Supr49er
2011 Thunderfall Cup
Immersion makes for a more involved game.
Historical immersion is no worse in V than any previous incarnation of the game, once you understand how previous incarnations worked. Threads like this distract from the game's real problems.
For one thing, in cIV, I tended to found cities in a way that quickly gave rise to a large, coherent swath of land comprised by my culture. In ciV, I can go that route, but often as not I end up with more of a patchwork representing my cultural influence in the early game. I believe this more accurately reflects how cultures have spread historically, particularly when conquest led to one civ's uber-rapid expansion. Also, I think it's much more realistic for culture to spread tile-by-tile rather than concentrically.
Also, culture-flipping: cities do not come under the sway of different geopolitical entities simply by virtue of one culture becoming more dominant than another. I do think that revolt and unhappiness occur due to a geopolitical entity occupying lands dominated by a culture that is hostile to to that entity.
You are free to have that opinion but lots of people apparently disagree.
Would you care to elaborate on this further?
Yes, but objective reasons it has less historical immersion are...less clear.
For example, take the diplo manipulation potential in civ IV vs V. In reality, V's model is actually closer to reality; weak civs were declared upon if someone decided to go on a military spree. Historical friendship mattered, but only so far.
So why, then, is IV's break from reality in that many starts can lock out war the entire game with 0 military or very minimal providing less "immersion" than a game where eventual war is quite likely (even though we've had proven games where several civs never declared on the human player)?
Outside of the diplo variance, what other cases could be made for immersion? Religion, in its dice-role, unrealistically applied format? You can go either way on that, and it was only in one civ game. The AI behavior itself? When in previous titles all AI was fundamentally the same outside of some XML value tweaks in one file? Doubtful. Most people don't know how the V AI works, but I think it would be hard to prove it and MORE cookie-cutter. Stacks of doom? Were those immersive, moreso than 1upt? Maybe to some.
There's nothing concrete to go against this game except for its release bugs and poor balance, both of which are serious issues. But then again, they're not new issues; they exist to this day in previous titles that people are arguing to be immersive!
Civ4 vanilla is flawed for sure but if you compare the two, it definitely feels a lot more "real" to me than nonsense Civ5 "diplomacy".
sketch162000:
Can't speak for eric_, but it may be that cultural spread along flatlands makes more sense because flatlands are traditionally where people settle and occupy land, so it's natural that a city's influence would more naturally spread along the banks of a river rather than the nearby hills.
Civilizations and their cultures arose around those things that enabled and/or attracted people to put down roots and take up an agrarian way of life. So, fertile land, sources of water, and, later, "luxury" resources that could be converted into wealth. So, it makes sense that people (the vehicles of culture) would spread in ways that bring them into contact with such things, as opposed to spreading in all directions at an equal pace outward from where they first settled.
Totally disagree. It's much more likely that you'll be mystified by another leader in real life than you are to get a list of actions you've taken and to what extent they have positively or negatively affected your relationship with others.
Not really, if you have all the sects as well then no-one would have had the same religion so it would be just another reason for the AI to declare war. And indeed AFAICS Religion has always been a good excuse for someone to go to war, when the real reasons were about power (sometimes just staying in it) or wealth.
The AI this time is generally more RL about declaring war. It's not just a game mechanic.
Spoiler :polypheus:
I think historical immersion is somewhat important. I also think that Civ V is more historically immersive than the Civs before it, including Civ IV. Why?
1. Religion. Religion has traditionally played a backdrop role in history. The French and the English sharing the same religion did not stop them from merrily butchering each other. For that matter, it didn't stop the Sunni and the Shiites from doing the same. When the Mongols came over Central Asia to crush everything in their path, it wasn't because they were pissed that everyone had a different religion.
In Civ IV, religion played a central part of diplomacy and to determine which allied blocs were allied with each other. This is as much as modern political statement as it is anything else. It certainly isn't historically immersive.
2. Civics. Many Westerners have this strange notion that European civilization and culture is the only thing that exists on the planet. Certainly, Civ has always been extremely Euro-centric and that's always hurt its historical perspective, IMO. Chinese history doesn't have a Medieval Period, and they've had Crossbows since, like, forever.
This carries over into the Civics. I like Civics, but I don't have any illusions that it's global. It is most definitely not. How a government functions depends on the culture of the people that spawn it, not because you unlock some tech and now you can rule like the more "advanced" people on the other side of the world!
