I'm new to the ''Civ'' series. What is the best in all the aspects? Civ4 or Civ5?

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.
 
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.

ok.. thank u very much philbowles... if in much of asects in the later eras is the same thing in both games I don't know if I will try a civ4 game... It was happening playing civ5 to me, the A.I. win a scientific victory... and is more challenging in ''quest to win'' in all the aspects... but you know philbowles, when u start a game and u are playing classical medieval and renaisance eras u think like u are conquering something , for example when u want to take a city u need to make strategy like: I will put my archers on the hills far to range and the melee units just to defend and atack the A.I ranged units and take care to run of the city range and before planing to give some spread religion to weakness the defence and more a lot of things u can plan and is gorgeous ... but when the industrial era starts with all the tanks and things and if u have more teritory than your enemy it is not attacking and the cities fall more easy... and is boring, not just in combat in all the aspects I'm just sick and tired to see my empire growing with all the cities in full food and culture and all , and u need just to chose a production that it does nothing that u can feel, just to finish the game, and A.I don't atack just u waiting your turn to finish what u want and finish the game without chalenge or make something in your cities that it worth !!!

And another aspect philbowles from civ4 if u can answer plz... with micromanagement is ok I think in time I can just use to play and things.... but how the ''stacks units'' things it works? I just don't understand look is like I am thinking like I am used in civ5: I will make 15 units and will put them all in a single space strategic to block and to defend good because I'm don't understand in other way, and finaly then, the A.I will come with 2 stacks of 50 units in a single square and will kill all my units and I will just say: WTH?

If u can explain to me how it works , because u have played a lot I think , and I am not used to..... and u can put in the same stack more types of units instead of the same type? the answer will be good for much people that they want to play civ4 and don't understand the stacks of doom because they play civ5... thanx phil
 
Happiness: Like it or not, city-level happiness is a bad fit conceptually with empire-building. In Civ IV and predecessors, widespread unrest in your empire was the product of multiple individual cities being massively unhappy, something which has very rarely been a characteristic of real-world political turmoil.

I disagree. If you look at political uprisings they have frequently started in one city and then spread. The American Rebellion largely spread from Boston, the 1848 Revolutions spread from Paris, etc. Even in times of great turmoil there are areas of calm: i.e. individual locales ("cities") react differently to the same stimuli. In short: it's complicated.

A history teacher is not a historian, any more than a science teacher is a scientist, and the skills involved emphasise communication as much as or more than extensive knowledge of the subject material. I wouldn't be at all surprised if historians as a community share the opinions of people in my field about science teaching and science journalism (which are rarely flattering).

He might not be a historian, but I am. You're right about our assumptions though....generally speaking teachers and journalists are really in a different field altogether (I mention journalists as I do military history and plenty of my colleagues work on fairly contemporary issues). Research is the defining characteristic of an academic, to my mind. That said, Funky has a pretty good understanding of history.

For example, describing the Peloponnesian War as a conflict between oligarchs and democrats (as someone did earlier in this thread) is an analogy to recent Cold War politics familiar to most people today, but does not accurately reflect the reality of the time or the way the societies involved defined themselves.

I am the one that made that assertion. The Delian League proudly considered it mission "making the world safe for oligarchy" (if we can put it in a tongue-in-cheek way). While the Peloponnesian conflict was not necessarily an ideological struggle (neither was the Cold War!), it did have an ideological tinge that I felt was worth mentioning.
 
Man Phil, one certainly can't blame you for not putting a lot of time into your posts. But your misunderstanding, which stretches through your entire post, seems to be that you believed I was claiming that Civ 4 doesn't include unrealistic elements or necessary abstractions. The only point you mention which a Civ 4 feature can't be abstracted form history is the founding of cities before agriculture. But since agriculture is usually one of the first techs to be researched I don't consider that very relevant. If all Civs started by default with the tech agriculture it would still be the same game we are playing.

Regarding the rest of your points... Technological research: based on history (the abstraction being that "you" (the state) chooses what to research)

Taxation: Having a state budget is a realistic feature! I also find it disappointing that we usually put smaller emphasis on research in reality than it's done in the game, but the different values are obviously an abstraction (we can hardly expect the game to correspond with the differing percentages through history and across the world). About gold before currency, you are right, it's there visually, but at least we can't do anything with it, therefore it could be imagined as some other thing of worth, used for trade, like precious stones, pearls etc. Maintenance on the other hand makes perfect sense; of course expansion leads to profit eventually, but not before having to spend costs on logistics, buildings, etc.

