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

I'm not necessarily disagreeing, but why is Civ 4 more complex? I find lots of the mechanics in Civ 5 like Social Policies over civics, religion, combat, etc more complex than Civ 4.

Civics and SP are pretty similar. Combat is definitely *not* more complex in V, despite 1UPT. With collateral, more terrain-specific promotions, "best defender" code, a lot of unit specific (not even class specific) counters, own-territory initiative via roads, and the first strikes concept, not to mention the whole modifier application in general (it's possible to have winning odds while attacking and losing odds while defending...with the same two units and multipliers in place), civ IV combat is arguably more complex and definitely not less. However, in some ways that's not a good thing. The way combat is resolved in V is one of the things I consider V to be objectively superior in terms of "which model is better for a strategy game", because the odds of you getting completely hosed by RNG and losing because of it (mostly applies to earlygame civ IV) are much less.

The main complexity in civ IV over V at this point is tile micromanagement and variable yields on the same improvement with the same technology over time. FFS that can be a problem. PV concept is probably easier to apply in civ V even now, though it's still hard to pin a value on a unit in either game because they can range from worthless to the highest yield option by far.

There's a reason I mentioned this as a plus minus. In civ IV, you get to manage huge empires and become overwhelming. However, in civ IV, to be competitive late-game vs humans or strong AIs without hiding behind AIs and going diplo/culture, you *had* to manage huge empires. Take the long-time favored 4 city tradition opener in civ V through a good chunk of the game's existence; in IV you'd optimally settle as many cities as allowed by economy/terrain, to the point where 10+ by 1 AD could happen reasonably often on a standard map. Now, keep in mind that absolute populations are also higher in IV, the whip mechanic, and the reliance on tile yield and you get the complexity of a much more annoying optimization problem. If that's one's cup of tea, it's great. If it isn't...well...good luck on deity. Though I did still manage some wins there ;).

Somewhat ironically, if it weren't for Civ V's glacial engine optimization and sorry excuse for a UI, I'd prefer it over IV because it fits my skill set a little better, yet it's taken me this long to even start getting into civ V again, and I still don't know how long I'll last because of how it runs on recommended specs. I don't like waiting a few seconds before I can move the next unit, nor should I have to with no animations on.
 
Good points.

I don't really see the issue with the UI but I agree that the engine is utterly awful. I just fired up civ 4 to have a quick look at it again and the turn times were instantaneous. Even right at the start the turn times for civ 5 are a few seconds. They're probably 20-30 near the end of the game.
 
I'm not necessarily disagreeing, but why is Civ 4 more complex? I find lots of the mechanics in Civ 5 like Social Policies over civics, religion, combat, etc more complex than Civ 4.

It's only more complex if you want it to be. You do not have to micromanage everything to win the game, but you can if you want. Maybe on deity you have to but not that many players play on that level. It's not like civ4 is a game you only win once you beat deity. You just enjoy your own experience with it.
 
It's only more complex if you want it to be. You do not have to micromanage everything to win the game, but you can if you want. Maybe on deity you have to but not that many players play on that level. It's not like civ4 is a game you only win once you beat deity. You just enjoy your own experience with it.

That's a good point too; you can play either game however you want to play it and it's never a wrong choice in single player.

Still trying to "optimize total yield" with more cities and more pop + faster growth rate/city winds up being necessarily more complicated, if one tries to do that. Take competitive formats without a strict turn timer (hall of fame, XOTM, play-by-email, 1 day pitboss timers); competitive players will carefully plan their micro in each city for much of the game. That's a lot easier when you have 1-5 cities than it is when you have 10-20. Again, I emphasize that 10-20 isn't necessarily a better model (which is better is sheer preference), just that managing additional stuff in an optimized fashion is more complicated.

The immediate answer to the OP's thread title "What is the best in all aspects" is "neither", especially because which is preferable in some of the differences come down to one's own desire out of the games. I do wish they didn't share a lot of flaws though.

I don't really see the issue with the UI but I agree that the engine is utterly awful

When I'm talking about UI stuff, I'm not talking about "oh, how does the screen look". I don't care about that and it's subjective. I'm interested in how accessible (IE how many inputs) accomplishing something is. For example:

1. Queue units:

Civ IV: Click on city once, hold shift, click on unit. To loop it, use alt instead of shift.
Civ V: Click on city, then click on city again to get it past the menu, then press escape to get the production choice out of the way, then click on a tiny button to get to queue, then add units, with a max limitation of units and no ability to loop units.

