Isn't there any tutorial?It's great fun, but (as with many complicated 4X games) it takes some getting used to. Expect your first few games to be little more than trial and error. Each new game you load up will have a sensation of, "oh, THAT'S how it works" and the game will slowly unravel. The first few games can therefore seem aimless or frustrating. It's definitely a game that requires some digging to find the treasure.
Isn't there any tutorial?
Isn't there any tutorial?
I mean, I think anyone hanging around this forum is inclined to be positive.
I don't know how long the honeymoon period lasts. I do think the mechanic of camping a site with a scout then building a settler to travel there and claim it might need to go back to the drawing board. Lose the settlers, come up with some other mechanism for claiming the site. Something influence by proximity to other cities.
I bought it a while ago, but only recently really set down to play it. I loved Civ4 and think Civ5 and 6, while fun, somehow failed to capture what made civ1-4 such great games. I find myself playing Civ5 and 6 on autopilot.
Now I'm hooked on Old World, though admittedly haven't played that much yet. Learning the mechanics but it's a really in depth game with nice decision making. Everything you do, needs to be thought about. I figured 200 turns was not a lot, but every turn takes much longer to complete because you actually make meaningful decisions. Really like it.
That's certainly a big part of it. Another big part is that production is split over multiple resources which makes you think harder on what you need, though that can also be the first time playing. Anticipating needs from growing cities is something you kinda find out while playing.I feel the orders system really enhances that feeling. Because you have a finite amount of orders, you need to carefully consider the use of every single one of them to ensure you're making the best choice.
It definitely changes everything. You have to chose, and therefore give up - at least for the current turn - things you'd like to do. If you could do all you wanted each turn (as in civ), there wouldn't be priorities, much less strategic decision-making.I feel the orders system really enhances that feeling. Because you have a finite amount of orders, you need to carefully consider the use of every single one of them to ensure you're making the best choice.
1UPT. I despise Civ5/Civ6's implementation of 1UPT. It felt so awkward to slowly maneuver an army. I prefer Civ3's Stack of Doom any day. The order system removes a lot of the tedium since you're not slowly shuffling 1 movement units around, or trying to finangle roads everywhere. I still slightly prefer my Stacks of Doom, but 1UPT no longer feels like a huge downgrade.
Yeah, it's all about the space. There's nothing wrong with 1UPT. It can also work well in Civ, and Civ6 has some good twists like giving you "support units" that can be stacked with a regular unit. The entire problem with Civ combat is map size. With cities spaced 3-4 tiles apart, and little space between obstacles like mountains or water, there isn't that much space to move in, which ends up hurting the game quite a bit.
The Civ6 standard map is 84x54, for 8 players. The OW standard map is approximately 76x76 (exact size depends on the difficulty) and intended for 5 players. That makes the OW map some 27% larger by raw size, but it's also going to be more spaced out thanks to city sites, so it ends up playing very differently.