Government: We have had revolutions throughout history, and very many of them were accompanied with civil wars or periods of anarchy. The change from monarchies to republican stateforms in 19th century Europe was a lot more precarious than you are making it sound, and in some cases led to open revolution. Of course revolutions were rarely triggered by the state, but in the Civ series we play the state, so this is a necessary abstraction.

Happiness: It's rather keen to say that civil unrest was usually caused by quarrels among politicians, though of course this was one reason. The real reasons are obviously not as monocausal, and have to be abstracted in a game like Civ. But in general, it is not far fetched that the growth of cities, which leads to higher population density, smaller availability of services and goods, development of slums etc, leads to unhappiness in contrast to Civ 5's absurd unhappiness triggers, such as being victorious in war or building another city.

Religion: You admit yourself the sensible connection between diplomacy and religion in Civ 4 as well as the magical bonuses in Civ 5, and still come to the conclusion that Civ 5's system is more plausible?

Culture: Culture generally makes a lot of sense in Civ 4, in that the magnificence of a city emanates into the surrounding land, causing its influence to grow. Where it becomes unrealistic is in determinging political borders among rivaling nations up to city flipping, something I have always criticized, by the way. That said, in itself the system follows a sensible logic, i.e. in showing that the people living in a tile are culturally heterogeneous, depending on which nations have influence over the tile. But I'll give you credit here that while I like this display of different peoples' cultures, actual borders were usually determined differently.

PhilBowles said:
A history teacher is not a historian, any more than a science teacher is a scientist, and the skills involved emphasise communication as much as or more than extensive knowledge of the subject material. I wouldn't be at all surprised if historians as a community share the opinions of people in my field about science teaching and science journalism (which are rarely flattering).

Why thanks a lot for this well written insult! If you draw such a thick line between teachers and scientists, I could tell you about how I used to be a "real" historian after completing my master in history as my first university degree and working in my city's museum for ethnology for a year, before I decided to study again to become a teacher instead. But actually you missed my point. I was in no way pointing out my superior understanding of history (something I would never claim to have, which is something the study of history has taught me), but rather my awareness for false historical assumptions and historical distortions, which is in fact much closer related to the teacher part of my job rather than the history one. When you have developed a passion in a certain area and are often confronted with trivializations, distortions, and mere lack of knowledge of supposed important happenings and events, it becomes all the more relevant to you to reduce the detrimental effects causing these undesirable issues. This is really the core of my dedication in this topic.

eternalblue said:
In civ4 it's more entertaining and chalenging from the industrial to the finish with more choses to do? or is the same?
Entertaining? I'd obviously say yes, but it's a matter of opinon. Challenging? Definitely. You will need much longer beat the game on emperor (immortal/diety) in Civ 4 than in Civ 5. More choices? Many more. Starting with the more diverse tech tree, different economic models to follow, different civics, etc. Civ 4 wouldn't still be so extremely popular after eight years if it didn't offer such great variation.
 
Entertaining? I'd obviously say yes, but it's a matter of opinon. Challenging? Definitely. You will need much longer beat the game on emperor (immortal/diety) in Civ 4 than in Civ 5. More choices? Many more. Starting with the more diverse tech tree, different economic models to follow, different civics, etc. Civ 4 wouldn't still be so extremely popular after eight years if it didn't offer such great variation.

Ok thanx funk , I will try to find out a civ4 game to see the difference... but u can explain to me just how it's working with the stack of doom in war instead the 1upt? I just don't know how to play with them because is a lot of change for me than 1upt... thanx for taking time with this tread...
 
Ok thanx funk , I will try to find out a civ4 game to see the difference... but u can explain to me just how it's working with the stack of doom in war instead the 1upt? I just don't know how to play with them because is a lot of change for me than 1upt... thanx for taking time with this tread...
Stacks exist as piles of individual units each moving and attacking seperately (though you can group them to reduce clicking), when attacking your unit will face the best defender in the enemies stack. The 'best defender' is the strongest unit in the defending stack for that specific fight so you will face a Spear when attacking with Mounted units but an Axe if you attack with Melee.
Defending cities is done by the stack inside the city, cities themselves can get high defensive bonuses (up to +125%). Though as you gain experience you will learn that for various reasons defending inside a city like this is usually not the best move.

