Features in civ5: like them or not? - Vote!

Discussion in 'Civ5 - General Discussions' started by V. Soma, Sep 22, 2010.

  1. kuukkeli

    kuukkeli King

    Joined:
    Mar 25, 2007
    Messages:
    874
    Location:
    Finland
    This ended up looking even more negative than my actual impression of the game. I better add some comments :)

    Domination victory - the way it is Don't Like
    It feels really cheap to win huge empire by just taking one city.

    Spaceship victory - the way it is Not Decided
    Diplomacy victory - the way it is Not Decided
    Culture victory - the way it is Not Decided
    Haven't really tried any of these so no comments.

    City-states Don't Like
    One the more heavy negatives for me. The game is far too much biased towards exploiting the CS bonuses.

    Social Policies Don't Like
    Very light negative. Major issues are lack of realism (empire sticking to thousands of years old policies) and lack of reactivity when compared to civics. Also having second "tech tree" feels unneeded.

    Diplomacy Don't Like
    Too little information available. I actually considered not decided too because I really don't know that much about the politics yet but then decided that the lack of information is actually enough for me not to like.

    Hex tiles Don't Like
    Almost neutral about this but slightly preferring squares because distances and city squares are easier to visualize with squares.

    Pillage mechanic Not Decided
    I've been pillaging far too little to have an opinion. I always decide before the game that now I'll pillage me some money but for some reason I never do.

    Terrain use in combat Not Decided
    Better AI needed before I can make up my mind.

    1-Unit-Per-Tile rules Don't Like
    In my opinion doesn't fit the scale, makes combat and moving armies too tedious and turns the focus of the game too much towards war. Definitely something I can live with though.

    Ranged combat rules Don't Like
    This is heavily related to 1UPT. The range of multiple hexes doesn't fit the scale. Also the unanswered firing doesn't feel right.

    Melee combat rules Don't Like
    Again related to 1UPT. Lack of casualties makes the unit production secondary even for war monger.

    Land units Not Decided
    Naval units Not Decided
    Embarkment Not Decided
    Air units Not Decided
    Nuclear weapons Not Decided
    Haven't given these enouh thought yet. Most of games have been practically over well before air units so have't even built one yet let alone nukes.

    Great Persons Not Decided
    I don't think GPs themselves have anything wrong but other things make some of them less good than before. Not enough experience to say anything for sure though. EDIT: Duh, I forgot the Golden Age completely. Slightly leaning towards DON'T LIKE because the best option to use seems to be the same regardless of GP type but I still leave this undecided for now.

    Science: the way you make and use Not Decided
    Little unsure still but at the moment I'm slightly leaning towards positive. I need to try to play with smaller empire before I make my mind. Tech Tree is a bit bland though.

    Gold: the way you make and use Not Decided
    There are good and bad things and I haven't figured which side outweighs the other.

    Culture: the way you make and use Don't Like
    You should definitely be able to choose which tile city expands to. Also related to slight dislike towards Social Policies and heavier towards City States.

    Production: the way you make and use Don't Like
    Partial reason why buildings are so bad. Also related to resource tiles' yields. Should be easy to fix though.

    Cities: the way you make and use Don't Like
    Quite bad interface and assigning citizens is both cumbersome and needed too often if you want to maximize. Also the huge amount of potential tiles for cities makes city placement less important as cities rarely grow anywhere near the size to work even majority of those tiles.

    AI in general Don't Like
    AI in Diplomacy Don't Like
    AI in Combat Don't Like
    Do these really need explanation?

    Prince - the even - difficulty level Don't Like
    Most probably due to AI but it's way too easy.

    Tile improvements Don't Like
    Both tile improvements and resources are very poor. Besides few initial farms and harvesting of few resources there's practically only one improvement worth building, Trading Post (exaggeration yes, but still). This is somewhat connected to other features like City States so small changes in multiple areas can make vast improvements.
     
  2. Hammy

    Hammy Chieftain

    Joined:
    Oct 4, 2007
    Messages:
    9
    As a preface I want to say that in many of these cases I think the mechanics as they're implemented are not properly balanced or handled (eg. victory options or naval combat) but I chose not to reflect that sentiment in my votes. Instead, I focused on each mechanic in its own right.

