I don't like Civ 5

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*Satis

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And I gather I'm not alone. The thing is, I want to. I really want to love Civ V as much as I loved Civ IV. And now it's over a year since launch, and I've never got beyond the classical era. I've always gotten bored, moved on to another game, and eventually uninstalled. Meanwhile, Steam's running total of my time in game is still less than 24 hours. That would be the first time it's taken me more than, ooh, 24 hours to reach that particular milestone. New Civ game = sleepless nights, that's the way it's been for twenty years, and I don't like change. If I'm giving it another go and slinking back to Skyrim after half an hour, I think I must be Doing It Wrong.

What am I missing guys? And gals? Seems like there's a slick strategy game hidden away there that I just haven't found. There's no just-one-more-turn nagging away at me. I don't know what I should be doing with all these City-States. How many cities should I have? When should I be declaring war; is 4 Iron enough to conquer the Mongols with? I know that none of these questions have answers that any two players could ever agree on, but that's not the point; I'm saying I haven't got a clue how to form my own opinion. I don't know if garrisonning a unit in a city is a good idea, or an essential step, or a frivolous waste until the balloon actually goes up. I've only done it when I've got bored of shuffling my units round the map. That's clearly not the approach I'm supposed to be taking, but I don't know what is. I don't even know how close it might be.

Sullla posted a superb Civ IV walkthrough shortly before that one launched. It was a great introduction to the new game. I haven't seen anything like that for Civ 5, and I have been looking! I'm not after a miracle guide that will make me a better player (come on now!), just some clues as to how a typical game might go, what might happen, when you guys would declare war and against whom; which Wonders are worth the effort and when, and how the heck do social policies work anyway? Is there anything out there that would ease me in and make me moist for the goodies round the corner?
 
you have to play this game a while before it gets good.

it took me almost 2 years to appreciate Civ 4. then again, it changed a lot in those years.

still not having the same fun in ciV. most games seem to be a chore rather than entertainment...
 
I love the new stack free combat and the hex-grid, but apart from that I really prefer the way things worked in Civ4. I'd go back to playing Civ4 if combat wasn't so much more fun in Civ5.
 
I guess ignorance is bliss.

I've never played a TBS game before, and i love Civ5.

I might feel differently if i'd played the previous Civs, but as i have not, i am greatly enjoying Civ5.
 
I guess ignorance is bliss.

I've never played a TBS game before, and i love Civ5.

I might feel differently if i'd played the previous Civs, but as i have not, i am greatly enjoying Civ5.

You should really try Civ IV with Warlords and Beyond the Sword then :)
 
If I'm giving it another go and slinking back to Skyrim after half an hour, I think I must be Doing It Wrong.
Or that he game is jus bad ?
Sullla posted a superb Civ IV walkthrough shortly before that one launched. It was a great introduction to the new game. I haven't seen anything like that for Civ 5, and I have been looking!
Well, if you know about what Sullla made for Civ4, you should know he did some intensive testing of Civ5 too, and use these tests as the same kind of walkthrough.
If he didn't made the same as in Civ4, it's probably because his testing of Civ5, as said above, simply showed it was not a good game.
 
^? is skyrim bad?

anywho, yeah some of the visual features of the game are great. i like the hex tiles. 1upt wasn't thought out enough as a concept. sure it's way different than stacks of 20-40 units of all types.

but there are all sorts of bugs and balancing issues that are bound to change in this game. the overall gameplay (structure and mechanics) aren't going to change much. i do like how the policy tree has changed since launch (bonuses and finishers).
 
Have you tried VEM? Vanilla Enhanced Mod, that made Civ 5 a lot more fun for me. It changes a lot, including changing one of the most retardedly broken things (RAs) into something slightly sensible. If you really are trying to have fun with Civ 5 but find it lacking, give VEM a try.

(Even with VEM I still find 4 more enjoyable overall though)
 
Your quite right, the problem simply is that CiV is very shallow compared to CIV or CivIII and esentialy boils down to a glorified war simulator in Vanilla, hav'nt played for a couple of months but it does'nt appear that the AI is deviating from it's insane diplomacy and viewing this as a game instead of the Civilization simulator you might desire.

Every couple of months or so I get the urge to play a couple of games but generally get disheartened after the 3rd game or so when just conquering everything and having to only deal with the suicidal and player focussed AI in a revenge sort of way becomes boring.

