Is it really that bad?

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There seems to be a lot of people who lump all discontent into "idle whining."

This game is boring : The equivalent of 1 star because "I don't like it."
Gamey Combat Odds : "I don't like the dice rolls"
Ghandi the Warmonger : I don't like that Ghandi will declare war. (This is in no way exclusive to Civ5)
Cities are too strong : I don't like that cities can kill units.
Does anyone miss traits? : I don't like that traits were replaced with (Actually, if you think about it, other traits)
I hate natural wonders : Because they provide bonuses.
How to disable wonders? : I don't like Wonders

Then, inside of threads you get comments like "I don't like 1UPT" with a long, descriptive reason that amounts to "Because it's different." Or comments saying "I hate 1UPT because the AI is bad." But what's even worse than those, are the comments that read like "I don't like CiV/1UPT because everyone else hates it/it's cool to hate it."

It feels like listening to people talk about how much they hated of G.W. Bush, then quoting the news on why. It gets old, quick.
 
It all boils down to personal opinion. So far I've enjoyed Civilization 5 the most out of all Civilization games. I do own Civilization 3 (vanilla), Civilization 4 complete, and Civilization 5 (without DLCs).

I've never considered AIs to be good or well-designed, ever. Even those old classics like Master of Orion/Magic had horrendous AIs with even worse diplomacy. It's nothing unheard of.

For me there a lot of insightful modifications made in Civilization 5. No more dull stacks, no more very similar traits among leaders (opposed to Civ4's "choose 2 traits from this list"), less micromanagement, no city-specific health/happiness, no religion, no corporations...

And boy do I love hexes. They could be the single reason alone to make me like Civilization 5.

But everything has faults. Civilization 5 is unpolished. I blame marketing strategies for forcing Civilization 5 out for Christmas sales. If it would have had no pressure on the executive level, it might have come out with more attention to detail. I address my hatred towards people wearing suits and thinking they know what's best. *shake fist*
 
Hi, I have just signed for posting this, but I have been lurking on and off here at CFC since coming across this site in 2003, after having played Civ 3 for a while. I enjoyed that game a lot, and even more in the case of Civ 4. Although I never bought Civ 5, mostly because my always-busy schedule kept draining away my gaming-time:sad:, and in a minor part because I still played Civ 4 in the rare opportunities I did have, I was really looking forward for this game. When I did return to the forums, about one month after this game’s release, I was underwhelmed by the fact that half the threads about it where about wheter this game sucked or not. Then I decided to try the demo (since MOO3:mad:, I always try demos first before buying) and while it did was different, I didn’t have fun (Yeah, I know that 100 turns is not enough to judge the game, but this, for me at least, is the most fun period in Civ games, since it is when most of the game changing decisions are taken), in contrast to the Civ 4 demo which hooked me into the game almost instantly. So my answer to the OP’s question would be that Civ 5 is not worth the cash, not for now at least.

Now slightly off-topic:
No, it's not that bad.

People have always complained about sequels "sucking" ever since entertainment has been around. The same happened with Civ 4. Lots and lots of negativity at first. When Warlords came out, it too sucked. BTS was finally when the game was considered to be awesome.

Here are some quotes taken from this forum (and others) regarding Civ 4's initial release. Everyone seems to forget this.
I have seen a lot of times stuff like this mentioned in topics comparing Civ 4 to Civ 5, and while I do realize that the reception of both Civ 3 and Civ 4 where accompanied by “game dumbed down” posts (which were mostly nonsense in the case of Civ 4, IMHO; OTOH, I wasn't here by the time of 3) about the new game and complaints about technical issues(by what I heard, particularly in Civ 3’s release, but there were quite a few in 4 too), I do feel that the numerous claims that Civ 4 only “became good” when the BTS expansion was released are really overblown. There is a difference between “being good” and “being considered good”, which of course depends on individual tastes, but I never found great differences introduced on the game as a whole by either Warlords or BTS, both of which I always found as rather lacking expansion packs (most of their changes that I would end up liking were more similar to patches than an expansion). Let’s take a look:

Warlords:
Positive:
Fixes to combat: chariot bonus vs. Axes and cost increase to 30(in vanilla, Axes could be countered effectively only by WEs or HAs, or having Aggressive Axemen; OTOH, WCs and Immortals were ridiculously cheap for their power, especially since the AI neglected to build Spearmen for a long time), eventually preventing siege units to kill (via a patch, IIRC) and introduction of Great Generals.

Inclusion of the Blake’s AI in the core game.
Introduction of UBs, which added some interesting choices to the game (although most of them had few impact overall, while a few were overpowered - especially the incan Terrace).

