Moderator Action: merged a bunch of double posts - please use the edit post button if you want to add to a post and no one has yet responded
I agree they are in the same group because they both contribute to the strategic play of the game.There are plenty of options in the game that allow you to change certain things. Playing with a revealed map is one possible option because it does not change the fundamental rules of the game. Same thing with something like tech trading, which I turn off in all my Civ 4 games. Having tech trading is optional because it doesn't mess with the game mechanics.
Yes, I agree. It only contributes to the tactical play of the game and obviously not a strategic tool in the game.Chopping trees, on the other hand, is something different.
I have never said I want the tree to remain, I just find one-time only reward is stupid restriction.If you chop trees for a one-time production boost, though, the trees go away. That's a fundamental game mechanic. If you don't like it, you can change the game mechanic by either modding it so that the trees don't go away.
To me it is always easy to have user options (let user choose) on anything tactical (unlike those strategic mechanics). What is the big deal between having 1-time-only production boost and multiple? The samething applied on 1upt or 2upt or 3upt, they do make difference, but overall it is limted in a tactical area and won't have heavy overall impact to the game.But it's not something you can just turn on and off, like playing with a visible map.
Don't worry, I think we can mutually agree on those 2 things and I think I am going to like Civ5 because so far I hear only good newsIf you honestly can't see the difference between these two things, then I guess we'll just have to agree to disagree
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I do hope you enjoy Civ 5, though.
I have never said I want the tree to remain, I just find one-time only reward is stupid restriction.
a variant where you can only trade tech you have researched on your own (Sorry, I can't remember the term)
I mean cut ti multiple times and get multiple time of bonus.And I guess this is what I mean. Maybe you can explain to me exactly what you mean by this, because I am baffled. If you don't want the trees to remain, how can you have anything but a one-time reward (unless the forest grows back)? The only thing I can come up with is that you want to cut the trees down once, but continue to get the bonus production every turn thereafter (or a certain number of turns thereafter). Is that correct?
Civ2 is the one I play the most - countless hours. I did even repeat a particular saved game several times, just to beat AI again and again in different ways (though I stop after I start playing Civ3).Hmmm... try playing Civ 2 and tell me the AI hasn't improved..... It has improved tremendously!! (I can agree to the fact that it didn't improve that much from Civ3).
It depends on how the so called "difficulties" are crafted.If you dont like the harder difficulties (and being tortured) why bother playing them?
And I guess this is what I mean. Maybe you can explain to me exactly what you mean by this, because I am baffled. If you don't want the trees to remain, how can you have anything but a one-time reward (unless the forest grows back)? The only thing I can come up with is that you want to cut the trees down once, but continue to get the bonus production every turn thereafter (or a certain number of turns thereafter). Is that correct?
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why don't they just make AI keep chopping tree and keep getting rewards like some human player did? I mean if AI will be able to do the same, how can that be an advantage to himan player, how could that be called an exploit?
No TRUE. I want BIG rewards in every thing accomplished by player.The problem with your suggestion is that you are pushing the game in one direction too much. Let me take 3, war as an example.
Then just let all of them increase, I will welcome all that, thank you very much for saying what I should have said right at the very beginning.War is a part of the game which can not be neglected by any player, but it should not be the solution to all problems in the game.
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If the reward for war is increased, the reward for culture, diplomacy and science must be increased to counter act it.
If it is a solution for a particular problem in the game, why not?In sum, a benefit of one mechanic should not be so great that it is the solution. That is manipulation.
Don't blah! Chopping tree in CIV, even when it was first introduced in CIV has never been something easy nor effortless (and it is not without side effect). It has never be a solution to anything, it just let me boost (not much) production in 1 particular city.The same can be said for chopping. Replanting forests negates all reward for not chopping. Player should chop. That again, is manipulation.
Don't blah! Chopping tree in CIV, even when it was first introduced in CIV has never been something easy nor effortless (and it is not without side effect). It has never be a solution to anything, it just let me boost (not much) production in 1 particular city.
The answer:
Because the devloper is lazy. It take more effort to re-code rewards of everything else, so they simply cut the reward of war.
and by doing that, as the Chinese always like to say:
they never afraid people will get TO LAN (frustrated)
in every game i play there is always some point in every game where I feel no matter how well i am doing I cant win. despite this feeling I always win these games.
Not TRUE.hclass: if you changed all the rewards equally for everyone, you wouldn't really be changing the rewards at all.
I wish I could put it in words (but I don't know how), remember the fatty in Jurasic Park movie, who set his sever security with an anmation saying something like:You'd just be making the game go by faster. You can basically achieve the same effect by moving to a faster speed setting. You'll crank out units faster, chopping is worth (relatively) more even though hammers are the same (because production costs are lower and each hammer is worth more) and so on.
That prove you have only tried it very few times and only at the early stage of the game.... when you can only build cheap building, unit (even wonder is relatively cheap)Not much? It could often double or triple your production.
To be frank, me too don't really like to chop (very tiring), but I find repeat chopping monotonous simply because the process take too long and the reward is not good enough. I definitely believe that I will like it if the process is faster and the reward is bigger... (I like to bring 10K while shopping instead of 10 dollars)It was to the point that chopping was SO good that it was a stupid strategy to do anything else besides chop.
Me too. I want an enjoyable wonder race. Not one that says: Ya! you can race the wonder building, but you can NOT xx this and yy that... what is the fun.I want MORE options, not fewer.
War could be still the best way to expand and win the game, but it has lost its original taste, it never taste as nice as it was in earlier CIV.War should not be easier than it is. Already, it is the best way to expand your civilization and the win the game.
Sorry but I do not feel anything that is posted here and I do not see the need for any of this nonsense.
That has to be the weirdest (and least useful) analogy I've ever seen.Superman movie
Actual it is often in dealing with limitations that the player is better than the AI. This was painfully obvious in CTP were the AI was very bad at dealing with the limited number of units on a tile. In this respect SoD were very good mechanic for the AI, there was a simple heuristic (MOAR is better) and it allowed the AI to leverage the production advantage it got at higher levels.[...]
Limitations also help with AI. The more options there are, the worse an AI will do relative to a human player. By limiting the game, you can code an AI that works within those limitations, and limit the number of areas where the human can do better than the AI, and so make an AI that can compete without having to cheat as badly.
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See, Spiderman is much cooler. =P
It depends on the specific context. But absolutely in general the more options you have, the more the AI has to consider, and the harder it is to make good choices.Actual it is often in dealing with limitations that the player is better than the AI.
True, but that doesn't quite deal with the issue.If there is not a dramatic increase in the level of the AI in civ5 (which hopefully there is) the AI will be utter fail at dealing with the 1UPT restriction.