    Domination victory - the way it is
    Dislike

    Spaceship victory - the way it is
    Like

    Diplomacy victory - the way it is
    Dislike

    Culture victory - the way it is
    Like

    City-states
    Like

    Social Policies
    Like


    Diplomacy
    Dislike

    Hex tiles
    Like

    Pillage mechanic
    Not decided

    Terrain use in combat
    Like

    1-Unit-Per-Tile rules
    Like

    Ranged combat rules
    Like

    Melee combat rules
    Like

    Land units
    Like

    Naval units
    Like

    Embarkment
    Not decided

    Air units
    Like

    Nuclear weapons
    Dislike

    Great Persons
    Like

    Science: the way you make and use
    Like

    Gold: the way you make and use
    Like

    Culture: the way you make and use
    Like

    Production: the way you make and use
    Like

    Cities: the way you make and use
    Like

    AI in general
    Dislike

    AI in Diplomacy
    Dislike

    AI in Combat
    Dislike

    Prince - the even - difficulty level
    Dislike



    Talkback: Each answer could use some qualification but one in particular, Prince, I would like to explain somewhat. The problem with Prince is that the AI needs higher difficulty level bonuses, or else it runs into problems that lots of people experience where it can, for example, only handle one city or not afford new military units because it never got rid of its outdated ones. I personally play on 'immortal' but I would urge anyone who wants to play Prince to, instead, play King. The bonuses are small but I believe enabling.
     
  3. JoxerNL

    JoxerNL Warlord

    Joined:
    Oct 2, 2010
    Messages:
    192
    Domination - Don't Like
    Spaceship - Like
    Diplomacy - Like
    Culture - Like

    City States - Like
    Social Policies - Like
    Diplomacy - Don't like
    Hex Tiles - Like
    Pillage Mechanic - Not Decided

    Terrain Use in Combat - Like!
    1 UPT - Like
    Ranged Combat Rules - Like
    Melee Combat Rules - Like
    Land Units - Like
    Naval Units - Like
    EMbarkment - Like
    Air Units - Like
    Nuclear Weapons - Like

    Great Persons - Like
    Science - Like
    Gold - Like
    Culture - Like
    Production - Like
    Cities - Like

    AI in general - Not decided
    AI in Diplomacy - Not decided
    AI in Combat - Not decided

    Prince - Undecided
     
  4. Zechnophobe

    Zechnophobe Strategy Lich

    Joined:
    Sep 1, 2006
    Messages:
    1,867
    Location:
    Goleta, California
    Don't Like it. Could work, but right now it makes cross continent oddly easy. Player conquers his continent, Ai conquers theirs, all you have to do is cap their capital and it is game over. Ruins the scale of it all

    Not Decided. I haven't managed to no lose a game before the future era. (Or get bored of the complete lack of interesting techs in that region).

    Don't like it. It isn't even dipomatic, just an economic victory.

    Don't like it. Too many empire wide restrictions to make it feasible.
    To suddenly go for a diplomacy victory, you need to make a lot of money (sell sell sell!)
    To suddenly get domination, build a large army
    To Suddenly get Space victory, tech like nuts and build.
    To suddenly get Culture, restart as Ghandi.

    Like it. Hard to measure this one. If there weren't so many random exploits of them, I'd be okay with them more. Still, the concept is rock solid, they just need a good patching.

    Don't like. Too static. Also, many useless SP's really hurt my excitement about them.

    Don't like. I'm not even sure it exists.

    Like. I think this is one of the few things they've pulled off completely correctly.

    Hmm. Not decided I guess. The 'repair' feature is nice, but the build time of everything being longer rather negates how effective it feels.

    Like it. Except for the -33% on flatlands. Not sure why that's there. Why make attacking strictly better in those cases? Is there any 0% tile modifier in this game?

    Like.

    Hard to pull this out from the bad combat AI. I think the rules are fine, but the AI doesn't get them so... Why does it always take three hits to kill a worker? And why do you get experience for it?

    Like it.

    Seem fine. I'm not sure if there are specific rules you mean. ZoC? Not always having a combatant dying? I like those. Like it.


    What.. like, do I like all land units? That land units exist?

    I really don't like naval units that can kill land units. We've returned to civ 2 somehow in this regards. Do Not Like.

    I played a game of 4 last night. (An entire game in 4 hours no less). And I feel there are both good and bad to embarkation. On the one hand, it makes full on sea invasion easier. On the other... it acts very oddly during small combats.