Oh and Skyrim is probably the game of the year and so much better and worked out then CiV it's not even funny anymore, unless you've already spent +100 hours in Skyrim I advise you to drop this shallow piece of <snip> and go play Skyrim.
Oh yes, it has it's problems, they're still using the core of the Oblivion engine, which has it's issues, the storyline is a bit shallow compared to Morrowind and having leveled enemies is pretty much always a mistake in my book. But where Skyrim is a beautiful part of the Elder Scrolls Saga, combining alot of the elements that make the series great CiV will, until possible expansions adress this, be the mongrel of the series, not quite a war simulator, because the civ management options get in the way, i.e. the horrendous combat AI and not quite a Civ game because they had to drop too much depth for the focus on warring and having to likely dumb it down for the new generation.

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^? is skyrim bad?

anywho, yeah some of the visual features of the game are great. i like the hex tiles. 1upt wasn't thought out enough as a concept. sure it's way different than stacks of 20-40 units of all types.

but there are all sorts of bugs and balancing issues that are bound to change in this game. the overall gameplay (structure and mechanics) aren't going to change much. i do like how the policy tree has changed since launch (bonuses and finishers).

No its not, definitely one of the best this year.

People just needs to stop this ranting, devs do it because they can, we need competitor, I hope we get one soon, others devs cant be so dumb to spend millions on shooters forever. Ive seen some good games adopted shooter and its truly sad, but its going to bite their ass soon.
 
I think one thing you may be missing is that the entire game changes based on social policies. V has two major issues: Stupid AI - a hallmark of most civ games and unbalanced play. The 1upt just aggravates the stupid AI situation.
 
when you guys would declare war and against whom

I would declare war against everyone, especially the expansionnist whores that WILL become a problem later if you let them going away.

Huh, huh... not the kind of easy task... especially when you are so limited by happpiness... without happiness it would be ten times faster... you then just have to roam around building colosseums and stuff... great. :rolleyes:

which Wonders are worth the effort and when

Basically every wonder worth the efforts, for culture and great people points, but some worth more than others, for example Great Lighthouse and Colossus are not of great value of you have 0 sea ressources in the city in which you build it. That being said, you will nearly have 0 chance to build any wonder in higher difficulty levels, so that that feature becomes totally useless, apart for making the game more difficult, frustrating and embarassant.

and how the heck do social policies work anyway?

The more you have the best it is... or maybe you don't care about, as they are clueless ? I'm hesitating between those two extremums... :rolleyes:

Is there anything out there that would ease me in and make me moist for the goodies round the corner?

You should try to play games that are very easy to you (ex: Settler difficulty), and try out the different victories possible. You would then have a sense of what to do and what would be your priorities for more difficult further games.

But it's useless to do that, as cultural, diplomatic, scientific victories are far way too long to reach regarful of the interest pace of the game. In other words, it's completely normal that you don't go further classical era, because the game is NOT interesting.
 
And I gather I'm not alone. The thing is, I want to. I really want to love Civ V as much as I loved Civ IV. And now it's over a year since launch, and I've never got beyond the classical era. I've always gotten bored, moved on to another game, and eventually uninstalled. Meanwhile, Steam's running total of my time in game is still less than 24 hours. That would be the first time it's taken me more than, ooh, 24 hours to reach that particular milestone. New Civ game = sleepless nights, that's the way it's been for twenty years, and I don't like change. If I'm giving it another go and slinking back to Skyrim after half an hour, I think I must be Doing It Wrong.

What am I missing guys? And gals? Seems like there's a slick strategy game hidden away there that I just haven't found. There's no just-one-more-turn nagging away at me. I don't know what I should be doing with all these City-States. How many cities should I have? When should I be declaring war; is 4 Iron enough to conquer the Mongols with? I know that none of these questions have answers that any two players could ever agree on, but that's not the point; I'm saying I haven't got a clue how to form my own opinion.

Civ V tries (with, as discussed and argued at length elsewhere) varying degrees of success to provide options in terms of overall strategy (rather than options in terms of micromanagement, such as detailed distinctions between units or more buildings to choose from); I've observed that much of the new features seem to have been designed around trying to make strategies with fewer cities competitive with those with more cities.