2. Select all cities:

Only one game can do this and make changes to all at once. In fact, you can use a city drop down menu using f1 in civ IV and change what the city is building right from that screen, without ever navigating to that city or bringing up a pop-up window. There's no way around it; that's a faster way.

3. Waypoints to send produced units somewhere immediately:

Not a good system in either game...but IV takes this.


--> There are lots of little things like #1. More inputs, often unnecessary even within the constraints of the new design. It's frustrating. Rather than simply picking a list of things I want in order and freely changing them, I have to navigate to a tiny little button INSIDE the city screen. Of course, I still have bad vanilla memories too where things like "ranged attack" wound up being "actually, move next to the enemy and don't attack at all" with catapults, and governors starving cities down (but waiting until AFTER you hit end turn to swap tiles and put the city in starvation *********). I heard civ IV was no shining product on vanilla release either, but I was only around for BTS. I'm going to give BNW a similar chance.

I'm a bit curious to see how these new expansion features stack up once explored. I wonder if civ V will have a debate like the recent one on "espionage culture wins" in civ IV :lol:. I trust we at least won't see any complete disgraces like the Apostolic Palace, which annoyingly never got fixed (gogo win the game in a religion nobody is running, as the only eligible candidate!)
 
I'm not necessarily disagreeing, but why is Civ 4 more complex? I find lots of the mechanics in Civ 5 like Social Policies over civics, religion, combat, etc more complex than Civ 4.

Is a very good question, and because of it I was able to open this thread, people to read and tell oppinions about it...

The point is .. and the difference.. I just wanna philbowles to correct me and all of you, if I'm wrong: when I play for a lot of hours the both games civ4 and civ5 I have for example 6 o 7 cities growing and stuff in empire:

- in civ 5 in every single city I am just clicking to produce some unit or some building somethimes in the later game just because I'm bored and I just want to skip the turn to just expand more or finish the game, because the responsability from every city with the population on happiness or gold is just simplified and concentrated on empire
- in civ 4 I need to stay focused from start to finish to see what it needs every city to maintain the finance, health and happiness to every city, this creativity and management offering no boring moments... but...I like the ideea to think that I just run an empire not just a bunch of independent cities...
- in civ4 I don't like that can advance from one technology on other in just a few turns very fast like you are just passing throgh, don't have time to utilize in that moment too much the tech from that era.... in marathon don't changes too much to give me the happiness that '' I was playing in that moment that ''technological content''...
- the combat I can't understand in civ4 stacks of doom and why they was in this format in the civ games, what they represent? Is just a lot of units in one square , more you have, more strong you are, more your chances to win ... the 1upt is more natural Is like you are involving in the war commanding every unit what to do to end this and dominate or win in front of a lots of units from other nations because you can coordinate and with your tactics you can be victorious... is like you was involed in changing and give success with your tactics like in a real war...
- the trading and tourism and a lot of stuff I can't see the difference very much from G&K to BNW... is like just little improvements ...

In civ4 bts I don't know how is working the trading , tourism, and cultural stuff , religion in comparation with civ5 bnw. some difference in these aspects? I don't know very much those aspects from civ4 bts... is a good question, no?
 
Civ IV Advantages:

- UI is better (less inputs to accomplish same actions, more hotkeys)

And one of the commonest commands, fortify, isn't hidden in a submenu. Also, Civ IV still has the diplomacy web diagram.

- More complexity (this is a plus/minus depending on preference)

Aside from the tech tree, I'm not even sure it's really true any more. I haven't totalled numbers of units, building types etc. between the two games post-Civ V expansions, but offhand I can't think of much Civ IV had that Civ V now lacks.

- Less micromanagement (plus/minus --> this game severely penalizes going for large empires).