    Also, I kinda like the 'eggs in one basket' approach to naval transports, and that you can cut someones invasion potential by simply killing their galleons.

    Undecided.

    At this point I've used them all of like twice, and don't think I've ever seen the AI use them. Though, having crossbowmen shoot down fights is incredibly stupid I'm inclined to NOT LIKE this feature already.

    Never seen them used.


    Horribly imbalanced at the moment. Don't Like.

    HATE it. Science used to be important. It had important 'bumps' along the way where you got candy. Now it just unlocks slightly better units and wonders.
    Like it actually.

    Don't like. How do you make culture? You build buildings that exclusively give it to you. 90% of your culture will come from that, maybe some from city states. Using it to unlock tiles takes forever. There's no way to make small cities generate lots of culture. It doesn't impact happiness anymore. Ugh.

    Don't like. +1 from a mine, +2 from a lumbermill. What crack have we been smoking? (3 prod from mined hills, 3 prod 1 food from lumbered forests). Iron gives almost no production bonus. Cows give production when given a pasture (... what?)


    At first I loved the new system where cities defend themselves. But I've realized that there are problems too. Since units take up space, having 'static' defenses against possible attacks becomes onerous. AI also doesn't know to keep units back on defense. No econ penalty on capture makes chain conquering someone amazingly fast.

    I'm undecided if this is really the right thing.

    Don't Like.

    Don't like.

    Don't like.

    Way too easy.
     
  5. ond_magiker

    ond_magiker Chieftain

    Joined:
    Oct 24, 2007
    Messages:
    61
    Location:
    Oslo, Norway
    Domination - Don't like it
    Spaceship - Not decided
    Diplomacy - Don't like it
    Culture - Not decided
    City-states - Like it
    Social Policies - Don't like it
    Diplomacy - Don't like it
    Hex tiles - Like it
    Pillage Mech. - not decided
    Terrain use - like it
    Ranged combat - like it
    Melee combat - like it
    Land units - like it
    Naval units - like it
    Embarkment - not decided
    Air units - not decided
    Nuclear - not decided
    Great persons - not decided
    Science - don't like it
    Gold - don't like it
    Culture - don't like it
    Production - don't like it
    Cities - not decided
    AI in general - not decided
    AI in diplo - don't like it
    AI in combat - don't like it
    Prince level - not decided
     
  6. Generals3

    Generals3 Warlord

    Joined:
    Sep 26, 2010
    Messages:
    156
    Domination victory - the way it is Like
    (LIKE it: 10 - DON'T LIKE it: 5 - NOT DECIDED: 1)

    Spaceship victory - the way it is Like
    (LIKE it: 9 - DON'T LIKE it: 0 - NOT DECIDED: 7)

    Diplomacy victory - the way it is Don't Like
    (LIKE it: 7 - DON'T LIKE it: 0 - NOT DECIDED: 9)

    Culture victory - the way it is Like
    (LIKE it: 11 - DON'T LIKE it: 2 - NOT DECIDED: 3)


    City-states Like (but could be improved)
    (LIKE it: 13 - DON'T LIKE it: 0 - NOT DECIDED: 3)


    Social Policies Don't Like
    (LIKE it: 13 - DON'T LIKE it: 3 - NOT DECIDED: 0)


    Diplomacy Don't Like
    (LIKE it: 4 - DON'T LIKE it: 10 - NOT DECIDED: 2)


    Hex tiles Like
    (LIKE it: 16 - DON'T LIKE it: 0 - NOT DECIDED: 0)

    added: Pillage mechanic Like
    (LIKE it: 5 - DON'T LIKE it: 1 - NOT DECIDED: 1)

    Terrain use in combat Like
    (LIKE it: 13 - DON'T LIKE it: 3 - NOT DECIDED: 0)

    1-Unit-Per-Tile rules Like
    (LIKE it: 14 - DON'T LIKE it: 1 - NOT DECIDED: 1)

    Ranged combat rules Like
    (LIKE it: 12 - DON'T LIKE it: 2 - NOT DECIDED: 2)

    Melee combat rules Like
    (LIKE it: 13 - DON'T LIKE it: 1 - NOT DECIDED: 2)

    Land units Like
    (LIKE it: 11 - DON'T LIKE it: 1 - NOT DECIDED: 4)

    Naval units Don't Like
    (LIKE it: 12 - DON'T LIKE it: 1 - NOT DECIDED: 3)