What you want to do with any given city-state is heavily contingent on what it is - maritime, cultured and militaristic city-states give different bonuses. On paper militaristic ones aren't much use, but there are considerations of context - what resources do they have; are they ones you need, ones your cities demand, or ones that they can give you that you can trade? Do they have valuable strategic resources like iron? Do you want to ally with them to stop someone else getting their resources rather than because you need them? Where are they in the landscape? If they're right on your border, having good relations can make them a buffer against enemies (and while they won't leave their borders, they will both distract and attack passing enemy units), while leaving them alone runs the risk that an enemy will ally with them. The city-state 'quest' system doesn't work as well as intended, largely because it's too easy to circumvent with gold by buying city-state favour, but there are circumstances in which they'll offer a quest which aligns with your goals. For example, in a recent game a friendly City State was attacked by Denmark, an enemy who I already saw preparing large numbers of forces and was debating when to attack myself. The city-state issued a 'Help protect us by killing Danish units' quest, which I took as my cue to attack - with the result that a war I'd have got into anyway provided me a firmly allied city-state in the process.

I don't know if garrisonning a unit in a city is a good idea, or an essential step, or a frivolous waste until the balloon actually goes up.

There are a couple of social policies that are based on garrisoned units, one similar to Civ IV's Hereditary Rule civic or the effects of Monarchy in earlier games (i.e. garrisoned units increase happiness), so much the same applies as in the earlier games. I usually garrison cities with ranged units - unfortunately Civ V automatically ungarrisons them if you use them to shoot, so you lose the firepower bonus a city gains from being garrisoned.

I've only done it when I've got bored of shuffling my units round the map. That's clearly not the approach I'm supposed to be taking, but I don't know what is.

*shrug* It seems a fairly standard Civ game approach - unit you don't need in a stack or are bored of moving? Add it to your infinite-sized garrison.

Sullla posted a superb Civ IV walkthrough shortly before that one launched. It was a great introduction to the new game. I haven't seen anything like that for Civ 5, and I have been looking! I'm not after a miracle guide that will make me a better player (come on now!), just some clues as to how a typical game might go, what might happen, when you guys would declare war and against whom;

War has changed for better and for worse in Civ V. You aren't going to want to fight wars of eradication for the most part; even domination victories only require a capital to be captured, and you take major hits to your happiness when you occupy too many cities. Fortunately you also don't need to, since AIs tend not to hold grudges as much as in Civ IV - you can declare war on someone, make peace and gradually restore relations rather than having a permanent giant modifier to your relations. So war is mostly useful to counter threats or capture strategic resources (which you can no longer really do culturally).

The downside is the AI. You very often won't get a choice in who declares war on you when, since the AI will always declare war if it thinks you have a weaker military, forcing you to build and keep up military production whatever your strategy. Notoriously it seems completely irrelevant to the AI's decision in this regard whether it likes you or not - and while this makes for some amusing war declarations ("I was only pretending to like you" etc.) it becomes difficult to reliably select your fights or your allies.

which Wonders are worth the effort and when,

A few are generally useful - things like Temple of Artemis (given how people like to attack you at random), Mausoleum of Helicarnassus (gold is vital in this version of the game), Great Library and Porcelain Tower (which give major science boosts), The Pyramids (extra workers and permanent bonus) and The Oracle (extra social policies are always better than fewer), also anything that boosts happiness significantly. Most others are somewhat more situational; Stonehenge is only really worth it if you're going for culture victory, I'd say, just because you want to be selective about Wonders that early in the game when you have few cities, and +6 culture, while nice, is not a priority.

and how the heck do social policies work anyway?

Civ V is all about macromanagement where other Civ games are about micromanagement. Social policies are the main way it achieves this, by allowing you to select overall bonuses that relate to particular play styles - Tradition policies, for example, tend to give bonuses based on city development (cities with 10 pop, extra bonuses per X population in the capital and so forth), Liberty favours expansion, Piety is centred around giving bonuses based on culture and happiness, Patronage is needed for diplomatic victories and so forth. It's essentially a way of choosing how you "level up" your civ once you get a particular amount of experience (culture) - it's been noted before that the trees themselves resemble skill trees in computer RPGs.
 
The better you get, and the more you have insight into the game mechanics of civ 5, the more you will start to dislike civ 5 and its longterm playability.
Thats just how i feel about it.
I can totally understand that a lot of people say its dumbed down.
I mean the new combat system is great bc stacks of doom sound ridiculous to me but whatever
However, the AI is totally unable to fight in this hex-grid. Which is a shame. Warfare wise you can outplay the CPU easily and destroy waves of enemys without losing one unit.

