From 2K Greg on 2K Forums: "What would you like to know from the dev team?"

Brainlazy article says that Civ5 vanilla was made by the Wrong team. No wonder why it was flawed at the beginning.

IIRC,there's an thread somewhere in the forum,where someone develops a theory to explain why Civilization 2/3/4 were made in one way and Civilization 5 was made in another way .
 
Yes, (over the top) hidden diplomacy was a fail, in my regards. I am fine with some mysterie, though. (As, for example, the possibility of being backstabbed, no matter how good your standing seams.).

But...
- 1 UpT was a great (and brave!) design decission.
- Hexes where a great design decission.
- Range combat was a great design decission.
- CSs where a great design decission.
- Limited strategic resources where a great design decission.
- UAs instead of Civ4 traits where a great design decission.
- Getting rid of all the dead weight of prior civ games and try a new start was a great and brave (!) design decission.

Sure, not everything went well, at the beginning. But rebalancing and tweaking is something that will happen in nearly every game, nowadays. (And this is good, as a big fanbase can give way more feedback than a small testing team.)

And sure, not everything went to my taste. Lowered field yields for bonus resources, for example.
This is, in my thinking, a consequence of the effort to make CiV more of a multiplayer game. An effort, that was one of the biggest fails (in my regard! Please be aware, that this statement is totally subjective! And yes, I know that Sulla blamed it to other things. But even if Sulla seams to be considered as a Civ-genius, I am sure he is *wrong* in this regard!)

All things considered, I think the original dev team (including Shaffer!) did a good job! They created a solid base to build up uppon. A base, that - after several patches - delivered a fun to play game. (AI deficites aside, which are a different issue.)

And one thing is true: If you take new and seldomly walked pathes, you will anger some people.
But I think, they don't deserve all this hatred and bashing at all!


Cheers,
Deggial
 
Brainlazy article says that Civ5 vanilla was made by the Wrong team. No wonder why it was flawed at the beginning.

Where? I see that they're saying this is made by the same team, which will prevent it from becoming flawed due to having a new team unfamiliar with the engine work on the game.
 
How did you go about selecting and developing the new Civilizations? Did you focus on which Civs had the potential to incorporate the new gameplay mechanics or bring a balance to the focus of the current Civs? Or do you grab onto a Civilization that is requested or might be interesting and develop the unique attributes from there? Or both?

We already know that the UAs of the Songhai and British are getting updates. Did you folks find that you had to review the unique attributes of the existing Civs in light of the new mechanics or did you feel that those Civs were already generally well balanced?

I also am on board with those who would like to know how you all find these wonderful voice actors and go about developing their script.
 
Could you talk a little about the process that goes into writing the dialogue and flavor text for the leaders? How much effort is put into making them accurate to their historical personality, and how much artistic license is there? Are certain leaders easier to write for than others?
 
Yes, (over the top) hidden diplomacy was a fail, in my regards. I am fine with some mysterie, though. (As, for example, the possibility of being backstabbed, no matter how good your standing seams.).

But...
- 1 UpT was a great (and brave!) design decission.
- Hexes where a great design decission.
- Range combat was a great design decission.
- CSs where a great design decission.
- Limited strategic resources where a great design decission.
- UAs instead of Civ4 traits where a great design decission.
- Getting rid of all the dead weight of prior civ games and try a new start was a great and brave (!) design decission.

Sure, not everything went well, at the beginning. But rebalancing and tweaking is something that will happen in nearly every game, nowadays. (And this is good, as a big fanbase can give way more feedback than a small testing team.)

And sure, not everything went to my taste. Lowered field yields for bonus resources, for example.
This is, in my thinking, a consequence of the effort to make CiV more of a multiplayer game. An effort, that was one of the biggest fails (in my regard! Please be aware, that this statement is totally subjective! And yes, I know that Sulla blamed it to other things. But even if Sulla seams to be considered as a Civ-genius, I am sure he is *wrong* in this regard!)

All things considered, I think the original dev team (including Shaffer!) did a good job! They created a solid base to build up uppon. A base, that - after several patches - delivered a fun to play game. (AI deficites aside, which are a different issue.)