    Embarkment Don't Like
    (LIKE it: 11 - DON'T LIKE it: 2 - NOT DECIDED: 3)

    Air units Don't Like
    (LIKE it: 4 - DON'T LIKE it: 1 - NOT DECIDED: 11)

    Nuclear weapons Like
    (LIKE it: 2 - DON'T LIKE it: 0 - NOT DECIDED: 14)


    Great Persons Like
    (LIKE it: 10 - DON'T LIKE it: 1 - NOT DECIDED: 5)

    Science: the way you make and use Don't Like
    (LIKE it: 8 - DON'T LIKE it: 7 - NOT DECIDED: 1)

    Gold: the way you make and use Like
    (LIKE it: 10 - DON'T LIKE it: 5 - NOT DECIDED: 1)

    Culture: the way you make and use Like
    (LIKE it: 11 - DON'T LIKE it: 3 - NOT DECIDED: 2)

    Production: the way you make and use Don't Like
    (LIKE it: 10 - DON'T LIKE it: 4 - NOT DECIDED: 2)

    Cities: the way you make and use Don't Like
    (LIKE it: 8 - DON'T LIKE it: 6 - NOT DECIDED: 2)


    AI in general Don't Like
    (LIKE it: 3 - DON'T LIKE it: 5 - NOT DECIDED: 8)

    AI in Diplomacy Don't Like
    (LIKE it: 4 - DON'T LIKE it: 9 - NOT DECIDED: 3)

    AI in Combat Don't Like
    (LIKE it: 3 - DON'T LIKE it: 6 - NOT DECIDED: 7)


    Prince - the even - difficulty level Don't Like (too easy)
    (LIKE it: 6 - DON'T LIKE it: 2 - NOT DECIDED: 8)
     
  7. UKScud

    UKScud Warlord

    Joined:
    Oct 2, 2004
    Messages:
    170
    Location:
    Hamilton, NZ
    Domination victory - the way it is: Like it - It's clearly defined and acheivable, but what is the point of gaining an early domination win if you don't get a bonus to your score for doing so?

    Spaceship victory - the way it is: Not decided - I haven't been able to achieve it yet.

    Diplomacy victory - the way it is: Like it - a clearly defined late game win condition, that can evolve from how you play throughout the game

    Culture victory - the way it is: Don't like (social policies a nightmare to get if you have any kind of reasonable sized empire - not fun that this is essentially a win condition that you have to aim for from the start, not something that can develop from play opportunities.)

    City-states: Like it

    Social Policies: Don't like

    Diplomacy: Don't like

    Hex tiles: Like

    Pillage mechanic: Like - no real difference from past Civs

    Terrain use in combat: Like - no real difference from past Civs

    1-Unit-Per-Tile rules: Like

    Ranged combat rules: Like

    Melee combat rules: Like - I have no significant problems with them.

    Land units: Like it - no real problems with

    Naval units: Undecided

    Embarkment: Like it

    Air units: Not decided

    Nuclear weapons: Not decided

    Great Persons: Like - this is definate step forward

    Science: the way you make and use: Don't like it. Science development depends on investment and genius (GP's)

    Gold: the way you make and use: Don't like the spamming of trading posts, and I don't like the way that a trading post laid down at 2000BC is the same as at 2000AD. No sense of development.

    Culture: the way you make and use: Don't like - social policies are impossible to get if you make a large empire

    Production: the way you make and use: Not decided

    Cities: the way you make and use: Don't like - not enough complexity

    AI in general: Undecided

    AI in Diplomacy: Definately don't like

    AI in Combat: Don't like

    Prince - the even - difficulty level: Don't like - very little challenge
     
  8. Ddude97

    Ddude97 King

    Joined:
    Sep 4, 2008
    Messages:
    761
    Domination victory - the way it is DON'T LIKE