I am just thinking about buying civ 4 because it sounds awsome to have spys, religion, better diplomacy and stuff. A game should be more about content and gameplay than fancy graphics.

I hope Steam will give a nice -75% deal soon.

I feel some kind of ripped of because i even bought some DLC for Civ 5 which brings ZERO depth to the game. Only a few new leaders, new units and wonders.

Maybe there will be a BIG content patch or diplomacy AI tweakings, until then there is no reason for me to invest more time into civ5.
Sorry that i might sound negative, i had a lot of fun with the game, but due to its gameplay mechanics it starts to lose its fun factor. Every game feels the same. The first few rounds are ok, but it gets more boring and boring the more the game advances.

:sad:
 
The better you get, and the more you have insight into the game mechanics of civ 5, the more you will start to dislike civ 5 and its longterm playability.
Thats just how i feel about it.
I can totally understand that a lot of people say its dumbed down.
I mean the new combat system is great bc stacks of doom sound ridiculous to me but whatever
However, the AI is totally unable to fight in this hex-grid. Which is a shame. Warfare wise you can outplay the CPU easily and destroy waves of enemys without losing one unit.

I am just thinking about buying civ 4 because it sounds awsome to have spys, religion, better diplomacy and stuff. A game should be more about content and gameplay than fancy graphics.

I hope Steam will give a nice -75% deal soon.

I feel some kind of ripped of because i even bought some DLC for Civ 5 which brings ZERO depth to the game. Only a few new leaders, new units and wonders.

Maybe there will be a BIG content patch or diplomacy AI tweakings, until then there is no reason for me to invest more time into civ5.
Sorry that i might sound negative, i had a lot of fun with the game, but due to its gameplay mechanics it starts to lose its fun factor. Every game feels the same. The first few rounds are ok, but it gets more boring and boring the more the game advances.

:sad:

Civ IV is a good game, and may well be better than Civ V, it's just not *as* different from Civ V as a lot of people like to claim - the underlying play is similar, despite the superior AI and the presence of additional details like spies and religion. It sounds as thiugh Civ V is your first Civ game; be prepared for a game in Civ IV's that more micromanagement focused and with more variety (and, yes, stacks of doom), but overall much the same in terms of strategy.

To compare the two, I'd say that compared with Civ IV, Civ V's improvements include:

- City-states in principle. The way influence is generated/gained needs tweaking to work well.

- 1UPT in principle and general unit behaviour. AI needs fixing.

- a single macromanagement resource (whether you call it happiness or whatever, this does streamline gameplay). Not currently enough options to control it to make it as strategically important as it should be.

- Doing away with transport units whose only function was to carry units over water. This was tedious and added nothing to strategy or micromanagement compared with the new system.

- A diplomatic victory condition independent of civ population size. The 'everyone always votes for themselves' bit needs to be removed so that actual diplomacy is required to win.

- Social policies. Tying these to culture generation provides an interesting victory condition and the policy tree is better-tailored to specific strategies than the Civ IV equivalent.

- Natural Wonders. Though I could do without El Dorado and the Fountain of Youth.

- Strategic resources. The cap on strategic resources is a good limiting factor on certain units at different points in the game, and also allows more predictable resource management than Civ IV, which could decide to exhaust a source of strategic resources at any random point in the game.

- We Love the King Day. In one way or another We Love the King Days have always been part of Civ games; most incarnations have required high happiness in the city in question. I like the mechanic tying them to the specific identity of a desired resource, which gives particular incentives to obtain otherwise interchangeable luxuries.

- Specialists. In principle, tying specialists to buildings is a great idea. In practice, Civ V rather screws up the trade-off - with production being possible for all tiles within a city radius, it's rarely a problem maximising specialist production in your cities. And of course there is no Spy specialist.

- Unique Abilities. These existed in previous Civ games, but not really in Civ IV, where each civilization was instead defined by a mix-and-match combination of generic 'traits', such as Expansive/Creative or Aggressive/Philosophical. I found this thematically unsatisfactory, and it gave the designers less flexibility to define a specific civilization's 'worldview' than allowing all-new abilities for each new civ.

Compared with Civ V, Civ IV offers superior:

- Variety. Many more techs and units. Many of these are linked to additional management features, such as health and city maintenance, rather than adding strategic complexity, but the longer tech tree makes science victories more challenging.