Also, as combat mostly leads to the death of one unit and the number of attacks an army can make isn't limited by space small stacks like the 15 unit one you mentioned aren't going to be able to do much to slow a real army.

Seige units work in an odd way in civ 4, while they can bombard city defence bonuses their main purpose is to suicidally charge into enemy stacks to cause collateral damage (they wound a number of units they don't attack directly) to weaken the defenders for your stack to wipe out easily. Collateral is only caused when attacking.
Due to the power of collateral if two equal stacks go at it the one that attacks is going to have an immense advantage.
In the BTS expansion many mounted units gained their own type of 'collateral' known as flanking, if they survived their attack on an enemy stack they coud damage seige units in that stack and unlike seige collateral they had actually kill with flank damage.
These things form one of the main tactical considerations in civ 4 war, the importance of gaining collateral initiative, in a war a civ defending its own territory gets a large advantage in this as they can use roads in their cultural territory while the attacker can't.

The other major tactical consideration is the mobility of your forces, the forking of multiple cities forces an opponent to choose between defending one city heavily and lose the other, splitting into weaker stacks to defend both and risk losing their defenders as well as a city or attack the threat directly which is often not feasible.
This is usually done by mounted units or through the use of naval transports.
 
Stacks exist as piles of individual units each moving and attacking seperately (though you can group them to reduce clicking), when attacking your unit will face the best defender in the enemies stack. The 'best defender' is the strongest unit in the defending stack for that specific fight so you will face a Spear when attacking with Mounted units but an Axe if you attack with Melee.
Defending cities is done by the stack inside the city, cities themselves can get high defensive bonuses (up to +125%). Though as you gain experience you will learn that for various reasons defending inside a city like this is usually not the best move.

Also, as combat mostly leads to the death of one unit and the number of attacks an army can make isn't limited by space small stacks like the 15 unit one you mentioned aren't going to be able to do much to slow a real army.

Seige units work in an odd way in civ 4, while they can bombard city defence bonuses their main purpose is to suicidally charge into enemy stacks to cause collateral damage (they wound a number of units they don't attack directly) to weaken the defenders for your stack to wipe out easily. Collateral is only caused when attacking.
Due to the power of collateral if two equal stacks go at it the one that attacks is going to have an immense advantage.
In the BTS expansion many mounted units gained their own type of 'collateral' known as flanking, if they survived their attack on an enemy stack they coud damage seige units in that stack and unlike seige collateral they had actually kill with flank damage.
These things form one of the main tactical considerations in civ 4 war, the importance of gaining collateral initiative, in a war a civ defending its own territory gets a large advantage in this as they can use roads in their cultural territory while the attacker can't.

The other major tactical consideration is the mobility of your forces, the forking of multiple cities forces an opponent to choose between defending one city heavily and lose the other, splitting into weaker stacks to defend both and risk losing their defenders as well as a city or attack the threat directly which is often not feasible.
This is usually done by mounted units or through the use of naval transports.

thanx a lot ghpstage, very usefull... I will intent to go for a new game and to see how it works now...
 
Man Phil, one certainly can't blame you for not putting a lot of time into your posts. But your misunderstanding, which stretches through your entire post, seems to be that you believed I was claiming that Civ 4 doesn't include unrealistic elements or necessary abstractions. The only point you mention which a Civ 4 feature can't be abstracted form history is the founding of cities before agriculture. But since agriculture is usually one of the first techs to be researched I don't consider that very relevant. If all Civs started by default with the tech agriculture it would still be the same game we are playing.

I've already pointed out that many of these are far from "necessary abstractions", but my key point is that there is no qualitative difference between Civ IV and Civ V in this regard. You're allowing things in one system to represent 'abstractions' that you consider senseless in the other (I've already given examples of city states vs. civs being founded in 4,000 BC, and religious bonuses in one game abstractions but the same bonuses in the other magical).