    Spaceship victory - the way it is LIKE

    Diplomacy victory - the way it is LIKE

    Culture victory - the way it is DON'T LIKE

    City-states LIKE

    Social Policies LIKE

    Diplomacy DON'T LIKE

    Hex tiles LIKE

    Terrain use in combat LIKE

    1-Unit-Per-Tile rules LIKE

    Ranged combat rules LIKE

    Melee combat rules LIKE

    Land units LIKE

    Naval units LIKE

    Embarkment NOT DECIDED

    Air units LIKE

    Nuclear weapons NOT DECIDED

    Great Persons LIKE

    Science: the way you make and use NOT DECIDED

    Gold: the way you make and use NOT DECIDED

    Culture: the way you make and use NOT DECIDED

    Production: the way you make and use LIKE

    Cities: the way you make and use DON'T LIKE

    AI in general DON'T LIKE

    AI in Diplomacy DON'T LIKE

    AI in Combat DON'T LIKE

    Prince - the even - difficulty level DON'T LIKE
     
  9. jpinard

    jpinard Martian

    Joined:
    Jan 18, 2002
    Messages:
    760
    Location:
    Enceladus, Saturn
    Domination victory - the way it is
    NOT DECIDED

    Spaceship victory - the way it is
    NOT DECIDED

    Diplomacy victory - the way it is
    NOT DECIDED

    Culture victory - the way it is
    NOT DECIDED

    City-states
    DON'T LIKE it

    Social Policies
    NOT DECIDED

    Diplomacy
    DON'T LIKE it

    Hex tiles
    LIKE it

    added: Pillage mechanic
    NOT DECIDED

    Terrain use in combat
    LIKE it

    1-Unit-Per-Tile rules
    NOT DECIDED

    Ranged combat rules
    NOT DECIDED

    Melee combat rules
    LIKE it

    Land units
    LIKE it

    Naval units
    LIKE it

    Embarkment
    NOT DECIDED

    Air units
    NOT DECIDED

    Nuclear weapons
    NOT DECIDED

    Great Persons
    DON'T LIKE it

    Science: the way you make and use
    DON'T LIKE it

    Gold: the way you make and use
    DON'T LIKE it

    Culture: the way you make and use
    NOT DECIDED

    Production: the way you make and use
    LIKE it

    Cities: the way you make and use
    NOT DECIDED

    AI in general
    DON'T LIKE it

    AI in Diplomacy
    DON'T LIKE it

    AI in Combat
    DON'T LIKE it

    Prince - the even - difficulty level
    NOT DECIDED
     
  10. Clement

    Clement Layman

    Joined:
    Oct 7, 2010
    Messages:
    732
    Domination victory - the way it is - dislike

    Spaceship victory - the way it is - undecided

    Diplomacy victory - the way it is - undecided

    Culture victory - the way it is - undecided

    City-states - dislike

    Social Policies - like

    Diplomacy - dislike

    Hex tiles - like

    Pillage mechanic - like

    Terrain use in combat - like

    1-Unit-Per-Tile rules - like

    Ranged combat rules - like

    Melee combat rules - like

    Land units - like

    Naval units - like

    Embarkment - like

    Air units - undecided

    Nuclear weapons - undecided

    Great Persons - dislike

    Science: the way you make and use - like

    Gold: the way you make and use - like

    Culture: the way you make and use - dislike

    Production: the way you make and use - like

    Cities: the way you make and use - like

    AI in general - dislike

    AI in Diplomacy - dislike

    AI in Combat - undecided

    Prince - the even - difficulty level - undecided
     
  11. the343danny

    the343danny Emperor

    Joined:
    Oct 12, 2008
    Messages:
    498
    Location:
    Silicon Valley
    Domination - Like
    Space - dislike
    Diplo- dislike
    Culture- Like
    City states- Like
    Social Policies- Like
    Diplomacy- Undecided
    Hex- Like
    Pillage- Like
    Terrain use- Like
    1UPT- Like
    Ranged Combat- Like
    Melee Combat- Dislike
    Land Units - Like
    Naval units - Like
    Embark- Like
    Air- Dislike
    Nukes- Undecided
    GP- Undecided (GSs :rolleyes:)
    Science- Dislike
    Gold- Undecided
    Culture- Like
    Production- Dislike
    Cities- Like
    AI in general- Dislike
    AI diplomacy- Dislike
    AI Combat- Dislike
    Prince- Undecided

    Note: Undecided also means I dont care. Perhaps its also better to have something on tile improvements? I find them severely lacking
     
  12. V. Soma

    V. Soma long time civ fan

    Joined:
    Apr 13, 2004
    Messages:
    3,910
    Gender:
    Male
    Location:
    Hungary
    I added new item to the list:

    "Tile improvements"

    Those already voted and read this:
    please add your vote!
     