Negative:
Vassal states: IMHO, the most stupid “feature” in Civ 4. Yes, they have the "nice goal" of allowing speeding up a domination victory, eliminating tedium in the mop up phase. However, its implementation means that if I DOW one of my 2 neighbors and during our war he “capitulates” to my other neighbor, that second neighbor immediately DOWs me, in a completely random fashion and with little regard to past relations, and of course if this is a high difficulty level, you’re propably screwed!:mad: Almost always I’m forced to use “Custom Game” because of this.:(

A series of reworkings to the traits system: addition of the sucky protective trait, which does nothing but make conquering AIs a pain with their CG3 Longbows and doing nothing to help their expansion or economy (and before it is said that Aggressive belongs to the same boat, remember that it at least helps the AI with invasion or counter-attack in their own territory, whereas Protective serves to… Stack defenders in city to be destroyed by collateral damage?:rolleyes: Not to mention that Aggressive helps a tiny bit in the early game since the AI loves to stupidly build Barracks first in their cities and delay their development, or build Barracks in the capital 30 turns into the game, when they have at most 3 cities on normal speed, Deity difficulty. Protective’s only real utiliy is maybe in a raging barbs environment, or perhaps AW for the human), the overpowered Expansive trait (50% worker production bonus in Warlords!) and some overpowered Civ/Leader combinations(FIN/IND Huayna with de facto CRE trait from UB, as if the UU wasn’t enough, CRE/ORG Augustus with CRE turning the Praetorian rush even more into a steamroll with the easier acess to Iron from the expanded borders and the faster border-popping in conquered cities, and FIN/ORG Darius with a very powerful Rush UU and perfect trait to support new conquests).

BTS:
Positive:
More improvements to the AI thanks to Blake’s project incorporated into the game, allowing some reduction of the higher levels handicaps.

Some fixes to combat, such as the introduction of Cuirassiers which delayed a bit the arrival of Cavalry(it was way too powerful beelining Military Tradition and Gunpowder before the enemy reached Rifling, although still weaker than mass drafting) and delaying Grenadiers a bit, giving Muskets a bit more time in the game.

Lots of new interesting options, such as No Tech Brokering and Unrestricted Leaders, and map scripts.

New, interesting national wonders and buildings like the Levee (although lots of the new buildings, like the Industrial Park and the Customs House, were little more than gimmick).

Negative:
This expansion absolutely broke water-based maps with the “intercontinental trade route bonus”, which brokens the Great Lighthouse in any Island-based map(oh, 3+3+3 from trade routes + 1 from city tile = 10 minimum commerce per turn from each new city. The Great Lighthouse was very powerful before in the right conditions, but this is way over the top) and the “coastal blockades”, which allows the player to shut down an entire AI’s economy in any Archipelago-type map if he plans carefully.

Vassal states were not enough, so they created the option for the player to “create colonies”. So I take the effort to go out scouting, build settlers, workers and troops to defend the faraway cities, plus the maintenance costs, all this for giving up the gains and create a new AI on the map? This is the most gimmicky thing in this game.

Some of the new world wonders are either overpowered (such as Cristo Redentor, which was even worse before patches and the AP, which enables a broken victory condition) or turn worse an already unfun game mechanic (Statue of Zeus).

Corporations completely broke the late game. State Property was too powerful in vanilla/Warlords, so this was made to compensate for the FM civic; however, they are uber in BTS (especially the Food Corp – Sid’s Sushi in most maps)and are very tedious to use.

The fact that Walls + Castle cut bombardment damage by 75% ruins the whole medieval combat, even before taking into account the AI’s Longbows. They also are uber in MP, since with just those 2 buildings any border city becomes inexpugnable (and in conjunction with the new Flanking, turns any attack with 1-move stacks impossible, since your siege will instantly be flanked away before you have time to drop the city’s defenses. That, or attacking 17,7 str Longbows(100 city +25 fortification +25 city bonus +45 promos) with 12 str Knight(C1, C2). Also, naval combat was poor enough in the vanilla version with no unit counters in the sea, which was worsened with the addition of ships of the line, which are indestructible until Destroyers, unless you count the near-useless Ironclad.

A badly-implemented espionage system. I would have loved a good espionage system, but it in this current form only adds micro and opens various abuses, such as constantly changing civics of the AIs or revolting their cities to delay Spaceship parts or legendary status. The AI does not know how to use espionage effectively and wastes early commerce running espionage slider and Spy specialists, hurting its performance. It is not even useful in MP, since the new spy units reallocated to the classical age now serve as sentry units in enemy territory, leading them to being banned in most games. And if I want to turn it off, border expansions take double the time to happen, turning the game unplayable.


With all that said, I don’t see why exactly people see Civ 4 expansions (well, BTS at least) as the “pinnacle” of the series. Mind you that I'm not saying that they are worse - they do, in fact, add to the gameplay -, but that it wasn’t the expansions that turned Civ 4 into a good game, but exactly the other way around. They added very little overall, and all the basic mechanics, both fun and unfun, are basically the same: maintenance from cities, WW, WFYABTA, tech trading(although that could be disabled), civics, happy/health system, diplomacy, rushing, trade routes, great people, inflation, etc. As such, I do not understand how a game could suddenly become the best of the series when it was struggling so much before some expansions that barely changed the gameplay at all:confused:(as it is implied by lots of posters here at CFC).

As for the initial release version of Civ 4, while it’s true that there were exploits (like the infinite anarchy trick, the fact that horses could always be seen, forest chopping yielding 30 hammers from the start even outside borders and how easy it was to slingshot Civil Service) that were corrected through patching, keep in mind that these weren’t problems inherent with the game’s economy, diplomacy or whatever systems. And regarding the game’s AI at that stage, it is true that it was (and is) stupid at tactical levels, but it performed decently in the big picture – balancing research and growth, which is more or less the base of that game. And, despite the criticism towards the Civ 4 combat AI, it was far superior to the Civ 3 one (where the AI would always direct ALL its units at one and one only place, regardless of number of enemies or endangered areas – where the result was that you could tie the AI forces up by moving left and right indefinitely by feinting at their cities, not to mention military alliances with other civs against that AI – which invariably would crumble for being attacked at multiple places. You also could easily bait their armies with workers - something that I did notice in the Civ 5 demo - and how they would never coordinate their attacks properly after the initial wave (they would send a never ending trickle of units, one by one, which you could easily destroy easily). And Civ 3’s AI, for its turn, crushed even more those of previous civ games.

