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

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.
 
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.
 
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
 
After 16 votes:

Domination victory - the way it is :)
(LIKE it: 10 - DON'T LIKE it: 5 - NOT DECIDED: 1)

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

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

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).

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

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

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

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.

City-states :)
(LIKE it: 13 - DON'T LIKE it: 0 - NOT DECIDED: 3)

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.

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

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

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

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

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

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

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

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

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

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?

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

Like.

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

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.

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

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.


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

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

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

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.

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

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.

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

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.

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

Never seen them used.

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


Horribly imbalanced at the moment. Don't Like.

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

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

Like it actually.

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

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.

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

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?)

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


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.

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

Don't Like.

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

Don't like.

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

Don't like.

Prince - the even - difficulty level :dunno:
(LIKE it: 6 - DON'T LIKE it: 2 - NOT DECIDED: 8) [/B]

Way too easy.
 
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
 
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)
 
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
 
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
 
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
 
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
 
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
 
I added new item to the list:

"Tile improvements"

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