  13. Tutkarz

    Tutkarz Chieftain

    Joined:
    Sep 27, 2010
    Messages:
    99
    Domination victory - I Like it
    Destroying all cities instead of one important would be too boring when you have destroyed all armies anyway

    Spaceship victory - I like it
    Diplomacy victory - I like it
    Culture victory - I like it

    City-states Not decided
    Because they are overpowered now (esp martrime)

    Social Policies Don't Like
    Since i like to get most of my empire i have to change tactics (policies) during game because how i am supposed to know what will happend in the future. Game is dynamic so should be policies.

    Diplomacy Don't Like
    I liked civ IV more. If i want to play with players who want to win, then im going for MP game.

    Hex tiles I like it
    Pillage mechanic I like it
    Terrain use in combat I like it
    1-Unit-Per-Tile rules I like it
    Adds another layer of decision making.

    Ranged combat rules Don't Like
    Units should not fire thru mountain (even indirect) - just add this tile as not shootable thru. Ships should see and fire only one tile in land and ranged units should shoot one tile in water (except artillery). Also units should support fire own units while attacked during enemy turn. That would incrase their value (but in that case they should have slightly lowered strength)

    Melee combat rules I Like it
    But they could have slightly more hp. And to spice combat even more i would add possibility to retreat (one tile back) wounded unit when it gets big casualties. If it has no room to retreat then it is destroyed.

    Land units I Like it
    Naval units I Like it
    Embarkment I Like it
    Air units I Like it
    Nuclear weapons Not Decided
    not used

    Great Persons Not Decided
    They look like they are less important than civ IV ones. Maybe because in civ IV i was adding them to city always and now its not working that good (they build too weak structures imo). Since they can be pillaged now, they should also stack with existing improvements.

    Science: I like it
    but it shouldnt be based on population more on infrastructure instead (like buildings and speciallists)

    Gold: Don't like
    I dont think i should just buy anything i want. It makes game too easy. I would like to have faster production and possibility to hurry it with gold. So i have to plan what to build. As it is i dont know why we have production at all - just buy everything.

    Culture: I like it

    Production: Don't Like
    Like i said with gold. And there could be few more buildings to build.

    Cities: Not decided
    Setting general city focus is good but interface should be more clear as it is now.

    AI in general Not decided
    AI in Diplomacy Don't Like
    AI in Combat Don't Like
    Need improvement.

    Prince - the even - difficulty level Not decided
    It should be normal difficulty level but it is too easy due to AI.

    Tile improvements Don't Like
    Just make like in civ IV - it was perfect.
     
  14. Shafi-is-back

    Shafi-is-back Prince

    Joined:
    Sep 1, 2010
    Messages:
    360
    Location:
    Sri Lanka
    Domination victory - don't like
    Spaceship victory - like
    Diplomacy victory - like
    Culture victory - like
    City-states - like
    Social Policies - like
    Diplomacy - dont like
    Hex tiles - like
    Pillage - like
    Terrain use in combat - like
    1-Unit-Per-Tile rules - like
    Ranged combat rules - like
    Melee combat rules - like
    Land units - like
    Naval units - like
    Embarkment - like
    Air units - like
    Nuclear weapons - undecided
    Great Persons - like
    Science: the way you make and use - like
    Gold: the way you make and use - like
    Culture: the way you make and use - like
    Production: the way you make and use - like
    Cities: the way you make and use - like
    AI in general - don't like
    AI in Diplomacy - dont like
    AI in Combat - dont like
    Tile improvements - dont like
    Prince difficulty level - like

    Some additional comments - i dont like benefits from specialists except scientists. just +1 culture for an artist or +1 hammer per engineer specialist seems lame. maybe you can add that into the poll.

    Also really dislike how social policy costs scale with empire size. feel it is too imbalanced very heavily towards a small empire. i am ok with a penalty for a large empire but, as it is it is a bit much and doesnt allow me to expirience much of the policy tree. i would love to see what everyone thought of this too.
     
  15. draxil

    draxil Chieftain

    Joined:
    Apr 9, 2010
    Messages:
    24
    Location:
    manchester, gb
    Domination victory - Like

    Spaceship victory - Don't like (like the transporting bits thing, but would be best if it still had the gamble of choosing how many parts).

    Diplomacy victory - Not decided

    Culture victory - Like

    City-states - Like

    Social Policies - Like (so much now depends on these decisions!)