Also, please don't take the impression that I'm saying "But Civ 5 is not Civ 4.5! Oh nos!!1!11!" or "Civ 4 or 3 is perfect lolz!11!1Civ 5 sucksforevah!!1!" or "Civ 5 is a new game!1! 4get about older ones!1!1!". I'm not, and if anyone respond to this along these lines, all I have to say is that you're putting words into my mouth. Just to make it clear, let me state that, in this post, I never mentioned SOD, 1UPT(BTW, it should have been named 1UPH, h = hex;)), sliders vs. Civ 5 mechanisms, leader traits vs. civ traits, or any other nonsense I fail to remember right now. I'm also not criticizing Civ 5 in any aspect directly; after all, what I played of it equals to about 8 games in the demo version(limited to 100 turns, as stated above), so all I can say is that I didn't enjoy it.

Anyway, those are just my two cents (or, more likely, two dollars).
 
I'm not alone in being displeased that there is a trend with AAA computer games being sold Steam exclusive. The surveys show that rather clearly.

The fact that the majority of PC games are now being sold on Steam speaks differently. I can't even fathom the paranoia surrounding Steam. It's a platform. It can be run online or offline, it's very lightweight, and it has no effect on your PC performance.

Claiming that "well they can blackmail me" is no different than claiming Walmart is going to scam you because you entered their credit card info on their website or that Paypal is going to empty your bank account because they have your information. The same applies for "omg what if they go out of business??". Again, what if Blizzard goes out of business? So much for my $60 and $15 per month towards WoW. The same applies for any organization.

Not that you personally claimed any of the aforementioned thoughts or points - but so many have.

Besides having a Steam icon on your taskbar while playing Civ 5, what is the drawback to requiring Steam?
 
http://forums.civfanatics.com/showpost.php?p=10145480&postcount=1487

Click the links. Look at the numbers in those polls and the survey. Something like 25 to 35% of folks who are prospective buyers of Skyrim, an impending game that may well be Steam exclusive based on recent trends with Bethsoft, say that they WILL NOT buy it if it requires Steam. Another ~25% say they would prefer if there are other options besides Steam, even though they will probably buy it anyway.

Finally some hard numbers and surveys to look at. Of course, these are still hardly represenative but combined, they're broad enough to say something.

There seems to be two camps for the anti-Steam crowd. One that doesn't like the lack of choice and the one that says Steam is the devil. However, even though the results still seem to be gearing up against Steam, nobody seems put off by it enough to actually not buy the game. Or at least, not enough people are.

After all, Steam isn't Ubisoft's DRM or EA's DRM (the former was so bad it probably ended up hurting sales greatly for some games).

@Augustus

You write very well.
 
Hi, I have just signed for posting this, but I have been lurking on and off here at CFC since coming across this site in 2003, after having played Civ 3 for a while. I enjoyed that game a lot, and even more in the case of Civ 4. Although I never bought Civ 5, mostly because my always-busy schedule kept draining away my gaming-time:sad:, and in a minor part because I still played Civ 4 in the rare opportunities I did have, I was really looking forward for this game. When I did return to the forums, about one month after this game’s release, I was underwhelmed by the fact that half the threads about it where about wheter this game sucked or not. Then I decided to try the demo (since MOO3:mad:, I always try demos first before buying) and while it did was different, I didn’t have fun (Yeah, I know that 100 turns is not enough to judge the game, but this, for me at least, is the most fun period in Civ games, since it is when most of the game changing decisions are taken), in contrast to the Civ 4 demo which hooked me into the game almost instantly. So my answer to the OP’s question would be that Civ 5 is not worth the cash, not for now at least.

Now slightly off-topic:

I have seen a lot of times stuff like this mentioned in topics comparing Civ 4 to Civ 5, and while I do realize that the reception of both Civ 3 and Civ 4 where accompanied by “game dumbed down” posts (which were mostly nonsense in the case of Civ 4, IMHO; OTOH, I wasn't here by the time of 3) about the new game and complaints about technical issues(by what I heard, particularly in Civ 3’s release, but there were quite a few in 4 too), I do feel that the numerous claims that Civ 4 only “became good” when the BTS expansion was released are really overblown. There is a difference between “being good” and “being considered good”, which of course depends on individual tastes, but I never found great differences introduced on the game as a whole by either Warlords or BTS, both of which I always found as rather lacking expansion packs (most of their changes that I would end up liking were more similar to patches than an expansion). Let’s take a look:

Warlords:
Positive:
Fixes to combat: chariot bonus vs. Axes and cost increase to 30(in vanilla, Axes could be countered effectively only by WEs or HAs, or having Aggressive Axemen; OTOH, WCs and Immortals were ridiculously cheap for their power, especially since the AI neglected to build Spearmen for a long time), eventually preventing siege units to kill (via a patch, IIRC) and introduction of Great Generals.

Inclusion of the Blake’s AI in the core game.
Introduction of UBs, which added some interesting choices to the game (although most of them had few impact overall, while a few were overpowered - especially the incan Terrace).