There's less micromanagement, but the game doesn't "severely penalize" large empires. Large empires in any 4x are intrinsically superior to smaller ones, which is why they're the default setting. Most such games work on a system where population increases resource generation, either directly through a form of taxation, indirectly through working tiles as in Civ games, or a mix of both, and smaller cities/colonies typically grow much faster than larger ones - many, smaller cities is intrinsically superior. Most also have other features that favour large empires - caps on the number of buildings of a given type that can be founded per city (more cities = more universities), limited production slots (more cities = more projects being built at once), and many also have trade systems that benefit from having multiple cities. Certainly a wide Civ V empire is much smaller than a wide Civ IV empire in terms of both city size and total population, but the former is a constraint set by the smaller map sizes and the latter a consequence of lower Civ V tile yields.

Civ games have every one of those features - you need to add penalties to expansion to make smaller empires as viable as larger ones, but that's not the same as being penalised for having a large empire. Even in BNW I've found I have higher outputs in nearly every resource category going wide compared with going tall, and particularly science - in a recent game as Babylon I played tall (2 cities for much of the game) and never made it past 2nd place in literacy, while in my previous Siamese game with a 6-city empire I was 1st by the late Renaissance, and stayed there (both games on Immortal).

There are some things people claim are better about one game or the other, but inaccurately. I'll do my best with these:

- Both games have terrible AI that generally does not actually try to win. Civ V's tries slightly more, but is generally still awful in forming victory plans and executing them. Both games "compensate this" by giving the AI that doesn't try to win within the rules so many bonuses that it's playing a different game at high levels. Don't be fooled by strict fans of either game saying otherwise; they are actually very similar in this regard.

The AI can be fairly good at executing science victories, concentrating appropriate Wonders within a single civ, boosting its beaker output, and even post-BNW directly beelining for and building ship parts (which it used to inexplicably stall halfway through). It's been hampered by the fact that now all AIs - even ones going for science - seem programmed to avoid Rationalism and to oppose Sciences Funding, however. I've never seen a post-BNW cultural victory, but prior to BNW it could do a good job. While in the Babylon game, AI William was very capable at amassing what he needed for a diplo victory, not too dissimilarly from an approach that's worked for me (including appropriately prioritising Forbidden Palace).

- Automation is borderline useless in both games, and the three before them also, except in the cases where it doesn't exist whatsoever.

Unfortunately Civ V is the worst offender by far because, unlike the previous games, it forces automation onto you, and this has only got worse as time's gone on - as of BNW, specialists are assigned automatically unless you manually select "Manual Specialists". And there isn't any way, short of padlocking every citizen to a particular tile, of preventing the AI from shuffling your citizens as it sees fit, forcing you to keep an eye on your city screen nearly every turn. This is because you have to have an AI governor focus - there isn't an option for "No focus", just "Default" or assorted forms of specialisation.

- Starting position balance in both of these is absolutely ludicrous. Variety is a good thing; one civ getting double (or more) the land available to all others without war or any expenditure whatsoever isn't.

That civ still has to have enough citizens to work that land for it to be anything other than a barrier to other civs' expansion. As great an idea as they are, Natural Wonders are a potentially more unbalancing factor, not least because they are themselves so unbalanced in the benefits they provide.

- Victory condition balance is similar between games, as in some VCs are simply much easier to attain than others.

And generally the same ones. Diplo has always been the easiest, for instance - in Civs III and IV the victory condition itself wasn't much more than a less stringent version of the domination condition.

- in civ 5 in every single city I am just clicking to produce some unit or some building somethimes in the later game just because I'm bored and I just want to skip the turn to just expand more or finish the game, because the responsability from every city with the population on happiness or gold is just simplified and concentrated on empire

Late-game ennui is a notorious issue with the Civ series as a whole, and as so many reviewers have pointed out the motivation for the BNW expansion (which, in the event, I don't feel achieved the goal of making the late game more entertaining or involving; I find myself doing exactly as you describe). I don't see the association you do with the empire management focus. Indeed my experience in Civ IV was very much the same, except that the reason for building extra buildings and units while bored is often just because it was the next step in the build order need to avoid unhappiness/unhealthiness going above a critical level, and it hit at the same population stage and needed the same buildings to 'fix' it in every single city. Past the early game stages you've connected all available health and happiness resources, got the markets, harbours and granaries, got a spy sitting in place to protect against water poisoning, and chopped down your jungles. At that point the only way you have to manage health and happiness is to build the right buildings and spam units (with Hereditary Rule), or prevent population growth. That's make-work rather than meaningful micromanagement - hitting a point where the game tells you "You must do this. Now" is not a good approach for a strategy game; Civ IV has slightly subtler constraints than Civ II-III's "You can't expand past pop 12 without an aqueduct", but the way it works isn't fundamentally very different.