Your point below about governments, for example, does nothing to demonstrate why, because changes in government have sometimes been preceded by revolution, it is less of an abstraction and more of an absurdity to present a scenario in which this doesn't happen (which also has historical precedent).

Regarding the rest of your points... Technological research: based on history (the abstraction being that "you" (the state) chooses what to research)

True in both games. One of the few points where Civ IV does score over Civ V in terms of "realism" is that its tech tree is a better representation of actual technological progression and you don't have the bizarre cases where you can build a nuclear submarine without having researched Nuclear Fission as you can in Civ V. But the "core concept" is no more or less absurd in either game.

Taxation: Having a state budget is a realistic feature!

Yes, and I've noted that it's a major lapse in Civ V that it has no taxation system. But having a state budget long before you develop currency is a criticism you levelled at Civ V as being historically unprecedented, and yet exactly the same is true of Civ IV (and yes, you can buy things with gold before having Currency, as long as you have the Pyramids and Universal Suffrage).

I also find it disappointing that we usually put smaller emphasis on research in reality than it's done in the game, but the different values are obviously an abstraction (we can hardly expect the game to correspond with the differing percentages through history and across the world).

That's true, but it's an abstraction that distorts the reality of historical progression - economic incentives have driven historical civilisations far more than technological advancement.

About gold before currency, you are right, it's there visually, but at least we can't do anything with it, therefore it could be imagined as some other thing of worth, used for trade, like precious stones, pearls etc

And why can't you imagine the same of the "visual" gold in Civ V? You can buy things with it, but before the development of Currency why can't you just think of that in terms of the equivalent gold value of pigs, cattle or other items of barter? This is where you're falling down - in applying this double standard to the two games. I point out the same absurdity in one game you've criticised in the other, and suddenly it's an abstract representation of more varied trade goods rather than literal currency, while still apparently being literal currency in the other game.

Maintenance on the other hand makes perfect sense; of course expansion leads to profit eventually, but not before having to spend costs on logistics, buildings, etc.

But not before the development of a currency-based economy, because you don't have a state budget at that point...

Government: We have had revolutions throughout history, and very many of them were accompanied with civil wars or periods of anarchy.

As I've pointed out. We've also had both many periods of more gradual change better-represented by Civ V's approach, and periods of anarchy and civil war that result in no change of government at all but simply change the ruling dynasty or indeed are unsuccessful (and Civ IV dispensed with the civil war mechanic, except as an occasional random event).

Happiness: It's rather keen to say that civil unrest was usually caused by quarrels among politicians, though of course this was one reason. The real reasons are obviously not as monocausal, and have to be abstracted in a game like Civ. But in general, it is not far fetched that the growth of cities, which leads to higher population density, smaller availability of services and goods, development of slums etc, leads to unhappiness

Once again this is a very modern perspective - historical cities took a long time to reach population densities where these features emerged, and I'm aware of few if any real-world cases where "It's too crowded!" was a major source of unrest, let alone the major source as in Civ games. The largest historical cities in the world at various points, such as Angkor, Edo and London, do not appear to have suffered civil disorder as a result of overcrowding. Arguably, with the exceptions of very few, very large megacities like Mumbai, it doesn't even happen in the modern world.

Though whether you consider it realistic or not, this mechanic is common to both Civ IV and Civ V so doesn't make either any more or less absurd than the other.

in contrast to Civ 5's absurd unhappiness triggers, such as being victorious in war or building another city.

There is no unhappiness trigger for "being victorious in war". Civ V happiness is an aggregate of unhappiness in your empire - if you capture a city in Civ V, it is unhappy. This is also true if you capture a city in Civ IV. If you imagine Civ IV's local unhappiness as being aggregated into a single figure, you would have increased unhappiness from capturing the city there as well, since your base happiness of native cities would remain the same but you'd have inherited an additional, unhappy conquered populace.

I've already agreed that using happiness as the expansion-control mechanic results in the rather absurd situation that increased numbers of cities result in increased unhappiness.

Religion: You admit yourself the sensible connection between diplomacy and religion in Civ 4 as well as the magical bonuses in Civ 5, and still come to the conclusion that Civ 5's system is more plausible?

