Earthling said:
We are not in disagreement here but you didn't realize I was suggesting other strategies work well in human play, and would be better if the AI was better. Attacking cities is only good because that's how the AI will force things, as it stacks large number of defenders to be idle, you are of course right there. Everything else, dynamic control of countryside and resources and so on, can work just fine with civ4's system, if you are not playing against AI, or even against AI in some mods.
Ahh, I see what you mean. I mis-read what you wrote, you are right, if the AI was smarter there'd be more countryside combat. Even still, I hold to it that non-city tiles simply aren't valuable enough. Even against other players most of the time the best strat is to get on a hill next to a valuable city. This is remedied *to a degree* by two things. First, multiple strategic tiles really matters for a stronger army, as it will mean more elite units. Second, we've seen evidence to suggest that you can take away a city's culture on a tile, which aids in your own expansion, healing your units, and so on.
I don't think these are enough to actually switch my strategy to something other than rushing cities, but it's nice to see, and this has a lot of personal opinion to it. I'd like to see even more incentives.
Earthling said:
As for map size, I've seen no evidence maps will be the same size or larger, and all screenshots have in fact been fairly small maps, so I'd rather say it's better to wait for proof that maps are not smaller. Plus, there are mechanics like the new focus on "capitol cities" and domination victory that imply smaller empires are what the game is balanced around. At any rate, the point about combat differing greatly at different scales still stands. For players (as the players I was responding to said) who enjoy huge maps, it's not going to be feasible in civ5 either most likely to tactically defend every type of terrain - chokepoints and territory will work differently at different map sizes, that's just a default.
The mechanics still work with huge maps, as long as the designers make sure it scales properly. Choke points might be 3 spaces wide rather than 1, but if the other fronts are also increasing by a factor of 3, and the number of units on the table has increased by a factor of 3 or more, it's still a very valuable choke point. It just requires more units to clog.
The reason I like huge maps isn't the "epic empire" feel. Instead, it's that in small games, one front could be the whole war and it collapsing will lose you the game. In a medium or large game, there's multiple areas, and while one could be lost, another could be won, leading to a much more dynamic game with more give and take. There will always be a big map for the junkies out there.
The mechanic that changes the most from small to big maps is the importance of individual cities. On small maps, losing one city is game changing because your empire only has 3-6. On big maps some cities feel more like wartime outposts that only serve to increase your culture border and have walls, which is a really really cool feeling in a war. Now if only the AI was just as smart and created specialized cities like that!
I dislike the entire "just take the capitol". I worry the AI isn't smart enough to give the proper defense, or will sometimes just put in too much defense and let other stuff go, similar to snuffing out an AI early in Civ4 just by declaring war and putting an archer on a wooded hill next to their capitol. Your comment just made me worry even more.