- in civ 4 I need to stay focused from start to finish to see what it needs every city to maintain the finance, health and happiness to every city, this creativity and management offering no boring moments... but...I like the ideea to think that I just run an empire not just a bunch of independent cities...

See above - that's not my experience at all. The options you have to maintain most of those features are almost all concentrated in the early- to mid-game, and even then the solutions are typically much the same between cities. And I too found that Civ IV didn't give the same feel of controlling an empire that Civ V does. I wouldn't disagree that Civ V would benefit from more micromanagement, but looking back the way the older Civ games handled it feels obsolete to me. Most modern 'large-scale' strategy games increasingly dispense with that kind of micromanagement - Crusader Kings II has a province micromanagement system that's as rudimentary as they come (three types of building, a forced order in which to build them, a set number of units they produce, and the only variable that controls resource income being the fort level. Shogun 2 simplifies the Total War engine into something similar but slightly more involved), and in most this is welcomed (Shogun 2 is widely praised among long-time TW fans rather than castigated for dumbing down Empire).

- in civ4 I don't like that can advance from one technology on other in just a few turns very fast like you are just passing throgh, don't have time to utilize in that moment too much the tech from that era.... in marathon don't changes too much to give me the happiness that '' I was playing in that moment that ''technological content''...

I've had exactly that feeling as well when recently revisiting Civ IV. Immersion in an empire's development is a key element of the series, but is hard when it goes by so quickly.

- the combat I can't understand in civ4 stacks of doom and why they was in this format in the civ games, what they represent? Is just a lot of units in one square , more you have, more strong you are, more your chances to win ... the 1upt is more natural Is like you are involving in the war commanding every unit what to do to end this and dominate or win in front of a lots of units from other nations because you can coordinate and with your tactics you can be victorious... is like you was involed in changing and give success with your tactics like in a real war...

In fairness, in a real war a general doesn't have direct control over individual units, but focuses at the formation level. Thematically Civ V is certainly an odd hybrid; the justification for 1UPT is purely mechanical, hence such conceptually odd things as archers who fire further than riflemen.

- the trading and tourism and a lot of stuff I can't see the difference very much from G&K to BNW... is like just little improvements ...

Tourism is basically an aesthetically different way of doing much the same thing as culture in G&K, but I don't really see how you can fail to notice the difference that trade and the associated game changes have, from the direct effects to rebalancing the tech tree, forcing early-game choices that will vary by playthrough with the lower amounts of gold available from tiles, the greater reliance on trading partners, and simply the larger numbers of early-game build options, not to mention changes in AI behaviour partly linked to trade (the tendency to avoid war doesn't seem to be wholly trade-related, as in my last game I didn't form trade routes with non-CSes until late in the game but still got no war declarations, but it probably has some effect)..
 
- in civ 5 in every single city I am just clicking to produce some unit or some building somethimes in the later game just because I'm bored and I just want to skip the turn to just expand more or finish the game, because the responsability from every city with the population on happiness or gold is just simplified and concentrated on empire
- in civ 4 I need to stay focused from start to finish to see what it needs every city to maintain the finance, health and happiness to every city, this creativity and management offering no boring moments... but...I like the ideea to think that I just run an empire not just a bunch of independent cities...

Neither of these are fair claims in isolation, outside of one's preference. I would argue that if you start running away in civ IV (and that's often decided in the first 100-150 turns), you no longer need much focus at all. It can be the same problem if you're set up to win in civ V. Once you get used to the hotkeys and shortcuts in civ IV you can complete games very quickly, IE standard map in ~2 hours. The only reason the exact same thing isn't possible via, say, military conquest in V is that it runs more slowly.

- in civ4 I don't like that can advance from one technology on other in just a few turns very fast like you are just passing throgh, don't have time to utilize in that moment too much the tech from that era.... in marathon don't changes too much to give me the happiness that '' I was playing in that moment that ''technological content''...

Not sure where you're going with this. Runaway tech happens in both games. Civ V doesn't have the utterly broken tech trade mechanic though.

