Discussion in 'Civ5 - General Discussions' started by 2K Greg, Dec 10, 2010.
Wow. No more 200 turn spaceship for me. Hell, even beating Deity is going to be hard as hell now.
That sounds like a good mod. There have been plenty of good suggestions as to possible revolution/dark ages/civil war mechanics, and I've always been a little surprised that they haven't ever actually done anything in such a vein, seeing as it has great potential as a feature.
Surprises me as well, honestly, most people enjoy those mechanics.
They already have rebellions coming, so it's a start Honestly, they can only add so many features in an early patch, I'm surprised we eve got that.
Awesome, awesome list except for this
How soon will everyone complain of how quickly they can get through the tech tree and that buildings become more obsolete with more advances buildings (and units) researched before you could build one?
Considering every player who micromanaged it pre-patch was nearing that pace anyhow, I don't think balance is a huge concern.
But wasn't that pace too quick?
Then we're discussing game balance and not the patch change. I would say yes you're right, it's too quick, but that might be personal bias.
Well then research cost was the problem, not overflow.
WAY more than made up for by no early scientist slots.
Remember that libraries will have no specialists now and that means almost no great scientists until you research education. A library also essentially provides +6 science when you run the specialists - that is gone now.
Actually yeah, that's a huge impact on my science. Thinking about it, I max out my scientists and "SETTLE BABY SETTLE" in my strongest empires. Luckily that's not my favourite empire...
Exactly, one has to go with the other. But if the reductions in specialist slots counterbalances the increased research rate, then that would be good. Putting in research overflow never could have been the solution by itself, despite all of the clamoring for it.
Well I can't speak for everyone but for me the only reason I wanted research overflow is so I never had to bother monitoring it every so often. It's needless micromanagement.
From what I've been reading here this seems to be the general opinion actually. It was simply too much micromanagement.
I think I'm going back down to King...at least until I get the hang of the changes.
I'm afraid that's all it is. Without local happiness, I'm afraid that's all it could be.
I think that's going to be my biggest remaining gripe: global happiness. It just takes too much away from the formula of the game.
Check-box option at startup anyone?
Yes, but even for those that did not micromanage, the pace was too quick. This was especially true in relation to building costs and for the beelines.
Global happiness is too important of a factor to eliminate from the game with a startup option. The game would be way too easy if you didn't have to worry about happiness limiting your growth.
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