Negative:
Vassal states: IMHO, the most stupid “feature” in Civ 4. Yes, they have the "nice goal" of allowing speeding up a domination victory, eliminating tedium in the mop up phase. However, its implementation means that if I DOW one of my 2 neighbors and during our war he “capitulates” to my other neighbor, that second neighbor immediately DOWs me, in a completely random fashion and with little regard to past relations, and of course if this is a high difficulty level, you’re propably screwed!:mad: Almost always I’m forced to use “Custom Game” because of this.:(

A series of reworkings to the traits system: addition of the sucky protective trait, which does nothing but make conquering AIs a pain with their CG3 Longbows and doing nothing to help their expansion or economy (and before it is said that Aggressive belongs to the same boat, remember that it at least helps the AI with invasion or counter-attack in their own territory, whereas Protective serves to… Stack defenders in city to be destroyed by collateral damage?:rolleyes: Not to mention that Aggressive helps a tiny bit in the early game since the AI loves to stupidly build Barracks first in their cities and delay their development, or build Barracks in the capital 30 turns into the game, when they have at most 3 cities on normal speed, Deity difficulty. Protective’s only real utiliy is maybe in a raging barbs environment, or perhaps AW for the human), the overpowered Expansive trait (50% worker production bonus in Warlords!) and some overpowered Civ/Leader combinations(FIN/IND Huayna with de facto CRE trait from UB, as if the UU wasn’t enough, CRE/ORG Augustus with CRE turning the Praetorian rush even more into a steamroll with the easier acess to Iron from the expanded borders and the faster border-popping in conquered cities, and FIN/ORG Darius with a very powerful Rush UU and perfect trait to support new conquests).

BTS:
Positive:
More improvements to the AI thanks to Blake’s project incorporated into the game, allowing some reduction of the higher levels handicaps.

Some fixes to combat, such as the introduction of Cuirassiers which delayed a bit the arrival of Cavalry(it was way too powerful beelining Military Tradition and Gunpowder before the enemy reached Rifling, although still weaker than mass drafting) and delaying Grenadiers a bit, giving Muskets a bit more time in the game.

Lots of new interesting options, such as No Tech Brokering and Unrestricted Leaders, and map scripts.

New, interesting national wonders and buildings like the Levee (although lots of the new buildings, like the Industrial Park and the Customs House, were little more than gimmick).

Negative:
This expansion absolutely broke water-based maps with the “intercontinental trade route bonus”, which brokens the Great Lighthouse in any Island-based map(oh, 3+3+3 from trade routes + 1 from city tile = 10 minimum commerce per turn from each new city. The Great Lighthouse was very powerful before in the right conditions, but this is way over the top) and the “coastal blockades”, which allows the player to shut down an entire AI’s economy in any Archipelago-type map if he plans carefully.

Vassal states were not enough, so they created the option for the player to “create colonies”. So I take the effort to go out scouting, build settlers, workers and troops to defend the faraway cities, plus the maintenance costs, all this for giving up the gains and create a new AI on the map? This is the most gimmicky thing in this game.

Some of the new world wonders are either overpowered (such as Cristo Redentor, which was even worse before patches and the AP, which enables a broken victory condition) or turn worse an already unfun game mechanic (Statue of Zeus).

Corporations completely broke the late game. State Property was too powerful in vanilla/Warlords, so this was made to compensate for the FM civic; however, they are uber in BTS (especially the Food Corp – Sid’s Sushi in most maps)and are very tedious to use.

The fact that Walls + Castle cut bombardment damage by 75% ruins the whole medieval combat, even before taking into account the AI’s Longbows. They also are uber in MP, since with just those 2 buildings any border city becomes inexpugnable (and in conjunction with the new Flanking, turns any attack with 1-move stacks impossible, since your siege will instantly be flanked away before you have time to drop the city’s defenses. That, or attacking 17,7 str Longbows(100 city +25 fortification +25 city bonus +45 promos) with 12 str Knight(C1, C2). Also, naval combat was poor enough in the vanilla version with no unit counters in the sea, which was worsened with the addition of ships of the line, which are indestructible until Destroyers, unless you count the near-useless Ironclad.

A badly-implemented espionage system. I would have loved a good espionage system, but it in this current form only adds micro and opens various abuses, such as constantly changing civics of the AIs or revolting their cities to delay Spaceship parts or legendary status. The AI does not know how to use espionage effectively and wastes early commerce running espionage slider and Spy specialists, hurting its performance. It is not even useful in MP, since the new spy units reallocated to the classical age now serve as sentry units in enemy territory, leading them to being banned in most games. And if I want to turn it off, border expansions take double the time to happen, turning the game unplayable.


With all that said, I don’t see why exactly people see Civ 4 expansions (well, BTS at least) as the “pinnacle” of the series. Mind you that I'm not saying that they are worse - they do, in fact, add to the gameplay -, but that it wasn’t the expansions that turned Civ 4 into a good game, but exactly the other way around. They added very little overall, and all the basic mechanics, both fun and unfun, are basically the same: maintenance from cities, WW, WFYABTA, tech trading(although that could be disabled), civics, happy/health system, diplomacy, rushing, trade routes, great people, inflation, etc. As such, I do not understand how a game could suddenly become the best of the series when it was struggling so much before some expansions that barely changed the gameplay at all:confused:(as it is implied by lots of posters here at CFC).