- Diplomacy. Both superior AI and a system that tracks relationships rather than randomly declaring war, and key diplomatic options missing from Civ V. The most important is map trading; why this was removed from Civ V we'll never know. Tech trading is a less important omission because it was replaced by research agreements, however tech trading was inherently better-balanced and allowed strategic choices not permitted by "oh, let's have a research agreement and both research whatever we need more quickly", since you had to weigh the pros and cons of your tech gain vs. what you were giving your opponent. You also had diplomatic repercussions for choice of civics (social policy equivalents) that haven't been translated to Civ V.

- Espionage. Obviously, since this is altogether missing in Civ V.

- Religion. I'm slightly hesitant to include this in the 'superior' category, because while very popular and with important diplomatic ramifications, it could certainly have been better-handled in Civ IV. Also, it was rather unfortunate that the same game included a later-game corporations mechanic that functioned in essentially the same way, simply because thematically it made religion feel less special and less 'religious' in nature and more like an experimental game mechanic being tried in several permutations. Nonetheless I feel that a religion mechanic should have made it into Civ V, even though I'd rather it wasn't the Civ IV religion mechanic.

- Trade and resource management. International trade routes were important income-generators in Civ IV, and made a lot more sense than ... no international trade routes in Civ V. The need for roads to connect resources made them more relevant, as well as vulnerable to sabotage at any point along the trade route (rather than just by pillaging the resource improvement).

- Micromanagement generally. This, after all, was what the game was all about, with most things (such as health and happiness) managed at city levels. This did however have a tedious side, as it often required producing duplicate courthouses, aqueducts, temples etc. in every city regardless of whether you needed them strategically. The number of tiles a city could work was limited regardless of its city radius, although as compensation tiles tended to produce more food, commerce and/or production, which forced more meaningful decision-making between promoting city growth and using specialists to optimise one aspect of city production.

- Maintenance. This was the main macromanagement resource of Civ IV. Its main advantage strategically over the way happiness is handled in Civ V is that its level varied depending on what you built in the city, and you could build structures that actively cut maintenance costs. In Civ V, a city always reduces happiness by 4, +1 for each extra population. So you always need the same fixed number of smiley faces to offset it - maintenance allowed more strategic flexibility.

- Culture Wars. Border expansion worked much as it does now, driven by culture, except that borders changed more rapidly, and if a rival city's culture exceeded yours (or vice versa) you could capture their territory and, occasionally, their cities. While gleefully lacking in realism, this was for me always the part of Civ IV that was most *fun*.

- Civ personalities. Civs in Civ V may display some personality by leader, although I suspect this is mainly reflected in a predisposition for particular civs to shoot for a particular victory condition when AI-controlled. But there seems to be a consensus that Civ IV was much better at making its AI-controlled leaders seem unique.

- User interface. Let's face it, whatever its true depth relative to Civ IV, Civ V looks like a cheap console game. Just looking at it prevented it me from buying it until it was on offer on Steam. The giant friendly bubble notifications belong in the tutorial levels, not every single game, and the menu icons are as bad. Advisors in Civ V have a few rote lines and don't have anything very useful to say; Civ IV's weren't much different but I recall them being slightly more relevant, and at least they had entertaining graphics (and a way of changing to era-appropriate costumes). Civ IV's Civilopedia was far superior (and featured Leonard Nimoy). Also, a lot more detail and information is contained in the menus available in Civ IV on all aspects of play.

- Worker management. More varied resource improvement options helped specialise cities; several were terrain-dependent (such as windmills). Irrigation is a long-standing Civ mechanic I miss, as while it became irrelevant fairly early on, it was an important constraint on selecting early city sites.
 
The worst part of CIV5 is dealing with the many problems with Steam. I was having so many issues with Steam crashes that I finally uninstalled the game and sent a letter to 2K letting them know I wasn't happy with having to deal with Steam in order to play the game. This game should have been complete in the box and not rely on a 3rd party that doesn't have it's act together. Steam stinks.
 
- A diplomatic victory condition independent of civ population size.

It's not independent. It's easier for a big civ to spare cash needed to buy CSs. In Civ4, it was perfectly possible to win diplo with one city civ, so there isn't any kind of improvement in that regard.

The 'everyone always votes for themselves' bit needs to be removed so that actual diplomacy is required to win.

I don't think they will ever remove this. It would be against their leading design principle that the AI should play for win.
 
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