Japanese and Singaporean democratic (or republic, if you prefer) practice is not like American democracy. Chinese communism is not like Russian communism, and it will never be the same as Russian communism. This is because the Chinese have underlying social structures and mores that modify any subsequent social structures that are implemented going forward.
You cannot change this. You cannot tell the Chinese people, en masse, to embrace the totality of Western historical perspective and start thinking like Frenchmen. It won't happen.
Thus, the Social Policy model makes more sense to me than the Civics model. It may seem strange to some that you can be Monarchial and Democratic at the same time, but England seems to be pulling it off in some senses.
It creates a major historical break in my view when every Civ I play generally is predisposed to the types of governments and ruling styles that modern Westerners prefer and deem superior. Were the Ancient Egyptians ready for Representation? Would it even have worked given their social mores? Sure they were. They built the Pyramids, right?
3. BFC. It has always seemed strange to me that cities could only benefit from and work the areas that are closest to them, especially in the modern eras. SMAC tried to address the issue by allowing cities to transfer food, but it was somewhat clunky.
I don't know that the Civ V model is perfect, but it is somewhat more organic-looking. In Civ V, you can grow the controlled borders of a city in any way you prefer outside of the natural Cultural preferences, and it is able to reach far. Thus, a new city that is near enough can still benefit from the bread baskets of your empire that usually supply the core cities. I would have liked the reach of cities to actually be farther, but I suppose that's for later titles.
It makes perfect sense to me that a City would extend its range of control to all along the banks of a river, and not care so much about all the desert to the north of it.
4. Normal tiles. In this Civ V was more like Civs 1-3. There are no megatiles. In the modern era, we don't have Iran dominating the food industry because it has Wheat Tiles! Most cultivated areas give about the same amount of food per square area depending on how much the people of the locale have adapted the tech to their locale. One patch of wheat is about the same as another patch of wheat. We don't have super-wheat that makes Japan healthier than Vegas.
In Civ IV, Super Tiles meant that a city was founded mainly on the special resources it could harvest, and this advantage carried forward into modern eras. Persepolis grows faster (or whatever) because it has Cows!!!! (or whatever). Well, cows can be moved. They can be housed in other parts of the world. Coal-mining cities are not generally known for being centers of military training or for having progressive Universities and Banks and whatnot.
5. 1UPT Again, this might surprise some, but I consider 1UPT to be more reminiscent of historical events than SoDs. It comes down to Thermopylae, really. Small armies can hold off larger ones if the terrain is right. Thermopylae can never happen in Civ IV or Civ III, because you can stack an infinite number of units on one tile.
You see, the problem is that in real life history, there have been wars (clarification inserted: on average) every 30 - 50 years. That were one or even two generations.For example, take the diplo manipulation potential in civ IV vs V. In reality, V's model is actually closer to reality; weak civs were declared upon if someone decided to go on a military spree. Historical friendship mattered, but only so far.
So why, then, is IV's break from reality in that many starts can lock out war the entire game with 0 military or very minimal providing less "immersion" than a game where eventual war is quite likely (even though we've had proven games where several civs never declared on the human player)?
I don't have the impression that in Civ5 the AI is different from being "all the same outside of some XML". Only that the values may be even closer than they've been in Civ4.Outside of the diplo variance, what other cases could be made for immersion? Religion, in its dice-role, unrealistically applied format? You can go either way on that, and it was only in one civ game. The AI behavior itself? When in previous titles all AI was fundamentally the same outside of some XML value tweaks in one file? Doubtful. Most people don't know how the V AI works, but I think it would be hard to prove it and MORE cookie-cutter. Stacks of doom? Were those immersive, moreso than 1upt? Maybe to some.
And a lot of questionable design decisions.There's nothing concrete to go against this game except for its release bugs and poor balance, both of which are serious issues. But then again, they're not new issues; they exist to this day in previous titles that people are arguing to be immersive!
Civilizations and their cultures arose around those things that enabled and/or attracted people to put down roots and take up an agrarian way of life. So, fertile land, sources of water, and, later, "luxury" resources that could be converted into wealth. So, it makes sense that people (the vehicles of culture) would spread in ways that bring them into contact with such things, as opposed to spreading in all directions at an equal pace outward from where they first settled.
Historical immersion is no worse in V than any previous incarnation of the game, once you understand how previous incarnations worked. Threads like this distract from the game's real problems.