- the combat I can't understand in civ4 stacks of doom and why they was in this format in the civ games, what they represent? Is just a lot of units in one square , more you have, more strong you are, more your chances to win ... the 1upt is more natural Is like you are involving in the war commanding every unit what to do to end this and dominate or win in front of a lots of units from other nations because you can coordinate and with your tactics you can be victorious... is like you was involed in changing and give success with your tactics like in a real war...

Neither game comes even a little bit close to even trying to resemble "real war" lol. The assumption that "more units more chances to win" in civ IV works against the trash AI, but move a large stack into a human enemy's borders and let them get collateral initiative on it and watch what happens. You could have 50% more power than them and be dead 10-15 turns later. Competent warfare in civ IV is very deep, and outside of MP non-existent sadly. The mixture of sheer AI stupidity and sheer AI bonuses over-emphasize the stack out of necessity, but given limited resources and a competent opponent over-reliance on a stack of doom is suicide.

Aside from the tech tree, I'm not even sure it's really true any more. I haven't totalled numbers of units, building types etc. between the two games post-Civ V expansions, but offhand I can't think of much Civ IV had that Civ V now lacks.

I meant it strictly in terms of the tile prioritization/yield output optimization problem. It's like doing matrix algebra with a 3x3 or a 10x10 or something...the latter is going to be more complicated.

Feature-wise, V seems to have caught up.

Civ games have every one of those features - you need to add penalties to expansion to make smaller empires as viable as larger ones, but that's not the same as being penalised for having a large empire.

You don't *need* to do anything. The question is what makes the best experience. Considering wide = always better in previous iterations, I appreciate that V actually managed to rein that in, since it's the first title in the series to (apparently) have done so. That said, it could be argued the penalties are now too great, as I rarely see people going very wide and having it be competitive from a "when am I going to win" or "how frequently will I win" standpoint to timings off of smaller empires. IMO it should be situational which you'd want to do, which being large still being preferable to small. I can't dig V too hard for this though, because honestly that perfect balance would be a nightmare to acheive and at least they gave us something different in this regard.

That civ still has to have enough citizens to work that land for it to be anything other than a barrier to other civs' expansion. As great an idea as they are, Natural Wonders are a potentially more unbalancing factor, not least because they are themselves so unbalanced in the benefits they provide.

AI don't have the anti-expansion checks humans have on mid-high difficulty, so one of them can just spam cities on that land. As for national wonders, I guess Firaxis felt the luxuries were too balanced and wanted to provide yet another nonsensical situation comparable to one civ getting 2x riverside corn and 2x riverside gems while another gets plains cow + 1 flood plain in civ IV :rolleyes:. They've made it pretty clear they don't care about balance though, considering history from civ III all the way to now.

And generally the same ones. Diplo has always been the easiest, for instance

Unless you counted the broken trash from TAP where you could win on deity with 1 city while nightmarishly backwards by being the only eligible candidate and giving the 1-2 AI that like you the most the majority of the votes X_X. :culture: was pretty easy in IV too; if you avoided war even a suboptimal approach could win on deity...arguable that was easier to attain than diplo.

However in MP, you really need to survive militarily and usually before a science victory comes into play someone has widened the gap enough to, say, :nuke: the other guy to oblivion...often long before that.

Late-game ennui is a notorious issue with the Civ series as a whole

Indeed, especially with peaceful victory conditions. Nothing like hitting "end turn" with the occasional low-end micro choice, 50-100 times! "Fun". This is where V really drags for me, because it's slower.
 
Many smart people commenting, but I vastly prefer 4 to 5. I'm just playing V now because I've played IV so much.

“What is happiness? The feeling that power increases - that resistance is being overcome” Nietzche quote. Civ 4 has it for me, Civ 5 don't. Changes in the game to accommodate 1UPT and tall empires (a bizarre concept for the "Civilization" series) almost all tend to damage the classic addictive Civ gameplay for me. Slower pace of everything sure doesn't help--you blaze through the first 100 turns in Civ IV so much faster.

1UPT wars with a classic "wide" empire are an endless traffic jam. Capturing new cities feels almost like a chore (i.e., I don't even want the new city, because I have plenty of military already, new units won't even have the space to be relevant in another war, and in several ways it will harm my empire to have new cities.) The border war/expansionist model of IV feels better to me, as well, it's weird how much endless empty space there is on Civ V maps with recommended number of AIs. I've been stuffing the default small map with 11 AIs just to make it feel like Civ IV.

