PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
ok , let's reformulate ..... about an hour I was finished a civ5g&k game with the boudicca, the celts on prince difficulty on earth map , all on standard, and 22 civ with 41 city states, random leader... the finish time of my game was on turn 444 , in 2022 ad... so it was a good game in the classical, medieval era and I was conquering some nations... first I was thinking to go for a militaristic dominating victory with a great influence of the religion, but my civilization was on a very good scientific position so I go for a scientific launch in space victory... when I had more than 20 cities on my empire growing and conquering I was just feeling boring don't know... more because I was with happiness 77, and a lot of gold and I just feel like I can dominate everything and I just need to chose the prodictions of all cities every turn a lot of production chose without making some entertaining or just I don't know.. all the continent was mine, and the other civilization denounced me but without starting war without sending some naval ships or planes... I was just feeling like Tom Chick says with the ''tom chick parabola'' like all is just fantastic when u start and then when u can feel the game very good in classical and medieval looks chalanging very good a little arcade but something to chose and u feel like u are making someting, but afrer it goes boring when the industrial age start,because u have a lot of rich terrain and ... just build units and chose production and is like u want to finish the game from time to time...
I just want to ask... In civ4 it's more entertaining and chalenging from the industrial to the finish with more choses to do? or is the same?
something who can give me an detailed answer and advices?
It's much the same - it's a recognised issue that Civ games tend to "wind down" in the late game, where one player is far enough ahead they can usually choose their victory type (although, because culture is badly integrated into the remaining game mechanics in Civ IV, it's hard to impossible to transition to a culture victory if you haven't planned for one from the start. The other victory conditions, as in Civ V, emerge as extensions of the way you'll typically play the game and you only need to commit to one in the later game stages). It's a large part of the reason developers have highlighted for focusing on the late game in the new expansion, and the critics previewing the expansion have repeatedly pointed to the weak late game of Civ games in general, not just Civ V.
It's a consequence of the supreme importance of science in the series - science = better units for a military victory, better buildings for population growth and expansion for a "diplomatic" victory. better buildings for culture production and faster access to Wonders, and of course better science for a science victory. Because the science that brings you closer to victory also gives you a higher-tech army, it also makes it very difficult for opponents to stop you once you have a lead, since the main sanction the AI has to prevent victory is war.
There are some differences that play mostly in favour of Civ IV in the late game (although the Civ 4 introduction of corporations to the late game made victory even easier, and corporations too favour the side with the scientific lead):
- Stacks of doom. Giant stacks are hard to stop even with a technologically superior army, and it was much more likely in Civ IV than Civ V that low-tech units would beat high-tech ones in combat.
- Diplomacy victory. Don't get me wrong, diplo victory in Civ V can be the best way to keep the late game interesting (as long as you play to the spirit of it and actually play diplomatically rather than buying up all the city states at the last minute). The Civ IV diplo victory condition was if anything easier (and could be obtained through conquest if all else failed), but the AI played it more dynamically. In Civ V, your CS allies and allied civs will pretty much always vote the same way and the opposing civs can be quite easy to manipulate. One particular flaw is that, if you have a situation where two AIs are at war with each other (but not you) but it's in their interests to vote for each other because voting for you would lose them the game, they'll still vote for you instead of a rival with whom they're at war. The Civ IV AI was much cleverer in this regard, and would withhold (there was an abstain option) or vote for another player to prevent another player winning the game.
- Espionage. Civ IV espionage could be used to sabotage spaceship parts. In Civ V there's nothing you can do about a player who's close to completing a science victory.
On the other hand, in Civ IV it is much harder for an AI that's behind to become competitive - maybe it's a consequence of faster teching etc. that amplifies differences in technology, but it's much more common to be several eras ahead of your closest rivals in Civ IV than it is in Civ V in my experience. The Civ V AIs also 'play to win' more - this doesn't mean they try and conquer you if they don't have a hope, but it does mean that they can actually outcompete you for a science or occasionally even culture victory (and will try for diplo if you have the UN, although the AI almost never builds it itself). When I lose games in Civ V, it's usually because the AI has beaten me to a science victory (playing on Emperor and Immortal) rather than because I've been conquered (ever since G&K, the AI seems to have developed a tendency to magically rush ahead in science even when I'm eight or more techs ahead entering the Industrial era). I can't recall this happening much if at all in Civ IV, where the AI might secure a diplo victory more or less by accident (i.e. because the other AIs were withholding votes to prevent you from winning, not because that AI player had a diplo-focused strategy) but wouldn't actively aim for any victory condition.