FROM MY DRACULA CASTLE, :) :) :) :):) :) :) :):) :) :) :):) :) :) :):) :) :) :)! ok sorry.
Were where we?

and Ninjas as well, as seen in Tethurkan test of time, unique unit not for Japan, but for SHINTOIST special buildings only.
This would be something completely different, and add a lot of fun. Reintroduce these special unit in a mixture of CIV IV religion building type (more dedicated) and CIV V unique traits.

Religious buildings and also all forms of gov should have their own buildings and units, like Republic could trigger the Parthenon, Theocracy matched with Islam or Christian religion Immortals and Templars, upon construction of special buildings, etc etc, Fascism sturmtroopers and Panzers, Democracy B-52's and shermans. Communism ultra efficient industrial plants untill a spy or Ninja get there and blow the whole thing up..

For disconnected from city to city I mean a city with that building can produce the kind of unit or science, not all altogether could produce say, Shermans, or Panzer or Templars. This way some traits can crossover and customize the traits of a civ with very advanced agricultural knowledge but no currency at all, like the inca, to develop different traits, once researched some type of govn or adopt a religion that is more focused on money and gold trading..
 
Minor factions are a great source of diplomatic tension, but Civ V lacks the tools to actually make them impact diplomacy. If you have a dispute with another major civ over the friendship of a city-state, there are no tools with which to resolve the dispute. You can send aid to the city-state (which does nothing), or you can denounce the rival civ (which does nothing). Ultimately you can declare war on the rival civ, but neither that civ nor the rest of the world will understand why... they will simply judge you as a warmonger. There is no casus belli in Civ V... all wars are considered to be wars of aggression (even if you're defending yourself or your allies).

City-states in Civ V are a missed opportunity.

I love to see more tools on the diplomatic side. This has always been my issue with Civ games is diplomacy sometimes feels like the bare minimum. To their credit Civ5 is the most feature rich diplomatic game in the series (though the resulting diplomacy is not everyone's cup of tea) and is the first in the Civ5 to introduce diplomatic states in-game so the AI can cue in on who are friends, who are denouncing whom.

These are elements human players have always rolled with in their head but it's nice to formalize it. I expect we'll see similar things in Civ6 once things get more formalized in the 2nd half of the game.

I would however disagree with you City-States being missed opportunity here. They are back in Civ6 and if they keep the interactions as gamey as they are in Civ5 with no diplomatic tools, I will be the first with a pitchfork to Ed's house (know where he lives? :) ) but for its time City-States was a big innovation, and controversial with some people.

For the first time in history of Civ games, there are points on the map a human and AI players can argue over diplomatically before spilling over into open warfare. The tools to manage that dispute was certainly lacking (and I was quite a bit disappointed BNW didn't align City-states to ideologies for example) but it is a big deal in terms of firsts for Civ. Minor Civs in general to me seems like the perfect element to add into a Civ game, regardless of direction they take on the diplo game, because players will want to bully some and come to the aide of others for immersion.

The initial implementation of City-States (Shafer era) was actually very interesting with quests like Kill 10 enemy units for influence when they were being attacked by another AI. The city-states we know of as being somewhat detached map elements giving out quests was a later implementation. It made gaining and maintaining influence with them easier due to the lack of other tools diplomatically to do so but was a step back IMHO. We'll see if the questy elements gets toned down in 6.

This discussion is way too OT, I'll stop here as it's not really what the thread is about. We can continue in PMs.
 
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