Read my commentary again. For a start I previously disputed the overriding importance of religion on diplomacy depicted in Civ IV, however what I was pointing out here is that the lack of realism comes from the fact that religion in Civ IV is decoupled from the rest of your civilisation's development. You get a few "magical bonuses" from it, but the concept that religion's major importance in the development of civilisation is its influence on diplomatic relations is completely off.

As for the "magical bonuses" in Civ V, my point was about the system (i.e. the core concept) rather than the specific beliefs. Is the Civ IV civics system a complete absurdity because the effect of Universal Suffrage makes no sense? Civ V has some badly-chosen beliefs, but it has others that tie in to the role of religion historically better than those in Civ IV - religion can promote cultural development, calling on religious fervour can be used to recruit soldiers, and a greater output of faith is more likely to promote the spread of your religion through missionaries, temple-building and passive cultural exchange (represented as religious pressure).

Culture: Culture generally makes a lot of sense in Civ 4, in that the magnificence of a city emanates into the surrounding land, causing its influence to grow. Where it becomes unrealistic is in determinging political borders among rivaling nations up to city flipping, something I have always criticized, by the way.

Except that, as a game mechanic, this is all culture does in Civ IV. Generating culture has no other function in the game than to seize land. However magnificent the culture, and however far its influence extends, it is not going to cause a city to exert physical control of even neutral lands and the resources those areas contain.

That said, in itself the system follows a sensible logic, i.e. in showing that the people living in a tile are culturally heterogeneous, depending on which nations have influence over the tile. But I'll give you credit here that while I like this display of different peoples' cultures, actual borders were usually determined differently.

It's actually my favourite game mechanic from Civ IV, but it's also one I've described before as being possibly the most gleefully unrealistic element of the game.

Why thanks a lot for this well written insult! If you draw such a thick line between teachers and scientists, I could tell you about how I used to be a "real" historian after completing my master in history as my first university degree and working in my city's museum for ethnology for a year, before I decided to study again to become a teacher instead.

It's not aimed as an insult at either you or the profession - we criticise science teaching for the curricula and its tendency to teach established concepts by rote while ignoring the basic elements of scientific reasoning or explanations of the evidence for particular scientific theories being taught. In many countries, teachers are not even required to have degrees in a relevant subject - this is why I made a comparison with journalists. A teacher's role is communication of concepts to an audience, and they needn't be in a field in which the teacher has personal expertise. I'm aware that in the UK at least history teaching has regularly been criticised by historians by focusing on increasingly narrow, populist historical periods (such as WWII and Rome) and ignoring or downplaying major areas of the country's history (such as the English Civil War).

Challenging? Definitely. You will need much longer beat the game on emperor (immortal/diety) in Civ 4 than in Civ 5.

As well as the genuinely higher difficulty threshold in Civ IV (although Civ V is by no means "too easy". Even when you're experienced with both it and previous Civ games it will always present a challenge on Immortal unless you deliberately game the system or play a domination game, and in any event Civ games have always been more about the experience than about winning), Civ V has a tendency to feel a lot easier.

This is I think largely an artefact of the greater number of options in Civ IV; it's not a particularly hard game to get a handle on once you've learned the basics, and most of the options provide obvious best solutions, but a game that looks more complex always feels more rewarding to beat.

Also, for those who grew up with the original Civ games, winning the game was about getting the highest score on the arcade-type score table. This table is now sadly mostly meaningless - I won a recent game without playing for a high score, and still ended up as rank 2, a rank I don't think I ever achieved in Civ I.
 
Eternalblue: Using stacks for warfare in Civ IV: Catapults, cannon, and artillery are very important, especially when attacking a city. Often times, you will not be able to conquer a city unless you have them. First, to reduce the city defense level via bombardment, and then by using them like suicide bombers to impose collateral damage on units fortified in the city. Once they have been damaged enough, you can then attack with your stronger units.
 