Many people are enjoying Civ V now, but I hope they make Civ 6 much more like 4. The whole "reward for a small empire" thing was basically so you wouldn't break the 1UPT system with carpets of doom. Like the old Sullla "what went wrong" article says, 1UPT broke the old systems, and there's no fixing them until you eliminate it. That said, I'm still so sick of IV I'm still trying sporadic games of V, so I'm glad it's substantially different in a way, maybe my opinion will improve if I find the right settings for me.
 
I agree civ5 has a much slower feel and is probably the main reason I prefer 4 at this point. I used to prefer 4 because it clearly had more depth, but 5 is really close now if not equal. There's a couple other minor things that make 4 a lot more fun in my view, the way golden ages work. I love stacking a ton of great people and running a few centuries of golden ages to catapult my empire into a winning position. Much harder to line up this timing in 5 since only great artists do the GAs.

I also love large maps and large empires. But in 5 conquering a huge map is a bore that takes forever. I just stop building units after a while cus I can't handle the 1upt mess. 5 is more suited to standard and small maps imo where you only build 2-8 cities.

And technically 5 takes way to long to load and between turns. Major turn off. It's not easy to jump on for a 30 minute session- half that time is spent loading the game and save!
 
Neither of these are fair claims in isolation, outside of one's preference. I would argue that if you start running away in civ IV (and that's often decided in the first 100-150 turns), you no longer need much focus at all. It can be the same problem if you're set up to win in civ V. Once you get used to the hotkeys and shortcuts in civ IV you can complete games very quickly, IE standard map in ~2 hours. The only reason the exact same thing isn't possible via, say, military conquest in V is that it runs more slowly.



Not sure where you're going with this. Runaway tech happens in both games. Civ V doesn't have the utterly broken tech trade mechanic though.

TheMeInTeam , look the answers from philbowles, because in some aspects he was experiencing the same thing like me... and overall both games I think have problems... but a lot of people prefer civ5 because of value of two expansions and is more fresh, that makes it good because is a little different, gives more content... except the boring late parts when you have a mighty empire without too much trouble...
thanx philbowles for the answer
 
Not sure where you're going with this. Runaway tech happens in both games. Civ V doesn't have the utterly broken tech trade mechanic though.

I think he's just referring to general game speed. I've mentioned before a sense when playing that one minute you've invented the wheel, the next you're planning a trip to Alpha Centauri. Given a game with the same number of turns, but many more techs, and any given tech is going to race to completion in the blink of an eye.

AI don't have the anti-expansion checks humans have on mid-high difficulty, so one of them can just spam cities on that land. As for national wonders, I guess Firaxis felt the luxuries were too balanced and wanted to provide yet another nonsensical situation comparable to one civ getting 2x riverside corn and 2x riverside gems while another gets plains cow + 1 flood plain in civ IV :rolleyes:. They've made it pretty clear they don't care about balance though, considering history from civ III all the way to now.

Civ is still at heart a single-player game, and single-player games are about the challenge - balance is irrelevant. Possibly Civ V should do what some other games with both single-player and multiplayer map modes do. Sins of a Solar Empire, for instance, removes artefacts (in essence that game's equivalent of Natural Wonders) from multiplayer maps altogether, and standardises resource distribution so that everyone gets a more-or-less equivalent starting system.

Many people are enjoying Civ V now, but I hope they make Civ 6 much more like 4. The whole "reward for a small empire" thing was basically so you wouldn't break the 1UPT system with carpets of doom.

Really? I'd always seen it as a response to a well-publicised complaint since at least Civ III that ICS made the game repetitive and strategically uninteresting. Even Civ IV took steps to constrain expansion with this in mind, without any 1UPT system, just not particularly effectively. Just look at the title of another topic on this forum - "Which has best-solved the Civ III ICS problem?"
 
Expansion penalty can be loosened, but not too much. IMO a better thing to explore is the clustering. If they stick with 1upt, they need more total hexes. Otherwise, they can look into limiting (but allowing) stacks differently and keep current #tiles and spacing similar. Cluttering is less bad with the increased mandatory city distance since vanilla and production balance tweaks, but it can still be a bit tedious and the obvious dominance of archery style units with ranged attacks suggests that a little more maneuverability wouldn't hurt.