As for the initial release version of Civ 4, while it’s true that there were exploits (like the infinite anarchy trick, the fact that horses could always be seen, forest chopping yielding 30 hammers from the start even outside borders and how easy it was to slingshot Civil Service) that were corrected through patching, keep in mind that these weren’t problems inherent with the game’s economy, diplomacy or whatever systems. And regarding the game’s AI at that stage, it is true that it was (and is) stupid at tactical levels, but it performed decently in the big picture – balancing research and growth, which is more or less the base of that game. And, despite the criticism towards the Civ 4 combat AI, it was far superior to the Civ 3 one (where the AI would always direct ALL its units at one and one only place, regardless of number of enemies or endangered areas – where the result was that you could tie the AI forces up by moving left and right indefinitely by feinting at their cities, not to mention military alliances with other civs against that AI – which invariably would crumble for being attacked at multiple places. You also could easily bait their armies with workers - something that I did notice in the Civ 5 demo - and how they would never coordinate their attacks properly after the initial wave (they would send a never ending trickle of units, one by one, which you could easily destroy easily). And Civ 3’s AI, for its turn, crushed even more those of previous civ games.

Also, please don't take the impression that I'm saying "But Civ 5 is not Civ 4.5! Oh nos!!1!11!" or "Civ 4 or 3 is perfect lolz!11!1Civ 5 sucksforevah!!1!" or "Civ 5 is a new game!1! 4get about older ones!1!1!". I'm not, and if anyone respond to this along these lines, all I have to say is that you're putting words into my mouth. Just to make it clear, let me state that, in this post, I never mentioned SOD, 1UPT(BTW, it should have been named 1UPH, h = hex;)), sliders vs. Civ 5 mechanisms, leader traits vs. civ traits, or any other nonsense I fail to remember right now. I'm also not criticizing Civ 5 in any aspect directly; after all, what I played of it equals to about 8 games in the demo version(limited to 100 turns, as stated above), so all I can say is that I didn't enjoy it.

Anyway, those are just my two cents (or, more likely, two dollars).

A very nice analysis and an absolutely awesome first ever post :goodjob:

Just one thing: how come you didn't mention the Apostolic Palace, in your BTS analysis?
 
I think it is that bad I have played civ 4 on and off for over 4 years, I put civ 5 down after 30 hours they basicaly striped the game down, and tried to implament things that sound good on paper but did not work see 1upt.
 
I think it is that bad I have played civ 4 on and off for over 4 years, I put civ 5 down after 30 hours they basicaly striped the game down, and tried to implament things that sound good on paper but did not work see 1upt.
... What?
 
Anthropoid said:
selling it Steam exclusive

Selling it Steam exclusive? You do realize that you can buy the game from Direct2Drive, Gamestop, Walmart, NewEgg, Impulse, Target, etc?

It just requires Steam to run. Just like Team Fortress 2 or Left 4 Dead. Heck, if I play Bad Company 2, I need punkbuster and a login to EA servers regardless of whether I'm online or offline. If I play Dirt 2, I need to use Games for Windows Live. And Civ 5...you need Steam. I don't see how this would deter you from buying a game.
 
Requirement to install the Steam Client app and engage in internet networking with Steam to authenticate and use the game as a requisite to making use of the EUL is what I refer to by "Steam exclusive." Physical copies sold at the places you list will not run if not authenticated by Steam.
 
This game is boring : The equivalent of 1 star because "I don't like it."
Gamey Combat Odds : "I don't like the dice rolls"
Ghandi the Warmonger : I don't like that Ghandi will declare war. (This is in no way exclusive to Civ5)
Cities are too strong : I don't like that cities can kill units.
Does anyone miss traits? : I don't like that traits were replaced with (Actually, if you think about it, other traits)
I hate natural wonders : Because they provide bonuses.
How to disable wonders? : I don't like Wonders

Then, inside of threads you get comments like "I don't like 1UPT" with a long, descriptive reason that amounts to "Because it's different." Or comments saying "I hate 1UPT because the AI is bad." But what's even worse than those, are the comments that read like "I don't like CiV/1UPT because everyone else hates it/it's cool to hate it."

It feels like listening to people talk about how much they hated of G.W. Bush, then quoting the news on why. It gets old, quick.

I'm not going to address the other threads you listed, but my thread "does anyone miss traits?" was not an attack on civ5, it was a general question asking for the opinions of other civ players regarding traits (from a common pool being the distinction you seem to not have understood) versus UAs. General discussion is a place where people can discuss their opinions of the game, whether you like them or not. Your attacks at people expressing their opinions seems childish to me.

You also conveniently ignore astounding analytical critiques, Sulla's being the most discussed. And I must add that once the flaws of this game have been pointed out there's not much we can do other than:

1) ignore them and pretend they don't exist
2) discuss them and investigate their true depths
3) wait until the code is released to fix them

So as you see, there's only so much more critical analysis of civ5 that can be done now that most of the flaws have been exposed. It's much easier (for some) to complain about these flaws, or (for others, an example being my thread) to discuss people's opinions.

Also, most of the constructive discussion IS NOT GOING ON IN GENERAL DISCUSSION. Go to Strategy or Creation forums if you don't want to see people's opinions of the game. Are you shocked that so many are negative? Maybe it's a sign that the game actually has serious flaws and isn't a masterpiece as some people proclaim.

If you don't want to read people's negative opinions of a flawed game then you can always stop opening up threads in general discussion and go somewhere else.
 
@Augustus

You write very well.

