Aussie_Lurker said:
[... removed paragraphs about civics...]
Also, although resources can HELP you to get a Wonder, they are not the be-all and end-all. For starters, you can always get them in trade if you practice decent diplomacy skills. Even without the resource, though, you can get the Wonders anyway via a good use of specialists and forest-chopping.
Also, I would very much disagree that terrain improvements are situational. Sure there are some tied directly to resources, but again I often find myself having tough choices between different terrain improvement types. Certainly more choices than simply build a mine or build a farm-as was the case in Civ2 and Civ3.
For starters, your argumentation above is plainly invalid.
Whatever you do by (micro-)managing your towns, chopping your forests, fostering your specialists, chosing your best leader at the beginning, as far as wonder construction is concerned, certain ressources just reduce the build time to 2/3.
Second, to the best of my experience, ressources like marble and stone are very scarce. Yet, for quite some of the early wonders, it would be helpful to have them. At this early point of time, though, you most times have no guarantee to be in contact with the nation which owns them (and would be willing to trade them, so would have to have TWO deposits of those!).
Personally, I don't have any problem with this, as it adds to the fun and the goad of the game.
Nevertheless, your argumentation is invalid, for the reasons I have pointed out. And that is one of the most annoying parts in following your argumentations, Aussie_Lurker. Being a native speaker (as I assume) you fluently state "examples" by which you defend certain design decisions.
At first glance, this seems to strengthen your point of view.
Yet, if one looks behind the storefront, it becomes obvious that you just explain something completely different, which often is only loosely linked to the topic you seem to be talking about.
One of those examples we find in the above quotation of yours, another can be found somewhere here in this thread where you praise the calculatively correct number of 3125 combinations of civics. Yet, as someone already answered, at any given point of time in the game, only so many combinations would be meaningful.
Aussie_Lurker said:
[...]
I also hear about massive MM and lagginess. Well, sorry, but that is NOT my personal experience. For starters, unlike in Civ2 and 3, you DON'T need to build 6,000 cities in order to have a reasonable chance of victory, so that means you have to manage far fewer cities. If that is too much, then you can automate to the nth degree (and, I have noticed, the AI actually LISTENS to my suggestions re automation). Also, with the build queue-as in civ3-you can 'set and forget' the bulk of your cities, unlike in Civ2 where you had to go and check on your cities every 4-5 turns.
'Lagginess' of units movements should not be influenced by the number of cities you have to manage, as for the response time of the engine it should be completely insignificant how many cities there are.
Second, some people just like the feeling of managing
EMPIRES, not little areas.
I agree with you that Civ4 can be played on small maps. This is obvious, as well as it is obvious that a countable fraction of players would like to play on bigger maps.
Some of them might even like to have the control about where a new citizen will be placed. Yet, the game doesn't support this! As has been mentioned earlier already, there is no notification about a new citizen being spawned in your cities. Why not? Why not, if we get information about Hadruf being born in Ihavenocluewherethistownis?
The argumentation with the building-queues seems very much to hit yourself. What does it help me to have building-queues if I am going - as you did mention it over and over - to specialize my cities?
So, forgive me, but I estimate your argumentations invalid once more.
Aussie_Lurker said:
In many ways, in spite of all the extra choices this game DOES offer-as I have shown-the degree of randomness is actually probably less than in previous iterations. Why? Well because there are more things you-the player-can do to boost your chances of success. As I said above, you want a better chance of building a Wonder-well seek out the resources for them and/or specialise your cities for extra hammers-and cut a few forests for good measure.
As I have shown above already, it is the ressources, not the specialization which gives you an
ADDITIONAL boost. Second, it might happen that some of the ressources are not just waiting behind the next hill to be claimed by your units.
Therefore, once again, your advice
seems to point to way out of the dilemma, but actually does not.
Aussie_Lurker said:
Want a better chance of victory in combat? Well choose the right civics, build a barracks and select promotions which you think will be best for your upcoming battles.
Which would and does lead to micro-management, again.
And one could very well argue about the fact if a promotion being chosen for one battle couldn't turn out against you at the next battle.
To make it clear once again (as I know that some people will try to confute me by saying "if you don't like it, then leave it") I don't face a problem with
this kind of micro-management. Yet, it still constitutes a fact of micro-management.
Aussie_Lurker said:
[....]However, at the end of the day-and I speak for a large section of the Australian online community here-I can honestly say that IMO this is a GREAT GAME.
Now, please allow me to go into semantics as well. Do you now speak for a large section of the Australian online community, or do you speak for yourself?
As far as I understand it, in the first case you should have honestly said that in THEIR opinion... In the second case ("IMO") you shouldn't have tried to strengthen your argumentation with alleged invisible supporters behind your back.
I know that you very early have decided to love this game, as we have had many disputes one year ago, already. This is absolutely o.k. with me, but please don't bash other people for forgetting the infamous "IMO" every second sentence, and at the same time "proving" your argumentation with examples which don't refer to the case.
Aussie_Lurker said:
It is not a BRILLIANT game, however, and can do with improvement-but it is still the most fun Civ experience I have had since Civ1 first hit the scene. Now, if you don't like it, I would suggest this has less to do with the GAME itself, and more to do with the kind of game experience you personally are after. If it doesn't meet your expectations, then by all means play a game which is more your cup of tea.
Aussie_Lurker.
I congratulate you to having so much fun with Civ4 (and this isn't ironic). Actually, I spend quite some hours with it as well (making use of mods which tune it more into the direction of an epic game).
And I agree with you: it is better than Civ3/PTW/C3C without mods. Yet, based on what has been promised prior to release, it lacks many things. A lot of other items I have to regard as being imbalanced and apparently almost untested.
Therefore, in many areas it doesn't provide the fun which was promised it would provide. After 15 years of this genre, being made by the company of the original inventor, being based on the input of the whole community, not to mention the many, many beta-testers, I think we could have expected more than was delivered.
End of rant.