Is it just me or does Civ V feel like a step backwards for the series?

Is it just me or does Civ V feel like a step backwards for the series?

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I think that both IV and V made a mistake in making mountains impassable *for the whole game*. In Civ III, we could put roads over the mountains, just as real civilizations have been doing for millennia. Impassable mountains wreak havoc on the AI's path-finding algorithms when coupled with 1UPT.

I think the mountain thing is more of an issue with V, since it creates logistical nightmares. (Note: Carthage units can go over mountains when first GG is earned) Conversely, in IV, I think impassable mountains actually work well for the game as choke points are an interesting feature, while stacking removes the logistical issues.
 
I remember fondly building roads through the mountains with my alpine troops providing cover in II. But no big thing.
 
Is it me or a Civ players since Civ IV a step backwards from previous Civ players? /s


No seriously. I started playing Civ since the original in 1990-91 on floppy discs. I played CivNet when that launched for Win3.1. I played II and III. I don't ever recall this level of elitism, gate keeping and self-aggrandizing puffery in the early forums and discussions in those days. Most players discussed the strategies if memory serves.

Nowadays it's all this self-patting on the back over how big your brains are and how the newer games made changes you don't like because you see yourselves as game developers in your own minds and the developers didn't fall over themselves copy/pasting your sage advice.

Civ V was not perfect by any stretch of the imagination and it suffered from some fundamental flaws that even its expansions could not fix but Civ V and Civ VI were definitely steps in the right direction specifically because they needed to address the fundamental flaws that Civ IV brought to the fore.

And yes, sorry to break up the mutual admiration society here,but I am one of few Civ players who will tell you to your faces that Civ IV is not the end all be all of Civ and in fact I'd argue that it is as flawed as Civ V strategically and mechanically but I digress.

Civ IV was the maturation of the classic Civ formula which meant that Civ had nowhere new to go. This formula was already showing its age and its major weaknesses and with the advent of multiplayer becoming a more integral part of modern gaming any Civ after IV absolutely NEEDED to be designed with the intent of reducing the power creep, easily abused mechanics, and de-incentivize the need for spam to win games.

Civ IV suffers from all of these three defects. It wasn't a big deal in the past games because Civs I though IV, despite having some multiplayer support, were primarily singleplayer games. But V was an attempt to address these issues because it was designed with both multiplayer and singleplayer in mind and the reason for that is simple: easily abused mechanics, power creep and spam tactics make for bad gameplay and short multiplayer games when people inevitably quit the game when another player beats them to the Great Library or some other major wonder, or, when you're invaded by a stack of doom.

Speaking of stacks, Civ 4's over-reliance on unit spam was almost certainly directly involved in the decision to implement 1UPT. And Civ 4's spam mechanics aren't caused by one thing but a systemic flaw created by a number of factors that encourage this kind of play: it's wonky unpredictable combat RNG where a ~90 percent chance to win can still end in a loss, its overbearing rock-paper-scissors-axe-banana-spitball mechanics that needlessly convoluted unit composition (meaning you needed 10x of every unit to account for every contingency), the absolutely inane decision to have units in stacks face off against their counter, and last but certainly not least, the absolutely pants-on-head STUPID decision to divide artillery into two different uses between removing defensive bonuses and forcing artillery to suicide themselves into other stacks in the hopes of sufficiently damaging the units through collateral damage, forcing you to lose units, which forces you to make replacement units.

Not to mention that stack combat in Civ IV is not exactly genius level stuff (no matter how much you shine your self-awarded medals), basically spam melee units, cavalry and artillery into a stack; soften with artillery, mop up with cavalry and/or melee units until you've won the war. Rinse repeat. Yawn.

Long story short: Civ V was not a step backwards, it was an attempt to right the problems that have been inherent in Civ since its earliest inception a necessary step in order to make multiplayer as viable as single player. Civ V was not perfect but neither was Civ IV which suffers from key weaknesses, it's just that this community has normalized these weaknesses you fail to recognize them for what they are.

No Civ is perfect and no Civ is a complete failure Anyone who says otherwise is either an arrogant liar or a fool. Each Civ since the earliest beginnings has attempted to improve on or address the desires of the community. Perhaps Civ IV is your sweet spot when it comes to what attracts you to Civ, but that doesn't make it perfect.

I for one enjoy all Civs. I play VI regularly but I still go back to V and IV and III and enjoy them despite their shortcomings while also appreciating their strengths.

I find this post highly ironic, since you accuse the folks here of arrogance and superiority yet your post drips superiority and arrogance itself.

Civ 5 may not be a "complete failure" but I got bored with it after a few years and I've been playing Civ 4 since 2006 (finished my most recent game last week). Never even bothered to get Civ 6 because it looked like more of the same as Civ 5.