    Diplomacy - Like ( much better now you can't just game the modifiers)


    Hex tiles - Like

    Pillage mechanic - Like

    Terrain use in combat - Like

    1-Unit-Per-Tile rules - Like

    Ranged combat rules - Like

    Melee combat rules - Like

    Land units - Like

    Naval units - Like

    Embarkment - Like

    Air units - Don't like

    Nuclear weapons - Not decided

    Great Persons - Like

    Science: the way you make and use - Like

    Gold: the way you make and use - Like

    Culture: the way you make and use - Like

    Production: the way you make and use - Like

    Cities: the way you make and use - Like


    AI in general - Not decided, although it's good that it now tries to win the game!

    AI in Diplomacy - Like. Big improvement! Lack of seeing inside the AIs head means you have to pay attention!

    AI in Combat - Don't like

    Tile improvements - Don't like. Possibly one of the only things that was better in 4. But I can see that towns in V would be sick.

    Prince - the even - difficulty level - Like.
     
  16. lietkynes

    lietkynes Hello sword !

    Joined:
    Aug 27, 2002
    Messages:
    883
    Location:
    Rome
    Domination victory - NOT DECIDED
    Spaceship victory - NOT DECIDED
    Diplomacy victory - NOT DECIDED
    Culture victory - NOT DECIDED
    I played more then 100 hours already, but I always stop in the modern era, I havent finished a single game yet

    City-states - LIKE it
    Social Policies - LIKE it
    Diplomacy - DON'T LIKE it
    Hex tiles - LIKE it
    Pillage mechanic - NOT DECIDED
    Terrain use in combat - LIKE it
    1-Unit-Per-Tile rules - LIKE it
    Ranged combat rules - LIKE it
    Melee combat rules - LIKE it
    Land units - LIKE it
    Naval units - NOT DECIDED
    Embarkment - LIKE it
    Air units - NOT DECIDED
    Nuclear weapons - NOT DECIDED
    Great Persons - NOT DECIDED

    Science - LIKE it
    Gold - LIKE it
    Culture - LIKE it
    Production -LIKE it

    Tile improvements - DON'T LIKE it (hate trading post spam, rest is ok)
    Cities - LIKE it

    AI in general - DON'T LIKE it (AI is dumb, but it was also dumb in Civ4, problem is there are many bugs atm)
    AI in Diplomacy - DON'T LIKE it
    AI in Combat - LIKE it

    Prince - LIKE it
     
  17. ButSam

    ButSam King

    Joined:
    Dec 27, 2001
    Messages:
    662
    Domination victory - the way it is
    (LIKE it: 15 - DON'T LIKE it: 12 - NOT DECIDED: 2)

    DON'T LIKE -- but with a minor variation it could be good. Require the winning civ to hold at least 1/2 of the original capitols and I think we have a winner.

    Spaceship victory

    LIKE -- I am glad there is something that can be done to help stop it, but it is pretty hard to do...just the way it should be, but without micromanagement.

    Diplomacy victory - the way it is

    NOT DECIDED -- decent, but I wonder how aggressively the AI pursues city-state relations on higher difficulty levels (which would make it more challenging), need more experience. I really like 1 vote per civ/city-state, it is at least better than previous diplo victories which were surrogate war victories.

    Culture victory

    LIKE

    City-states

    LIKE

    Social Policies

    LIKE

    Diplomacy

    NOT DECIDED -- there is some good stuff, but a lot of bugs. If the bugs are worked out and a generic "friendly/neutral/angry" or some generic tiered system is added then I would like it.

    Hex tiles

    LIKE

    added: Pillage mechanic
    LIKE

    Terrain use in combat
    LIKE

    1-Unit-Per-Tile rules
    LIKE -- my favorite new rule

    Ranged combat rules
    LIKE

    Melee combat rules
    LIKE

    Land units
    LIKE

    Naval units
    LIKE

    Embarkment
    LIKE -- but some bugs need to be worked out

    Air units
    LIKE -- but the AI should use more frequently.

    Nuclear weapons
    NOT DECIDED -- too little experience so far.


    Great Persons
    LIKE

    Science: the way you make and use
    LIKE

    Gold: the way you make and use
    LIKE -- much more flexible than setting slider to max positive as in Civs before.

    Culture: the way you make and use
    LIKE

    Production: the way you make and use
    LIKE

    added: Tile improvements
    NOT DECIDED -- I like simplifying the system so there aren't a million different improvements, but I do miss some Civ IV improvements...