A very nice analysis and an absolutely awesome first ever post :goodjob:

Just one thing: how come you didn't mention the Apostolic Palace, in your BTS analysis?

Thanks to both:goodjob:

And @ blind biker
I thought that I had mentioned the AP? I will look in my first post.

EDIT:

Here it is:
IMP_AUGUSTUS said:
Negative:
[...]
Some of the new world wonders are either overpowered (such as Cristo Redentor, which was even worse before patches and the AP, which enables a broken victory condition) or turn worse an already unfun game mechanic (Statue of Zeus).
 
I just don't understand how you can put your entire multi-million-person army in one tile and be perfectly valid; but you can't be limited to one regiment or batallion per tile because it's unrealistic.
In the Second World War, Germans and Soviets fought about the city of Stalingrad. IIRC, the Germans had around 350.000 men and the Soviets like 300.000 men, totalling up to roughly 650.000 men fighting for just one city (ok, it was a big one, but still just one city).

Similar it was with the Battle of the Nations at Leipzig, where 190.000 French were confronted by 390.000 allied troops (Prussians, Austrians, Russians, Swedish)

To me it seems very close to SoD's on both sides.

The complaint is that 1UPT doesn't make sense and that UUPT DOES. The fact is, neither of them make sense, but 1UPT makes more sense because it gives a tile space; Civ 4 didn't care what space was, which wasn't bad in itself- but it cared so little that you could put EVERY unit in the GAME on one tile, and it still didn't care.

It does. And that tile is completely out of scale.
Either, the tile represents an area which is depicted on the main map, than having only one unit in it is ridiculous.
Or the scale the one of the lonely unit, then everything else is out of scale; like size of cities, range of cities and so on.

Civilization 4's AI was just as horrendous, however. It was compensated for by allowing the game to move around units without regard to scale. It makes the incompetence of the AI obvious, but not worse. The real issue in point B is that the AI is bad, not the system.
If I have a bad AI and go for a system which exposes this weakness, then the decision for that system is a wrong decision.
You shall not implement things which the AI cannot handle.

SOD isn't a better strategy or even a better game mechanic... it's just what people are used to.
Nonsense.

The SoD (as the other extreme solution) for sure has weaknesses, there is no doubt about it.
Yet, in comparison it is still a superior system in the context of a Civ game, as it at least covers the weaknesses of the AI to a certain degree, whereas 1upt exposes these weaknesses.

Now you can claim "but..... if the AI were just better....!!!", but it doesn't make any difference.
The AI is just not better. The AI is weak.

For Civ4's SoD it had to grasp the idea of vertical grouping, which to a certain degree it mastered.

For Civ5's 1upt it has (yet) to grasp the idea of horizontal grouping and it just can't do this.
And it won't be able to do so as long as current restrictions to computing power and available memory are given.

You may be fascinated by having the feeling of actually doing something which you call "operational" in terms of warfare, but look at the game and it is just shallow pushing of units forward, always (in general terms) following the same rule: melees first, ranged behind, mounted at the sides.
And yes, I believe you that even deviating from this bacis concept you may be successful from time to time, but that is quite less due to "operational" mastery on your side, but due to complete incompetence on the AI side.
 
I'm not saying that 1UPT is PERFECT, but that given the way they modified the cost of units, the mx (maintenance) for units, and the city defense, it definitely makes more sense than stacks of doom. Sure, it has points where it's flawed- sure, you can expect to lose a lot of troops until late game- sure, there are times where I won't even go to war because I can't afford to lose troops to cities... but it's a new system. As with all new systems, it's going to need improvement- and it will most likely GET improvement. Maybe I'm just used to 1UPT already, but I can't go back to Stacks of Doom. I tried, and I feel like my planning stops at unit building, then I just move the army of Xerxes around in that one tile. It would be different if there was a limit to how many units can be on a tile, but the argument that 1UPT doesn't have any inherent scale can be said just as easily about Unlimited Units per Tile.

I just don't understand how you can put your entire multi-million-person army in one tile and be perfectly valid; but you can't be limited to one regiment or batallion per tile because it's unrealistic.

I feel that this is actually a better mechanic, given the way combat works. If you could stack a bajillion units in one tile, then you can overrun cities with numbers. CiV makes promotions and units more important. Last game I played, I built 2 artillery and upgraded them along paths that made them actually operate like 4 artillery. If I lost one, I was actually losing the offensive capability (capes) of two. Suddenly, I had a reason to block units from attacking them. You don't have that in UUPT.

The complaint is that 1UPT doesn't make sense and that UUPT DOES. The fact is, neither of them make sense, but 1UPT makes more sense because it gives a tile space; Civ 4 didn't care what space was, which wasn't bad in itself- but it cared so little that you could put EVERY unit in the GAME on one tile, and it still didn't care.

Thanks for these posts. I think there's a problem of understanding over the 1upt argument, that you have made suddenly more clear. My issue was simply with the implication that Civ IV combat was completely brainless--that you just cram as many units as possible into a tile and win the game. Arguing that allowing an unlimited amount of units in a tile is just as unrealistic as only allowing one is downright reasonable, and something that I would agree with. It's a far cry from "Just stack a buncha units FTW! Civ IV combat iz teh suck!!!loloollol11" When I say I disagree with 1upt, that doesn't mean I advocate having infinite units in a tile. In fact, I'm glad that we can agree that limited stacking would be a good option.