"Which has best-solved the Civ III ICS problem?"

"Best" is civ V, because it's the only installment where you don't consistently want more cities (excepting *trash* land in civ IV, but civ IV is more land driven in general). They've made progress, but they can do better than allowing one opening, be it ICS or a SP timing, to dominate too much. Religions did help that with piety moved up, but we're still tending towards one thing being optimal too large a % of the time. I don't want to trade optimal consistent strategies; I'd like to see a TON of opening variety and they came closer with V, even if to do so they had to alter how the civs themselves play drastically.
 
All I can say from a personal perspective is I started with Civ 5 as my very first Civ.

I got Civ 4 for free, tried it and had trouble getting into it. It was a combination of graphics/appearance, diversity of leaders (and therefore gameplay options), and core battle mechanics. Went back to Civ 5 immediately with no plans of returning to 4

My biggest criticism in Civ 5 would probably be that at around Archaeology I get bored and stop playing the game - regardless if I'm winning, losing or somewhere in between. I don't know why that is
 
Expansion penalty can be loosened, but not too much. IMO a better thing to explore is the clustering. If they stick with 1upt, they need more total hexes. Otherwise, they can look into limiting (but allowing) stacks differently and keep current #tiles and spacing similar. Cluttering is less bad with the increased mandatory city distance since vanilla and production balance tweaks, but it can still be a bit tedious and the obvious dominance of archery style units with ranged attacks suggests that a little more maneuverability wouldn't hurt.

I see no problem with increasing map sizes, but obvious fixes to the 'traffic jam' already exist - the code allows multiple units to stack, it just doesn't currently allow units to perform actions or end turns that way.

Just remove the 'can't end turn' restriction and allow stacking. Units won't be able to attack if there's another unit in their tile, but this way you get freedom of movement.

Unlimited stacking for civilians should have been implemented long ago since that has no game effects.

Defending would work much as it does now with stacked military units with civilians, or stacked naval units with embarked units, with the "dominant" unit in a stack - the one with the highest base combat strength (i.e. not counting any damage taken, so the same unit would always defend until destroyed) - as the defender.

I don't want to trade optimal consistent strategies; I'd like to see a TON of opening variety and they came closer with V, even if to do so they had to alter how the civs themselves play drastically.

In fairness, in a single player game with AIs that follow fixed strategies, this is all you can really hope for. This is an inherent limitation in Civ games - they aren't very interactive, and the BNW changes are less of an advance in addressing that than I'd have liked. You can go to war, but pretty much everything else is just a race to the finish, largely irrespective of what everyone else is doing.

Sometimes you may get hampered by being beaten to a Wonder you particularly wanted, but that's not something that can be targeted - you can grab Wonder X to stop anyone else getting it, but not specifically to stop Player Y getting it, and in most cases there's not a lot of flexibility to change strategies drastically to overcome that. In some cases, particularly with cultural victory, losing a key Wonder may lose you the game unless you can capture it - bringing us neatly back to war.

The only way games avoid having optimal strategies is if a strategy that is otherwise optimal can be interfered with, while still giving a player the flexibility to change their approach in response. Play against a chess AI at a given difficulty setting and chances are, once you've discovered a strategy that's beyond its capability to beat, you can do the same every time. It's only when competition from another player is involved that you're forced to adapt, and Civ simply doesn't have the mechanics to support direct competition. Either you can't interfere at all - just race to the finish and plan to get there first - or you can interfere in a way that will cause the opponent to lose more or less on the spot (grab the Sistine Chapel, capture the Wonder city, in Civ IV and earlier destroy the spaceship. There's not a lot of middle ground. Even with human opponent's it can be thought of as a glorified racing game.
 
Unlimited stacking for civilians should have been implemented long ago since that has no game effects.

It would definitely impact hex micro for workers, but it wouldn't necessarily be a bad thing.

In fairness, in a single player game with AIs that follow fixed strategies, this is all you can really hope for.

It depends how many "fixed strategies" the AI has, and how readily a player can discern them, but you're correct.

Even with human opponent's it can be thought of as a glorified racing game.