    Cities: the way you make and use
    LIKE


    AI in general
    DON'T LIKE

    AI in Diplomacy
    NOT DECIDED -- once bugs are fixed and a generic tiered feeling is given, I will like the AI in diplomacy...but right now there are some serious bugs (like the AI won't agree to have you go to war with someone they are at war with)

    AI in Combat
    DON'T LIKE -- needs a lot of work


    Prince - the even - difficulty level
    DON'T LIKE -- but it is b/c of AI in Combat. If that improves, my opinion of Prince will likely also improve.
     
  18. LegionSteve

    LegionSteve Motörhead

    Joined:
    Jul 23, 2007
    Messages:
    1,127
    Location:
    England
    Domination victory - the way it is LIKE (good idea, could use some tweaking)
    Spaceship victory - the way it is DON'T KNOW (never got that far up the tech tree)
    Diplomacy victory - the way it is LIKE
    Culture victory - the way it is LIKE

    City-states LIKE
    Social Policies LIKE
    Diplomacy DON'T KNOW (don't fully understand what affects what yet)

    Hex tiles LIKE
    Pillage mechanic LIKE
    Terrain use in combat LIKE
    Unit-Per-Tile rules LIKE
    Ranged combat rules LIKE
    Melee combat rules LIKE
    Land units LIKE
    Naval units LIKE
    Embarkment LIKE
    Air units DON'T KNOW (not seen enough of them in action yet)
    Nuclear weapons DON'T KNOW (not got anywhere near them yet)

    Great Persons DISLIKE (GP tile improvements aren't very exciting)
    Science LIKE
    Gold LIKE
    Culture LIKE
    Production LIKE
    Tile improvements DON'T KNOW (they are somewhat bland, but I don't really care)
    Cities DISLIKE (buildings are very bland)

    AI in general DISLIKE
    AI in Diplomacy DON'T KNOW (don't fully know how it works yet)
    AI in Combat DISLIKE (there is combat AI? thought they just move randomly...)

    Prince - the even - difficulty level LIKE
     
  19. Abremms

    Abremms Prince

    Joined:
    Mar 5, 2010
    Messages:
    436
    Domination victory - Like
    Spaceship victory - Like
    Diplomacy victory - Like
    Culture victory - Don't Like
    City-states - Like
    Social Policies - Like
    Diplomacy - Undecided
    Hex tiles - Like
    Pillage - Like
    Terrain use in combat - Like
    1-Unit-Per-Tile rules - Like
    Ranged combat rules - Like
    Melee combat rules - Like
    Land units - Like
    Naval units - Like
    Embarkment - Like
    Air units - Like
    Nuclear weapons - Like
    Great Persons - Like
    Science: the way you make and use - Like
    Gold: the way you make and use - Like
    Culture: the way you make and use - Like
    Production: the way you make and use - Like
    Cities: the way you make and use - Like
    AI in general - Don't Like
    AI in Diplomacy - Don't Like
    AI in Combat - Don't Like
    Tile improvements - Like
    Prince difficulty level - Like
     
  20. Louis XXIV

    Louis XXIV Le Roi Soleil

    Joined:
    Mar 12, 2003
    Messages:
    13,579
    Location:
    Norfolk, VA
    I find myself liking the big changes, but disliking the small changes (specific unit stats, tech paths, effects of certain buildings). For the big changes:

    Domination - like it
    Space Ship - not decided
    Diplomacy Victory - like it
    Culture victory - like it
    City-States - like it
    Social Policies - like it
    Diplomacy - not decided
    Hex tiles - like it
    Pillage mechanic - like it
    Terrain use in combat - like it
    1-unit per tile - like it
    Ranged Combat rules - like it
    melee combat rules - like it
    Land units - like it
    Naval units - like it
    Embarkment - like it
    Air units - not decided
    Nuclear weapons - like it
    Great Persons - like it
    Science - like it
    Gold - like it
    Culture - like it
    Production - not decided
    Tile Improvements - don't like it
    Cities - like it
    AI in general - like it
    AI in diplomacy - not decided
    AI in combat - don't like it
    Prince - like it

    The only thing of note is diplomacy. I think I like it, but I'm more uncertain than anything else. It's hard to tell what's me role-playing and what's actually in the game. I think it's working fairly well, but it would be nice if it were slightly more transparent.
     

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