That's how a lot of games work. I can't find any justification for Unlimited Units per Tile other than "It's just the way the game works." Fine, I'll accept that- but it makes far more sense that "1 unit can occupy a tile" than "you can stack units on this tile until the game crashes."

It isn't as obvious when the SOD's have some kind of control behind them- but I've rolled around with SODs so large that it really didn't matter what the enemy had in their ENTIRE army. I was overrunning continents before the REST of my army could make it to land. If Unlimited Units per Tile (UUPT) had some kind of limiting factor, I'd accept them as a valid point- but as it stands, they're just as ridiculous as 1UPT.

In this case, we are arguing preferences, of course. You enjoy 1upt so you can ignore the idea that you are only allowed one unit in an area the size of Texas. I get headaches from the traffic jams so I'm willing to accept some sort of infinite area in a tile with unlimited stacking. I'll do you one better, though.

1. Unlimited stacking leaves the scale ambiguous. We've already discussed how the actual number of "men" in each unit is left up to your imagination. Who's to say that you *can't* fit 270 units in one tile? What if the units really *do* have three men each? In 1upt, it is very clear that only one unit, however big it may be, can fit within the the width of Italy.

2.With unlimited stacking, the break in immersion probably comes only after you have an utterly ridiculous amount of units in one area, whatever your definition of "utterly ridiculous" is. In other words, to achieve a break in immersion, you have to play so well, or possibly exploit the rules so well, as to create a mega-stack of epic proportions before you begin to wonder why there is not a limit. With 1upt, the break in immersion hits you immediately, when you wonder why you have to move your new unit of spearmen because there's already one group of archers in your largest city. I think we both agree that a happy medium of stacking with a limit would be ideal. But comparing the two extremes, the unrealistic function of unlimited stacking is far easier to ignore, IMO.

You would have to take away the cities ability to defend themselves without help of military, make units less expensive to build, and decrease maintenance per unit; in order to make UUPT a valid strategy in CiV; otherwise, SOD's are THE easymode for warfare.

So, in other words, you would have to undo all of the rule changes in Civ V.

I think your quote gets at the meat of much of the contention over Civ V in the first place. It's being argued in the forums that several of the rule changes in Civ V happened because of the switch to 1upt. The theory, which I support, goes that many of the rule changes in Civ V happened to accommodate 1upt, rather than being good ideas on their own. You need to increase unit costs and decrease production to stave off a carpet o' doom, but then the game moves so slowly and everything gets so boring and sluggish that I'm falling asleep at the keyboard or spending my time ranting about it here.
 
On one extreme is 1UPT and on the other is SOD. Both have flaws.

In the middle are more complex stacking limits. Probably harder to code and balance, and certainly more difficult for "casual" gamers.
 
This game is boring : The equivalent of 1 star because "I don't like it."
Gamey Combat Odds : "I don't like the dice rolls"
Ghandi the Warmonger : I don't like that Ghandi will declare war. (This is in no way exclusive to Civ5)
Cities are too strong : I don't like that cities can kill units.
Does anyone miss traits? : I don't like that traits were replaced with (Actually, if you think about it, other traits)
I hate natural wonders : Because they provide bonuses.
How to disable wonders? : I don't like Wonders

Then, inside of threads you get comments like "I don't like 1UPT" with a long, descriptive reason that amounts to "Because it's different." Or comments saying "I hate 1UPT because the AI is bad." But what's even worse than those, are the comments that read like "I don't like CiV/1UPT because everyone else hates it/it's cool to hate it."

It feels like listening to people talk about how much they hated of G.W. Bush, then quoting the news on why. It gets old, quick.
How about: "I don't like 1UPT because it doesn't work, and the reason it doesn't work is because the AI doesn't know what to do with it." I wouldn't call that whining. When Civ V first came out I was optomistic and open to change, but when I see how inept the AI is in handling 1UPT, it makes me pessimistic about it getting better. How often have you heard "Oh, Civ V was just released, after a couple patches the AI will be much better." That's just as moronic as "I don't like 1UPT because it's different."

Progamming an AI to handle 1UPT feasible to the scale that Civilization is, will require sheer genius, and I don't know where Firaxis is going to find such superhero talent.
 
To OP,

Steam is telling I played 96 hours for CiV and I won't be logging more hours until major changes to this game.
I can't tell you how many hours I logged playing Civ 2-3 and 4, but I can tell you it is way above 96 hours for each of them.

So for me CiV is not that bad, I enjoyed some of the changes but for me it is the "too slow for something to happen" factor that I didn't enjoy.

It takes for ever to get something done... even conquering that stupid AI.... even on difficulty settler on quick speed.
 
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Apologies for calling your thread out- I'm not pointing out threads where the OP was whining, but where there were a lot of comments that were. Also not trying to be childish, but pointing out that there is an abundance of threads that will start with a valid point- then get swarmed with "LOLZ I HATE CIV5 BECAUSE EVeRYONE ELSE DEOS!" Sometimes, the person complaining doesn't even have Civ5 in the first place.

I just didn't feel like going through and pulling out individual posts, because that would have been childish.

1) ignore them and pretend they don't exist
2) discuss them and investigate their true depths
3) wait until the code is released to fix them

As far as what to do after the flaws have been released, the productive things one can do are to (3) wait until the code is released, and then fix the issues. While you are waiting, (2)DISCUSS (not complain about) issues that exist; most importantly in this option is to offer constructive criticism and solutions. If you really do hate the game too much to play it, (1) Ignore them, and go play Civ4 until Civ5 gets fixed. If you don't hate Civ5 too much to play it, (1) Ignore them, and go play Civ5 until patches & expansions come out; or wait for (3) to occur so that modders can fix what you dislike.

