I have to agree with some of you here, CIV just does not have the epic feel of building an empire, that is working well, and growing. NO you have to decide right from the start how you want to win the game, and stick to that method. Ever try and start the game, and decide what victory condition you will go for around the middle ages? Just about impossible to achive, unless it is the ho hum space race. The space race has no fun to it. Might as well just let the clock run out at 2050.
The tech pacing does not match the playability of the game, needs to be rebalanced. I have moved up the difficulty ladder, same problems, I just start out farther behind the AI at the beginning. I still catch up.
War is harder, which for me is good. I enjoy the promotions, and the combined arms, but there are some units missing, too close together...(catapult,cannon,artillary).
I am a builder, not a war monger. I want to build a civilization to stand the test of time, and at times that includes war. CIV does not reward a person that builds a productive, civilization that stands the test of time. The 3 cities with legendary culture, is okay, but the entire civilization culture should be considered in a culture win, not just 3 cities.
I still believe that Take2 wanted to try and draw in the RTS crowd into a turned based game to generate more sales. This is why those of us who have played civ from the beginning, are disapointed in CIV. The fun of building a civilization, and just 4 more turns, and I can start my next goal, is not there for me. It becomes, space space,enter.
Diplomacy needs to be fixed. Only allowing trading of like items is Bogus Bull. If I have extra wheat, and I want to trade it for a Tech, I should be allowed to do this. Or at least add in a resource along with another tech, to balance the trade.
CIV is missing that element that makes me want to continue to the end of the game...the industrial age flys by, and the spy unit is so weak, as to be almost useless. And having to build a national wonder, Scotland Yard, to have spies ?????? Spies have exisisted since man started settling down.
SMAC had some great ideas, and I hoped that some of them would be incorporated into CIV. I am dissapointed.
Bring on the mods!!!
The tech pacing does not match the playability of the game, needs to be rebalanced. I have moved up the difficulty ladder, same problems, I just start out farther behind the AI at the beginning. I still catch up.
War is harder, which for me is good. I enjoy the promotions, and the combined arms, but there are some units missing, too close together...(catapult,cannon,artillary).
I am a builder, not a war monger. I want to build a civilization to stand the test of time, and at times that includes war. CIV does not reward a person that builds a productive, civilization that stands the test of time. The 3 cities with legendary culture, is okay, but the entire civilization culture should be considered in a culture win, not just 3 cities.
I still believe that Take2 wanted to try and draw in the RTS crowd into a turned based game to generate more sales. This is why those of us who have played civ from the beginning, are disapointed in CIV. The fun of building a civilization, and just 4 more turns, and I can start my next goal, is not there for me. It becomes, space space,enter.
Diplomacy needs to be fixed. Only allowing trading of like items is Bogus Bull. If I have extra wheat, and I want to trade it for a Tech, I should be allowed to do this. Or at least add in a resource along with another tech, to balance the trade.
CIV is missing that element that makes me want to continue to the end of the game...the industrial age flys by, and the spy unit is so weak, as to be almost useless. And having to build a national wonder, Scotland Yard, to have spies ?????? Spies have exisisted since man started settling down.
SMAC had some great ideas, and I hoped that some of them would be incorporated into CIV. I am dissapointed.
Bring on the mods!!!