I had some fun with Civ 5 but the warfare doesn't present a challenge. There were very few situations where the AI actually could threaten the player with destruction, which is emphatically not the case in Civ 4. There is just nothing in Civ 5 to match that feeling of panic when the AI attacks you with a stack you're not sure you can handle.

You can claim stacks are a flaw all you want, and I even agree that 1-upt is better in theory, but the reality is the AI in Civ 5 (and by all accounts Civ 6) is not equipped to handle 1-upt and that is an understatement.

I also never really played on the higher difficulties, but it took months of work to get to Emperor in Civ 4 whereas in Civ 5 I was beating Emperor almost without trying.

I also personally do not like the absence of sliders and the whip in Civ 5, it makes the game feel like a bin-filling exercise rather than managing an empire.

I think the mountain thing is more of an issue with V, since it creates logistical nightmares. (Note: Carthage units can go over mountains when first GG is earned) Conversely, in IV, I think impassable mountains actually work well for the game as choke points are an interesting feature, while stacking removes the logistical issues.

Impassable mountains are rarely if ever an issue for me in Civ 4. Honestly don't know what that dude is talking about when he says it messes up the AI pathfinding.
 
Yes, PDX also has poor UI. There's a lot of information to present and a lot of click fatigue. But from what I recall seeing in some initial letsplays, civ VI literally hides numbers from you because numbers break immersion :crazyeye:

Pdox games do this *and* have the UI lie to you outright more frequently, so their shovel digs the bar a bit further into the ground.

The biggest sin of the newer civ games is that they waste more IRL time. In Civ 4 you could have a won game significantly before it was over, and that's a problem. In never titles this time is more than doubled, partially due to bad UI, partially due to bad engine/programming, and partially due to bad decisions by the design team. So many complaints about how the end game is boring, and there is a reason for that.

Impassable mountains are rarely if ever an issue for me in Civ 4. Honestly don't know what that dude is talking about when he says it messes up the AI pathfinding.

There is an edge case where it does. Most noticeable on Earth 18 civs (between Aztec and Inca), but could happen elsewhere with random maps on occasion.

If you're on same continent and completely blocked by mountains, the AI can get into an eternal plot war because it will try a land route (impossible) and ignore naval invasion routines due to being same continent. Permanent WHEOOHRN, never declares.

Civ 4 had its own UI lies and failures, though they were fewer than newer iterations and Civ 4's UI design was much, much, much, much better at allowing the player to actually play the game. It's still possible to manage 50-100 cities in Civ 4 faster than even top Korean pro StarCraft players could possibly manage 20-30 in Civ 5 or 6, simply because the engine can't keep up win inputs, inconsistently buffers inputs, and you actually need significantly more inputs despite 1/2 to 1/3 the city count.
 
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What numbers does EU4 hide from you? Only thing I've got off the top of my head is the PU/inheritance mechanic, and I can kinda understand why they kept that nebulous. The only "lie" the UI tells me that annoys me on a regular basis is the protect trade numbers. Though I don't think that's so much a lie as the game not providing the most relevant number for me to make decisions.

CK2 is a different story and I've definitely felt lied to before about inheritance/peacedeals/province vs holdings control. But I'm also much less fluent in that game.
 
I don't think EU IV necessarily hides stuff from you nor do I think the UI is poor. I do think "lie" aspects probably come mainly from frequent updates where new features break old features. The fort and ZoC has always been perplexing. Anyway, EuIV and Dox games have a great deal of information and I think for the most part, other than breaking things/bugs, the games do a reasonable job of representing that information. Also, I think the players that enjoy these games, like me, thrive on that information. Definitely a niche genre and definitely not for everyone.

Regardless, the quality control on updates could be far better than it has been.
 
I don't think EU IV necessarily hides stuff from you nor do I think the UI is poor. I do think "lie" aspects probably come mainly from frequent updates where new features break old features. The fort and ZoC has always been perplexing. Anyway, EuIV and Dox games have a great deal of information and I think for the most part, other than breaking things/bugs, the games do a reasonable job of representing that information. Also, I think the players that enjoy these games, like me, thrive on that information. Definitely a niche genre and definitely not for everyone.

Regardless, the quality control on updates could be far better than it has been.

The HOI4 UI leaves a lot to be desired but in fairness it is difficult to see how it could display certain things without being impossibly clunky. Still, the tooltips should do a better job of showing the various factors affecting certain values, things like that.
 
IV is ways ahead of V still.
But V used to be really bad.
I could not even play it for months as it crashed all the time. I never got the multiplayer to work before I stopped playing it. The AI is really bad in V. Its just not good game like IV is. A huge mess. Sure they fixed it mostly, but it was too little too late. V has nothing to do with Civilization, even III is better.
VI has same problems as V, but I actually like how it looks and the new city structure fits to 1upt. Its an upgrade to V, but cannot compete with IV.
 
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