I also don't remember ever saying that the game is a masterpiece. I actually distinctly remember saying that the game is imperfect in several ways. My statements about imperfections include the AI's ability to utilize 1UPT, the AI's short diplomatic memory, the AI's "gimme gimme gimme" mentality... generally, my standing (as far as weaknesses go in this game) are that the AI is the weakest part.

I also don't remember saying that I have an issue with negative opinions; what I do remember saying, is that the forum has a lot of "whining" where "negative opinions" could have been placed. If you weren't whining, and you had constructive input and suggestions to provide, then I wasn't talking about you. If you made a post that says, "I'm quitting Civ5 because it sux!" then I'm talking about you. If you made a post that says, "I'm not getting Civ5 because I hate DRM!" then I'm talking about you. If you made constructive criticism, then I wasn't talking about you.

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I understand that war has, historically, had massive armies clashing together in massive battles. I can also appreciate the argument that there is no definitive scales in the game. However, units in CiV are also more expensive in terms of production and upkeep than in previous titles. Given that the units are more expensive, I don't think that it's too far of a stretch to assume that they are (as someone stated earlier) "big". I haven't had any issues with reality, or questioning whether or not my units are taking up too much space. If I can't move to a location, the enemy can't either- and I'm fine with that.

Compensating for AI happens all the time; and when it happens, people complain about it. The AI is incompetent, and will never be able to think on the same level as a Human player; a few steps in the right direction would be:

  1. The AI estimating the human's sight and attack radius (**---)
  2. The AI understanding where units are on the board relative to something other than the terrain (***--)
  3. The AI setting goals beyond 1 turn away (*****)
  4. The AI having a memory much longer than it currently has (*----)
Stars = Difficulty to implement.

Reading the DLL code in Civ4, the AI did not have a grasp of SoD's. Every unit in the SOD had the same movement code, and the game understood that stacking units is safer. Couple this with the fact that the AI will, regardless of circumstances, build units; as well as the fact that stacked units of similar type have the same movement code; and you get Stacks of Doom limited only by the AI's economy. The differences with Civ5 & Civ4 AI are almost exclusively how long they remember things, and in how they handle diplomacy.

IOW: New system, old AI. The AI isn't fantastic, and it never WILL be; but it can grasp horizontal grouping (and it does, to some degree) but Civ4 had 4 installations and 2 expansions to understand stacking units. Civ5 is the first one to try lateral grouping. Observing how the AI handles it, it isn't great- but to say that it simply cannot do it is a stretch.

Granted, 1UPT isn't PERFECT; maybe they are the knee-jerk reaction to Stack of Doom. The point is, Stack of Dooms aren't perfect either. I know that it boils down to preference, but I have no interest in going back to Stack of Doom.

I found the paragraphs following "You may be fascinated" to be a little condescending, but I'll disregard the tone in case that's now how you intended it.

Sure, "Melees first, ranged behind, mounted at the sides" is an effective strategy with little depth (Actually, this is such a common practice that it's more of a Doctrine); however, this is because of the lacking in the AI and the fact that a city can only attack one unit per turn. When you have enough units, you can swarm a city without effort; which is basically Stalingrad without Russian resistance. In Civ5 you can take cities WITHOUT swarming them and overrunning them with SOD's.

Given similar circumstances, you are going to stick with methods that have worked in the past- why would you deviate from them if they worked? That'd be silly.

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SOD's aren't brainless lumping of meatshields and calling it an army. It's the most effective way of winning in UUPT systems. I would like to see the ability to stack units, but with some kind of combat penalty for doing so.

For example, decreasing the effective strength of the unit based on how many units it shares the tile with- but only being able to defeat one unit at a time; giving an incentive to utilize 1UPT, without taking away the mobility and storage utility that people had in the previous title.

To point number two, the specific memory that comes to mind was playing on a "Huge" size map, and having conquered every civilization on a continent that took up 5/6ths of the land mass of the map, and about 75% of the map during a Marathon game. I literally got confused, and thought it was a bug that I hadn't won, but I hadn't developed a navy because.. well... I didn't need it.

I sat there with all of my cities cranking out military units because I didn't care about happiness or famine or anything, because (frankly) eff'em. I had too many cities to worry about that crap. Then, after a while, I finally started building boats (Finally caught on that they weren't colocated on the continent with me). I then poured across the ocean in search of enemies.

I didn't even try to bombard the Spanish when I found them. I unloaded, literally, hundreds of units into a single tile to take over a city. Marines, Tanks, Helicopters, Mechanized Infantry... a warmonger's wet dream. The most advanced unit they had was medieval infantry. I ended up splitting my SOD's up into miniature SOD's to get the job done faster, and each SOD still had between 30 and 40 units in them. And I was STILL pouring units into transports because it took them too long to get across the continent.

When I think of reasons to dislike SOD's, that game is why I don't want to go back. It just wasn't fair to anyone.

@rschissler I've been trying to think of a way to respond to that post other than "nu-uh" since I started this response. If you weren't whining, then I wasn't talking about you. Also, most programming tasks are not impossible; and the vast majority do not need a genius. I honestly, and entirely, believe that the AI will not need a genius to make it utilize lateral awareness.
 
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