ThERat
Deity
You just need to take a look at my signature to know that I am a fan of AW (always war) games and warmongering in general.
Having played Civ4 for a while I have found quite a few features that make that kind of experience less enjoyable. Now, don't get me wrong, I have been playing since Civ1 and are a hardcore addict of the game. However, somehow this latest version seems to be suited to other players' styles rather than mine.
What are the elements that seem to make the game less enjoyable.
1. Leaders
In Civ3 the MGL concept was new and very refreshing (good thing they took out the wonder rush in C3C). It added an element of chance and kick. The mere reason why people complained about it was the fact, that the AI was incapable to use it. In my mind, MGL's should have never gone and instead, the AI should have been spiced up to make use of them as well.
Yes, early MGL's and armies could make or break a game, but the mere presence added a whole lot of fun and surprise.
The new Great people concept is refreshing at first, but too predicatable and easy to plan after a while. And no armies can be formed with them.
2. Game speed
Units move 2 tiles for the longer part of the game, making it very draggy. This combined with forced slow expansion and limited worker action to start with makes the start of the game extremely slow and after a while pretty dull. Once the excitment about religions is gone (what good is it to have 3 religions anyway), the start of the game has little more to offer, but to try and balance economy and expansion.
The additional restriction on galley movement slow the game even more. Once you have a continent to yourself, it's absolutely eventless unless you consider fighting barbs as the ultimate kick.
3. Fighting the enemy
Having crippled artillery, a whole great concept has gone. People who knew how to use catapults/cannons etc could put up a great fight with stronger Civs by merely autosmarting the enemy. In my games so far in Civ4, it turned out that the AI is hiding in cities (hardly ever have I encountered battles in the open). Pillaging gives money, but if you want to use those conquered towns, you would be foolish to pillage that land. Fights seem to be a bit static right now: roll your units in front of the town, use cats to reduce defense to 0% and then hope that suicide cats survive doing collateral damage. Then throw your units against stronger defense. This can be done with much greater number of units. Yes, promotions are nice, but the battles feel stereotypical after a while and with the slow speed of units + mimimal transport capacity, it goes very slow. This applies mainly for mid-game wars onwards
4. Units
The concept of defense/offense values were great in my opinion. I will never understand why it was taken out and the new concept seems overly complicated with certain bonuses. It isn't really intuitive to have a system where you try and get promotions for certain purposes with the multitude that is offered. Promotions make units very precious, but losses are inevitable due to the previously described suicide missions at cities.
5. Late game
The late game is downright rushed (in terms of programming). There is no balance of research versus builds. In fact, the late game forces you to focus on UN or AC and put every resource into it since the AI reseaches pretty fast at higher levels. In C3C we could have some great battles in the modern age and the AI using bombers could cripple even the best players. So far, I can't see that immersion at that stage in Civ4.
6. Diplomacy
It is said that diplomacy has greatly improved. This might be true for certain game styles. However, if you start the warmonger path, pretty fast you find yourself isolated and even your friends will refuse to trade techs with you. I find the options also pretty limited, techs versus techs but not versus resources and vice versa.
7. Prebuilds
yes, it might have been unrealistic (but c'mon how realistic is a Civ game), but the correct use of prebuilds could have meant victory or defeat. With the option disabled, late wonders are almost useless and once you are lagging in techs, it will be very difficult to catch those wonders since you can't prepare via prebuilds.
8. Civics
There is no equivalent to no WW governments such as communism or monarchy. The only civic to reduce WW by 50% is police state. This will hamper prolonged war efforts a lot, not even metnioning AW games
9. Spies
Spies were used to catch up on the stronger AI's at higher difficulty levels especially Sid. The spies now are no use, if they are used that way, might as well not have that game element.
Remark: Keep in mind that this is written from the perspective of a warmonger game, not the peaceful strategy.
Having played Civ4 for a while I have found quite a few features that make that kind of experience less enjoyable. Now, don't get me wrong, I have been playing since Civ1 and are a hardcore addict of the game. However, somehow this latest version seems to be suited to other players' styles rather than mine.
What are the elements that seem to make the game less enjoyable.
1. Leaders
In Civ3 the MGL concept was new and very refreshing (good thing they took out the wonder rush in C3C). It added an element of chance and kick. The mere reason why people complained about it was the fact, that the AI was incapable to use it. In my mind, MGL's should have never gone and instead, the AI should have been spiced up to make use of them as well.
Yes, early MGL's and armies could make or break a game, but the mere presence added a whole lot of fun and surprise.
The new Great people concept is refreshing at first, but too predicatable and easy to plan after a while. And no armies can be formed with them.
2. Game speed
Units move 2 tiles for the longer part of the game, making it very draggy. This combined with forced slow expansion and limited worker action to start with makes the start of the game extremely slow and after a while pretty dull. Once the excitment about religions is gone (what good is it to have 3 religions anyway), the start of the game has little more to offer, but to try and balance economy and expansion.
The additional restriction on galley movement slow the game even more. Once you have a continent to yourself, it's absolutely eventless unless you consider fighting barbs as the ultimate kick.
3. Fighting the enemy
Having crippled artillery, a whole great concept has gone. People who knew how to use catapults/cannons etc could put up a great fight with stronger Civs by merely autosmarting the enemy. In my games so far in Civ4, it turned out that the AI is hiding in cities (hardly ever have I encountered battles in the open). Pillaging gives money, but if you want to use those conquered towns, you would be foolish to pillage that land. Fights seem to be a bit static right now: roll your units in front of the town, use cats to reduce defense to 0% and then hope that suicide cats survive doing collateral damage. Then throw your units against stronger defense. This can be done with much greater number of units. Yes, promotions are nice, but the battles feel stereotypical after a while and with the slow speed of units + mimimal transport capacity, it goes very slow. This applies mainly for mid-game wars onwards
4. Units
The concept of defense/offense values were great in my opinion. I will never understand why it was taken out and the new concept seems overly complicated with certain bonuses. It isn't really intuitive to have a system where you try and get promotions for certain purposes with the multitude that is offered. Promotions make units very precious, but losses are inevitable due to the previously described suicide missions at cities.
5. Late game
The late game is downright rushed (in terms of programming). There is no balance of research versus builds. In fact, the late game forces you to focus on UN or AC and put every resource into it since the AI reseaches pretty fast at higher levels. In C3C we could have some great battles in the modern age and the AI using bombers could cripple even the best players. So far, I can't see that immersion at that stage in Civ4.
6. Diplomacy
It is said that diplomacy has greatly improved. This might be true for certain game styles. However, if you start the warmonger path, pretty fast you find yourself isolated and even your friends will refuse to trade techs with you. I find the options also pretty limited, techs versus techs but not versus resources and vice versa.
7. Prebuilds
yes, it might have been unrealistic (but c'mon how realistic is a Civ game), but the correct use of prebuilds could have meant victory or defeat. With the option disabled, late wonders are almost useless and once you are lagging in techs, it will be very difficult to catch those wonders since you can't prepare via prebuilds.
8. Civics
There is no equivalent to no WW governments such as communism or monarchy. The only civic to reduce WW by 50% is police state. This will hamper prolonged war efforts a lot, not even metnioning AW games
9. Spies
Spies were used to catch up on the stronger AI's at higher difficulty levels especially Sid. The spies now are no use, if they are used that way, might as well not have that game element.
Remark: Keep in mind that this is written from the perspective of a warmonger game, not the peaceful strategy.