PhilBowles said:
In many countries, teachers are not even required to have degrees in a relevant subject - this is why I made a comparison with journalists.
In Germany where I am from it's the opposite actually, our upcoming teachers study the same things and sit in the same courses as students aiming for an academic career. The German teacher education system is criticizable from the other direction, in that there is too much focus on the subjects, and on applying scientific methods and doing research - things that teachers don't really need later - rather than more focus on the didactical elements of teaching.
Furthermore, the teachers I know, apart from a few exceptions, don't teach for the sake of teaching, but because they are very dedicated to and passionate about their subjects. While they can only go so far in their classes, their subjects usually are also their hobbies and many spend much of their free time by pursuing these hobbies and read books and articles, go to museums and more.
So while "we" are not scientists or researchers per se, it would indeed be regarded as a pretty severe insult (at least in Germany) to deny that teachers have a scientific approach to their topics or that they only focus on popular areas of history. In their classes they are, to some extent, bound by their curricula, which doesn't mean though that they don't pursue their interests in other areas - in fact, it's the popular parts of history which interest me the least in my free time, simply because I am confronted by them so often anyway.
Don't worry though, there are plenty of harsher insults out there that we are forced to hear (teachers are lazy, have no clue of the world, are all latent sadists etc etc), so that I have developed a rather tough hide. ;)

Concerning the rest, I admit I am tired. And I doubt we will reach an agreement. For me it seems like you are bending the facts as far as you can to somehow put both games on the same level of realism - for you it may seem that I am doing the same the other way around. While I found a couple of your points interesting and thought-provoking, it is still hard for me to imagine someone arguing that the games are similarly realistic (or non-realistic), since the lack of realism and the use of fantasy concepts in Civ 5 is what totally turned me off from the game, whereas in Civ 4, when I do have time to start up a game, I often find myself very pleased about the implementation of features which represent how the history of our world has functioned in a fairly accurate way. I even recommended Civ 4 to a (private) student of mine once, who likes to play historical empire building games with his dad - something I would never do with Civ 5. But it is by no means of great personal importance to me to convince you of my view on the matter, so let's leave it at that.
 
So while "we" are not scientists or researchers per se, it would indeed be regarded as a pretty severe insult (at least in Germany) to deny that teachers have a scientific approach to their topics or that they only focus on popular areas of history.

Funky, I think philbowles he didn't want to insult or offend you , just he was saying his point of view about some civ4/civ5 things... we apreciate your posts very much and your career... is not very easy to teach history and to be proffesional and make it a hobby like u...

Concerning the rest, I admit I am tired. And I doubt we will reach an agreement. For me it seems like you are bending the facts as far as you can to somehow put both games on the same level of realism - for you it may seem that I am doing the same the other way around. While I found a couple of your points interesting and thought-provoking, it is still hard for me to imagine someone arguing that the games are similarly realistic (or non-realistic).

I think your point of view in this topic is a very respected one from all of the users when we read it because is your point of view and we like it... I like very much how u are speaking about history and how u arguing about the game , and we thanx so much... we are very pleased to have someone here with your culture and give us an detail comparating the 2 of games in the other ways giving some information about historical factions and criticing what u think that is different... is very important this...

and philbowles of course he has his point of view... i think is a pleasure because the people who can read this tread they can have a lot of information here to know some aspects about the two of games... and funky and philbowles the two u have a lot of culture about history in general no doubth so ... u can tell me another games who u like very much that are like civ games? but no alpha centaury or total war series... just like civ with a nation, empire building and growing it from the ancient to future eras with events and all that stuff? it doesn't mean if is a turn based strategy or real time strategy don't care... just something in the same way a little...
 
Ummm... Civ 3?:shifty:
Actually, I hated hated HATED Civ 4 It always felt graphically incomplete, and really, really confusing. The religion system was almost totally incomprehensible, and the resource and stack system meant SoD's were not only possible, but quantity trumped quality in all aspects. Civ 5's limiting of Strategics and removal of stacking made the combat system much better IMO.
There is one flaw with Civ 5 though:
Every defeat screen for every defeat is:
"A marble statue of a woman being excavated in the desert"
 
Alexander Boney said:
and the resource and stack system meant SoD's were not only possible, but quantity trumped quality in all aspects.
....and this is why beating backwards unitspamming AI warmongers was easiest by disconnecting your metal to allow you to spam hundreds of Warriors. Seriously its unbelievable how commonly this strategy was used by Deity players.... wait where was this line of argument going again? :confused:

But seriously, as I wrote in my last post.... the attacking stack gets a considerable advantage from seige collateral, an advantage thats often big enough to overcome significantly bigger/stronger stacks. This is no different from civ 3 either where the attacker firing off artillery before charging in was again a way to overcome larger stacks, and its even in civ 5 to an extent as being first to attack using your ranged units and first to choose how your melee units follow those attacks gives a considerable advantage......
 
u can tell me another games who u like very much that are like civ games? but no alpha centaury or total war series... just like civ with a nation, empire building and growing it from the ancient to future eras with events and all that stuff? it doesn't mean if is a turn based strategy or real time strategy don't care... just something in the same way a little...