V might be different as I have no competitive MP experience in it, but in previous civ iterations it had a tendency to become "constant interference".
 
All I can say from a personal perspective is I started with Civ 5 as my very first Civ.

I got Civ 4 for free, tried it and had trouble getting into it. It was a combination of graphics/appearance, diversity of leaders (and therefore gameplay options), and core battle mechanics. Went back to Civ 5 immediately with no plans of returning to 4

My biggest criticism in Civ 5 would probably be that at around Archaeology I get bored and stop playing the game - regardless if I'm winning, losing or somewhere in between. I don't know why that is

Civ5 does a better job at introducing you to features through the adviser popups. Civ5 is a more gradual learning curve, despite both games being pretty equal in overall complexity. Simplistic example, in 5 if you only farm and mine terrain you'll come out ok your first few games. In 4 you have to understand cottages and how they grow or you'll be behind. Another simplistic example, in 5 once you have enough culture you get a little popup saying pick a policy, you go read the bonuses and it's straightforward. In 4 you need to learn which techs open up which civics and which civics you want for different parts of the game and how they interact with each other and effect your empire in times of peace vs times of war and expansion. Civ5 presents itself to you in more bite size pieces I guess.

I also agree with you about civ5 getting boring late, which I haven't quite been able to nail down. My best hypothesis is that civ5 simply drags too much in late game warfare. All those 1upt moves is extremely monotonous. And my preferred strat is to tech early and war late (most common win method in civ4) so late game is a pain.
 
V might be different as I have no competitive MP experience in it, but in previous civ iterations it had a tendency to become "constant interference".

I'm mainly extrapolating from the game mechanics themselves, as my own MP experience is limited to Civs IV and V with somewhat passive players.

I'm not talking about interference that merely irritates or stalls the opponent, such as Civ IV espionage, settling a city to block someone else from settling in that direction, or pillaging somebody's uranium. These interfere with a player's chance of success, sometimes severely, as with beating someone to a Wonder, but what they don't do is force a change of strategy. For the most part, the tools simply aren't there to allow a successful change of strategy in Civ games. "I'm blocked from expanding, so I'll play tall" is not a viable option in a game where the player with the most cities wins, for example. In those contexts there is still an optimal strategy; your opponents' actions to interfere with you are just slowing you down so that they can execute that strategy first.

In a competitive game like chess, different player actions force fundamentally different approaches to winning; if one tactic is defeated, you don't carry on the same way with a lower chance of success, you have genuine options for adjusting your strategy to increase your chances of success. Chess isn't a game where the opponent will get you in mate as long as he delays your mate long enough to pull it off.
 
Ok, so I just want to continue this topic and now we have a big final versus .... CIV 4 with all 2 expansinos and the CIV 5 with all 2 expansions... I wanna some civ fans suggestions what is more accurate to play... it will be civ4 beyond the sword or civ5 brave new world?
I just wanna see now that we have the all of 2 games full upgraded what game is like more complete in gameplay?
think that you have to chose one of those 2 ... what it will be? and what it makes the difference in all aspects? ( diplomacy, culture, nations, war, resources , trading, expanding, graphics, music & sound, tech tree, the civics & social policies, wonders & natural wonders, history, victory types)

this tread is for all of us and for a lot of people that are new and wanna play them in a fanatic way.... so reading all of the replys is very important because here are a lot of value information ... so oppinions .... is CIV4 > CIV5 ? or CIV5 > CIV4 ? and what it makes this question more important to answer is WHY you think this? at the end answering we will get some conclusions that we will talk about them... and thanx for your time if you wanna answer...

This thread died back in April. Why did you have to revive this?
 
This thread died back in April. Why did you have to revive this?

because in april was talking about civ4 vs gods and kings expansion and now when civ5 have a lot more content with brave new world , to talk about the differences from one and another, the problems from both games and the good things... and this thread if you read it can inform a lot of people because here here are a lot of content, oppinions from great people, and a lot of gamers that are just new in the series (like I was about 5 months ago) and read it will be informed in a lot of aspects... why people can play civ4 bts or civ5 bnw... what are the differences, what can prefer, why is fun to play one or another... is just good stuff to talk sometimes... I like when people share oppinions and I like because is a good thread to read if you are new or old, is for everybody... enjoy
 
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