So been playing Civ since the original. Used to sneak out to the school computer lab and play civ with a friend back in early nineties. I am afraid to add up the time spent in my life on this game...
Anyway, went back to Civ IV BTS last week and noticed something I had forgotten since shifting to Civ V. Civ IV BTS was just a less structured game, in a good way. On the higher levels, there were no "required" wonders for a victory condition, and you could take multiple tech and building paths and still have a successful and fun game.
In Civ V, it seems like there is a way to play on the higher levels depending on the Leader, and you can only adjust around the edges if you want to be in a position to win the game. More of a formula you execute than a civilization you build.
For example, in Civ 4 BTS, you did not necessarily need to settle on a luxury. In Civ V, the only reason to create a city is to get that luxury or strategic resource. It just leads to a more formulaic game. As a result, the decision to expand or not in Civ V is largely a function solely of that luxury or strategic resource.
I really hope that G&K brings back that fluidity to the game. It was just much more fun that way.
And oh yeah, I totally forgot to put a military unit in my city and was destroyed by barbs as I looked for the city ranged shot button.
Anyway, went back to Civ IV BTS last week and noticed something I had forgotten since shifting to Civ V. Civ IV BTS was just a less structured game, in a good way. On the higher levels, there were no "required" wonders for a victory condition, and you could take multiple tech and building paths and still have a successful and fun game.
In Civ V, it seems like there is a way to play on the higher levels depending on the Leader, and you can only adjust around the edges if you want to be in a position to win the game. More of a formula you execute than a civilization you build.
For example, in Civ 4 BTS, you did not necessarily need to settle on a luxury. In Civ V, the only reason to create a city is to get that luxury or strategic resource. It just leads to a more formulaic game. As a result, the decision to expand or not in Civ V is largely a function solely of that luxury or strategic resource.
I really hope that G&K brings back that fluidity to the game. It was just much more fun that way.
And oh yeah, I totally forgot to put a military unit in my city and was destroyed by barbs as I looked for the city ranged shot button.