Again, I ask you this question. Would you say that Civ4 is more "historically immersive" than Civ1 or even RISK?
IV is more immersive than previous titles that are that dated simply based on its offering more and different kinds of decisions. However, when comparing reasonably modern games, it is VERY difficult to sort out what is just "they changed it now it sucks" vs legit immersion factor if one had started one or the other game without knowledge of the other. V offers things that previous titles do not; for people who REALLY like the tactical level, 1upt could overpower the flaws entirely. I do not suggest all games are equal, but I definitely do suggest that it is difficult, maybe impossible, to make a strong case that civ V is actually less immersive than previous titles in the series...ESPECIALLY the older ones which have less depth. The biggest problems with V are not with historical immersion, they are with how the game plays. That can certainly inhibit immersion of any kind though...but again these flaws are NOT new to V for the most part, clouding the comparison.
By the way, this "gamey" crap is beyond belief. People overuse it and draw the line at really awkward places. Ultimately, they *are* all "games", and doing things that optimize winning chances makes sense. If you are saying that you want the "gamey" aspects of the game to be hidden behind rules you don't know, pretty pictures, and inadequate understanding of mechanics (many of which have inadequate or non-existent data about them provided by the designers), then you can say IV has less "gamey" aspects than V. It's a really weak argument though. Basically, you are saying a game is more immersive because it does a better job of hiding its rules, flaws, and major problems from you. I'm not buying that argument. If ANYTHING in V feels more "gamey" to you than the Apostolic Palace, you've some things to learn before you start judging what is "gamey" to begin with anyway.
My perception of what TheMeInTeam is trying to say is that what you choose to ignore in Civ 4 and Civ 5 is your own business, and is largely responsible for your perceived disparity in historical immersion. Certainly, I see no immediate reason for why having Gold in the empire would directly boost birth rates - and this would be true in both games, though one is local and the other not.
That's largely correct. I also seek to emphasize that comparing happiness in IV and V is inappropriate. Anyone who understands both games should be comparing maintenance in IV to happiness in V and corruption/waste in III, because those are the game mechanics that share functionality. This thread has very very little people complaining or even considering the immersion factor of maintenance, which was a ridiculous mechanic also. Why is that? Either people aren't understanding the games, or they're not really considering the issues objectively and are confusing themselves.
partially agree. As far as the Civ 5 AI is "playing to win", it's doing a very poor job at it! I do believe extra artificial randomness has been deliberately put into the system to fake "unpredictability". ("It will sign a Research Agreement and then attack you the next turn!")
I will also agree that the AI in Civ 4 was more conductive to roleplaying or sandbox games. For many players this probably facilitated immersion. For many others, who saw the AI as too dumb and easily manipulated, it actively broke immersion.
AIs are inadequate in both games. I'd like V's to be a lot better and hope for improvements in that department. While IV's could arguably allow "roleplaying", understanding how they really work hurts that a LOT. Gandhi and Shaka/Ragnar/Mehmed/Nappy, opposites in unitprob, are only a few number changes away from playing identically...very simple, formulaic number changes. Combined with the tendency for high-level RNG screw, I hesitate to accept IV's AIs or diplo model as "more immersive" from anyone who doesn't know just how cookie cutter and terrible they really were.
I can see your point about buildings in 4, but I don't really see how they're improved in 5?
You have slightly more complexity due to the maintenance consideration, but ultimately buildings have the same tradeoffs (with different ROI) in all civ games. I'm not trying to make the case that V's are materially better than IVs, just that IVs aren't all that, either.
Well, the extra yields are generally lower and identical for most resouces (+2 ), and you can't put in non-resource improvements...
Yields were globally dropped in V. That the disparity between resources is less is an obvious conclusion. However, variant yields could be argued to break immersion in previous titles; starting in certain regions was strictly advantageous to others! When you start re-rolling starts to get one you like because the difference is just that large (IE imbalanced spawns, where IV is the worst offender in the series to date), which one is immersive and which one is "gamey"? Is re-rolling starts immersive now? Do you see how hard it is to make any reasonable objective case against V if you're only comparing previous titles? You can argue they're all bad; I won't stop you or even disagree, but the basis for saying one thing is good and a similar-quality thing is bad screams of personal preference, being set in one's ways, etc...definitely NOT a fair way to evaluate a game when there are MANY objective reasons to criticize civ V.
One problem is that there is considerably less decision tension when choosing your very first techs, partly tied to the lower yields from special tiles. Getting or starting with Fishing/Mining made a world of difference when starting with Fish/Gold etc. I'm no high level player, but I always felt that the order of those first choices could be vital in securing a good early position. There is nothing comparable in Civ 5, the early pressure feels lower.
More pitfalls. WHY does it feel lower? There are still decisions to be made, and they still can mean a snowball effect for how rapidly your empire develops. Again; play an XOTM format game where you are trying to beat the very best by a few turns in terms of finish date, and tell me you don't feel "pressure" early game, or that it doesn't matter. Tell me that after you beat those players. Against the AI, which is still awful, you can get away with flawed play. Is that the fault of the tiles or the AI? And if the AI played more like I advocate it should (play to win), would you still not feel pressure if knowing that being behind 5, 10, or even 30 turns could mean a loss? I doubt it.
Isn't that a universal malady at the core of every Civ and most other 4X/Strategy games?
Yes it is. It doesn't have to be, but it is because the balance required to make other strategies viable in a competitive setting is difficult. Unlike other companies, this one lacked the development resources time, and probably even experience to make a balanced game from a victory condition standpoint...quite annoying when you advertise multiple ways though.
In either case, have you ever felt a danger of the AI wiping you out in Civ 5? How often, compared with the wars of Civ 4?
It can. Play a high level and spawn next to monty or napoleon or something, and try not spamming units and see what happens. IV was largely the same, except that AI bonuses meshed better with unit stacking and you could get flat-out overwhelmed a lot more easily (not to mention having multiple AI not try to win to prop up a super AI, which was worse in IV but apparently ignants like that for some reason).
For me, the point where I realized the immersion was gone was when the ranking lists came up. Instead of "Herodotus has completed his great work...." it said "People who like the shiny things most" or "People who like to smile the most..."
Looks like their attempt at humor based on how long-time players called these demographics backfired. Now, if only such efforts had gone into the UI instead......