Domination victory - Don't Like
Spaceship victory - Undecided
Diplomacy victory - Don't Like
Culture victory - Undecided
* * *
I guess I could go undecided on all VCs -- I like the journey more than the "win". I gave culture undecided because it's basically the "builder" victory path and generally takes the longest. Spaceship in the same vein.... Domination is just awful, while diplomacy ought to just be called "Buy a victory" -- as it's essentially nothing more than having enough gold to buy enough CSs.
City-States - Don't Like
Social Policies - Undecided
The two big items for non-warmongers... CS are a failure in the current implementation - boring and inflexible, while managing to be massively overpowered. SPs I'll leave as undecided... for now... they're still mildly interesting, but get less so every game. If culture is to become just a pink science tree -- then they ought to expand it and instead of mutual exclusivity, add pathing dependencies.
Diplomacy - Don't Like
Just horrendously awful to a stunning degree. The AI doesn't play to win -- it plays like your pouty little brother who would flip over the gameboard when he's losing. There's zero point in developing friendships - you can kiss AI arse for centuries, but the minute he settles near you or you go to war, even with someone he doesn't like either, war is a-comin'.
Hex tiles - Like
Pillage mechanic - Like
Terrain use in combat - Like
1-Unit-Per-Tile rules - Like
Ranged combat rules - Don't Like
Melee combat rules - Don't Like
Land units - Don't Like
Naval units - Don't Like
Embarkment - Hate with an undying passion of 1000 exploding suns
Air units - Undecided
Nuclear weapons - Like
Just want to point out -- this sort of shows how out of whack V is (too much warmonger weighting) -- it's perfectly legitimate that all these things be polled, but compare the number of them to other items... The poll is perfectly logical per the game -- but why is the game 50%+ war? So far as the Panzer General map (hex, terrain, 1UpT) -- fix the AI and it works, so I'll give it a like. Ranged combat though, it completely screwed -- don't see a way around archers sinking battleships.... and I think embarkation is a complete abomination, a sin before god and man. I ought to give naval units an N/A because embarkation completely blows up any hope of naval warfare being meaningful. Air units? Undecided... I rarely build them, but neither does the AI.
Great Persons - Like
GPs are one of the few things I think work well... They seem pretty well balanced -- settling a scientist isn't worth popping a tech most of the time, but popping a tech is a powerful thing. Culture bombs are pointless usually - but settling in the right city can be a boon. Settling engineers usually a waste, but finishing a wonder is powerful... and so on.
Science - Don't Like
Gold - Don't Like
Culture - Don't Like
Dumbest tech tree since I, with completely braindead pathing... but that doesn't matter because you're probably spamming Research Treaties too much to really care about your "next tech", at least -- once you get past medieval. Gold is far too overpowered... too easy to acquire and can be used for everything. Culture becomes pointless pretty quickly if you're not gunning for a pink science victory.
Production - Don't Like
If satan design a Civ production system, this would be it... with nonsensical hammer costs balanced by the fact that maintenance costs at least make you say "oh well, it would be too expensive to maintain anyway".
Tile improvements - Don't Like
Appalling lack of diversity, some resources and improvements are actually counter-productive --- sheep are a reason to settle somewhere else entirely. Awful - but a perfect match for the crappy production system, I guess.
Cities - Don't Like
Make it a threesome with production and tiles -- the builder is dead in the water.
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
Spaceship victory - Undecided
Diplomacy victory - Don't Like
Culture victory - Undecided
* * *
I guess I could go undecided on all VCs -- I like the journey more than the "win". I gave culture undecided because it's basically the "builder" victory path and generally takes the longest. Spaceship in the same vein.... Domination is just awful, while diplomacy ought to just be called "Buy a victory" -- as it's essentially nothing more than having enough gold to buy enough CSs.
City-States - Don't Like
Social Policies - Undecided
The two big items for non-warmongers... CS are a failure in the current implementation - boring and inflexible, while managing to be massively overpowered. SPs I'll leave as undecided... for now... they're still mildly interesting, but get less so every game. If culture is to become just a pink science tree -- then they ought to expand it and instead of mutual exclusivity, add pathing dependencies.
Diplomacy - Don't Like
Just horrendously awful to a stunning degree. The AI doesn't play to win -- it plays like your pouty little brother who would flip over the gameboard when he's losing. There's zero point in developing friendships - you can kiss AI arse for centuries, but the minute he settles near you or you go to war, even with someone he doesn't like either, war is a-comin'.
Hex tiles - Like
Pillage mechanic - Like
Terrain use in combat - Like
1-Unit-Per-Tile rules - Like
Ranged combat rules - Don't Like
Melee combat rules - Don't Like
Land units - Don't Like
Naval units - Don't Like
Embarkment - Hate with an undying passion of 1000 exploding suns
Air units - Undecided
Nuclear weapons - Like
Just want to point out -- this sort of shows how out of whack V is (too much warmonger weighting) -- it's perfectly legitimate that all these things be polled, but compare the number of them to other items... The poll is perfectly logical per the game -- but why is the game 50%+ war? So far as the Panzer General map (hex, terrain, 1UpT) -- fix the AI and it works, so I'll give it a like. Ranged combat though, it completely screwed -- don't see a way around archers sinking battleships.... and I think embarkation is a complete abomination, a sin before god and man. I ought to give naval units an N/A because embarkation completely blows up any hope of naval warfare being meaningful. Air units? Undecided... I rarely build them, but neither does the AI.
Great Persons - Like
GPs are one of the few things I think work well... They seem pretty well balanced -- settling a scientist isn't worth popping a tech most of the time, but popping a tech is a powerful thing. Culture bombs are pointless usually - but settling in the right city can be a boon. Settling engineers usually a waste, but finishing a wonder is powerful... and so on.
Science - Don't Like
Gold - Don't Like
Culture - Don't Like
Dumbest tech tree since I, with completely braindead pathing... but that doesn't matter because you're probably spamming Research Treaties too much to really care about your "next tech", at least -- once you get past medieval. Gold is far too overpowered... too easy to acquire and can be used for everything. Culture becomes pointless pretty quickly if you're not gunning for a pink science victory.
Production - Don't Like
If satan design a Civ production system, this would be it... with nonsensical hammer costs balanced by the fact that maintenance costs at least make you say "oh well, it would be too expensive to maintain anyway".
Tile improvements - Don't Like
Appalling lack of diversity, some resources and improvements are actually counter-productive --- sheep are a reason to settle somewhere else entirely. Awful - but a perfect match for the crappy production system, I guess.
Cities - Don't Like
Make it a threesome with production and tiles -- the builder is dead in the water.
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