And one thing is true: If you take new and seldomly walked pathes, you will anger some people.
But I think, they don't deserve all this hatred and bashing at all!


Cheers,
Deggial

Nice post and agree very much with your bulleted list. While I found the initial release playable and fun, it had lots of problems and I was very happy with the direction of the patches and DLCs. However, I disagree about lowered field yields - that was one of the best changes from the ridiculous over-abundance of Civ4, imo. The reason simple is that it forces more critical choices, esp. early in the game where 1 single food, hammer or gold can make or break short-term success. There is not much difference between 4 and 5 food but there is from 1 and 2 food. Regarding that, I do wish there were more variety in the numbers between the resources, particularly the luxury ones.

Sorry I don't have another question but for G&K, I hope that in giving us more variety of stuff (natural wonders, resources and faiths/beliefs) they do not increase the quantity on any of the maps. Scarce resources (like lower yields) make each one worth fighting for and trying to obtain.
 
Will Gods and Kings please fans of Civ4 (especially Beyond the Sword)? And why?

What motivated the dev team to add four women leaders in the expansion?
 
Yeah, the honest answer would be that Civ4 fans (which I had been one) need to adapt to change or just keep playing Civ4. :lol:
 
What language is Askia speaking?
Which Quechua and Nahuatl languages are Pachacuti and Montezuma speaking?
 
Okay, this is probably my seventh question, but just have to ask. :D

- Is the Gods & Kings soundtrack going to be released ? Perhaps a pre-order Deluxe Edition with soundtrack, like the Vanilla CiV had.
 
Yes, (over the top) hidden diplomacy was a fail, in my regards. I am fine with some mysterie, though. (As, for example, the possibility of being backstabbed, no matter how good your standing seams.).

But...
- 1 UpT was a great (and brave!) design decission.
- Hexes where a great design decission.
- Range combat was a great design decission.
- CSs where a great design decission.
- Limited strategic resources where a great design decission.
- UAs instead of Civ4 traits where a great design decission.
- Getting rid of all the dead weight of prior civ games and try a new start was a great and brave (!) design decission.

Sure, not everything went well, at the beginning. But rebalancing and tweaking is something that will happen in nearly every game, nowadays. (And this is good, as a big fanbase can give way more feedback than a small testing team.)

And sure, not everything went to my taste. Lowered field yields for bonus resources, for example.
This is, in my thinking, a consequence of the effort to make CiV more of a multiplayer game. An effort, that was one of the biggest fails (in my regard! Please be aware, that this statement is totally subjective! And yes, I know that Sulla blamed it to other things. But even if Sulla seams to be considered as a Civ-genius, I am sure he is *wrong* in this regard!)

All things considered, I think the original dev team (including Shaffer!) did a good job! They created a solid base to build up uppon. A base, that - after several patches - delivered a fun to play game. (AI deficites aside, which are a different issue.)

And one thing is true: If you take new and seldomly walked pathes, you will anger some people.
But I think, they don't deserve all this hatred and bashing at all!


Cheers,
Deggial

Wow, great post, well said. It's absolutely true. They made alot of changes, most of them good. You can't expect big changes to go perfect the first time. And my expectation is that with G&K this will be one of the better civilization games.
 
What language is Askia speaking?
Which Quechua and Nahuatl languages are Pachacuti and Montezuma speaking?

I'd just cut to the chase and ask "What language are all of the leaders speaking?" Especially Attila, since he seems to be getting the most attention on that front.
 
The civilopedia was pretty much useless in Civ 5 - has it had a much-needed overhaul?
 
The civilopedia was pretty much useless in Civ 5 - has it had a much-needed overhaul?

This. Also are there any changes made to advisors to make them 'actually' useful for players ?
It could include things like :-
- Hiding messages
- Revamped suggestion messages for trading luxuries which would generate most profit i.e stop suggesting me to sell silver to Elizbeth who is hostile towards me & won't give me more than 50 gold.
- More sensible suggestions regarding expanding ur borders & what cities u should priortize to capture during war/weak cities or rich cities not too hard to take.
 
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