Thank you for your kind words, eternalblue. Regarding other games like Civ, I don't know any in which you play from ancient to future eras, though that doesn't mean they don't exist - I am not very well versed in the computer game spectrum. The games apart from Civ 4 which I have enjoyed in the past years are the games by Paradox Interactive, like Europa Universalis 3 (I think there is a 4th version out meanwhile), and Crusader Kings 2. Further games by Paradox are Hearts of Iron and Victoria, which I both haven't played though. These games all have in common that they only play in one era, e.g. CK2 in the middle ages and EU3 in the early modern period, and that they are very complex as well as realistic. While they are excellent games, they aren't for everyone however. If you're interested, you should watch a Let's Play video on youtube first to see if the games appeal to you.
 
I was new to civ and I had the same question: Civ 4 or Civ 5?

I took one look at Civ 4's graphics and shot straight to Civ 5. I may not know what I'm missing, but I couldn't care less. I love Civ 5 and everything about it. I see no reason to go back to a less appealing look if I'm happy with what I have. Between that and Tropico 4, those are the only games I now play and now I'm just waiting for BNW
 
Thank you for your kind words, eternalblue. Regarding other games like Civ, I don't know any in which you play from ancient to future eras, though that doesn't mean they don't exist - I am not very well versed in the computer game spectrum. The games apart from Civ 4 which I have enjoyed in the past years are the games by Paradox Interactive, like Europa Universalis 3 (I think there is a 4th version out meanwhile), and Crusader Kings 2. Further games by Paradox are Hearts of Iron and Victoria, which I both haven't played though. These games all have in common that they only play in one era, e.g. CK2 in the middle ages and EU3 in the early modern period, and that they are very complex as well as realistic. While they are excellent games, they aren't for everyone however. If you're interested, you should watch a Let's Play video on youtube first to see if the games appeal to you.

ok I will give a watch to those when I will take a break from civ games... thanx very much...
 
@eternalblue
I'm not surprised you got bored. Those 'let's play civ5 : the Celts' gave me the same feeling.

Btw, civ5 has much more micromanagement than civ4.
Setting up siege units, firing x times at an enemy unit, unit shuffling, checking the city screens (you can't trust the civ5 city governor),
checking the diplomatic screen to see if the AI has gold, controlling the amount of culture and faith in those pools to avoid unwanted policies and/or great prophets), etc.
You'll see all these repetitive (mindless) actions in the let's play videos.
And the AI still looks bad in those vids. It doesn't know how to play the game.

The civ4 AI isn't perfect, but it's at least competitive, active and it knows how to play the game.


@Funky
See spoiler. No offence. :D

 
Civ 4 and Civ 5 are different enough that you can play them simultaneously and enjoy both. Civ 4's main advantage is that it was designed as a platform for multiplayer gaming and easy modding; you'll see that both really took off, with the latter leading to some truly amazing mods. Beyond the Sword alone is worth it for all the content that was crammed in there. I still think it's the best expansion pack ever made.

That said, I enjoy Civ 5 as much and perhaps more. The game mechanics are clarified and cleared up to be more like a Euro-style board game. Ed Beach (the current designer) has substantially improved the game by doubling down on that approach with his background in designing historical-themed board games. You'll see that with how each scenario and civ's unique ability puts an interesting twist on one aspect of gameplay. I personally find that rather satisfying, even if Civ 5 is a pale comparison to Civ 4 in terms of modding and multiplayer.

As I have pointed out before in similar threads like this one, for me Civ 4 is by far the better game in all respects - I find every single change from Civ 4 to Civ 5 to be inferior. But of course others find Civ 5 better, so it's very much a matter of personal opinon.

One question you should ask yourself however, is how important history is for you and how important it is that a game like Civ is historically plausible. Civ 5 didn't place much value on this aspect at all, and basically all major features, the economical system, diplomacy, governments, warfare, influence of city states, and the tech tree, are historically implausible or downright misleading. Civ 4 on the other hand tries to depict these different elements in a much more sensible and historically accurate way. If you don't care about history and just want to play a game, then this might not matter to you though.

So my advice would be, if you are interested in history, get Civ 4. If you are not so interested in history... get Civ 4 anyway! :p

Interesting quotes here. I find that I just can't get into civ4 anymore, I just played it to death bitd. I've probably only played civ5 1/3 or possibly 1/2 as much, and there is still new content coming out, so I periodically come back to the game and still enjoy playing it. RE the graphics engine, there is a mod that does a fantastic job of updating the civ 4 graphics.
 
In Germany where I am from it's the opposite actually, our upcoming teachers study the same things and sit in the same courses as students aiming for an academic career. The German teacher education system is criticizable from the other direction, in that there is too much focus on the subjects, and on applying scientific methods and doing research - things that teachers don't really need later - rather than more focus on the didactical elements of teaching.

Okay, that'a fair enough - and from my perspective more laudable than the situation in the UK with which I'm most familiar with, in which teaching is a degree-level subject in its own right that qualifies people as teachers without any necessary background in specific subjects. I don't know the details of the American teacher education system, but teachers don't appear to require subject-specific knowledge here either.

Furthermore, the teachers I know, apart from a few exceptions, don't teach for the sake of teaching, but because they are very dedicated to and passionate about their subjects. While they can only go so far in their classes, their subjects usually are also their hobbies and many spend much of their free time by pursuing these hobbies and read books and articles, go to museums and more.

A good point, but then many people who aren't teachers (historians themselves likely not least among them - academia is a career path with a long period of training and few financial rewards in any field) have the same interests and hobbies and pursue them with the same dedication, so predicating a case on "I'm a history teacher" rather than "I'm a keen student of this aspect of history" becomes redundant. I can say much the same as you do below regarding interest in the popular and less popular areas of history, for instance, and I'm a biologist rather than either a historian or a history teacher.

Concerning the rest, I admit I am tired. And I doubt we will reach an agreement. For me it seems like you are bending the facts as far as you can to somehow put both games on the same level of realism - for you it may seem that I am doing the same the other way around.

It's not the "level" of realism I'm disputing, it's the existence of any quantitative, rather than qualitative, difference. Civ IV may have some elements that are more "realistic" than Civ V's, but that's at the level of debating whether Lord of the Rings or Harry Potter is more realistic than the other, not whether one is a better simulation of the history of civilization. As I said earlier, if you're looking for realism in this series, you're looking in the wrong place. Once I've already suspended disbelief far enough to allow Civ IV, I'm quite ready to make the comparatively trivial extra stretch to imagine a Civ V world in which revolutions don't happen, battles occur over a much grander scale than they do in reality, and taxation doesn't exist. I've already made the leap of faith necessary to accommodate America being founded in 4,000 BC and competing with Genghis Khan (not to mention culture-flipping his cities and being unable to build temples because he founded Hinduism first); quibbling about more-or-less minor details between incarnations seems little more than pedantry, more akin to complaining that the Zulus can use battleships or the Japanese have to use crossbows before progressing to gunpowder techs than about realism in the core elements of gameplay.

u can tell me another games who u like very much that are like civ games? but no alpha centaury or total war series... just like civ with a nation, empire building and growing it from the ancient to future eras with events and all that stuff? it doesn't mean if is a turn based strategy or real time strategy don't care

Call to Power is a separate, similar series which has often been treated as an honorary title (well, pair of titles) in the Civ series. I know of two real-time franchises - Rise of Nations and Empire Earth - that also try to encompass a Civ-like timescale, but I've never played either.
 
Call to Power is a separate, similar series which has often been treated as an honorary title (well, pair of titles) in the Civ series. I know of two real-time franchises - Rise of Nations and Empire Earth - that also try to encompass a Civ-like timescale, but I've never played either.

Ok thanx so much philbowles, like funky u gave me good and different games examples... I will give them a shoot when after playing enough civ games... I was asking this question because there are a lot of people searching similar games ... this tread will be a great choice to read about civ 4 and civ5 games like oppinions and sugestions and of course people that want similar games... good stuff... because all of you :king:
 
Back
Top Bottom