Unionfield
Warlord
- Joined
- Apr 16, 2007
- Messages
- 273
I have just finished my second game -- first: Warlord, second: Prince -- and here are some first impressions.
Good:
- The combat system is structured in a far more realistic way. Cities having their own defense points with one unit to garrison makes far more sense. Also, the one-unit-per-tile system makes combat a lot more nimble and thought-provoking.
- The social policies and City-States are pretty cool.
Bad:
- The AI is way, way too aggressive. In both games I played, war was declared on me within 20 turns and it took more than 30 turns each time to get the sides to *start* negotiating peace. It seems like the AI issues highlighted by a few reviewers were right on the money. It wouldn't be that bad if...
- ... it didn't take *forever* to build anything. For more or less the entire game, my capital city was the only one to build at a reasonable rate. My other cities were essentially useless -- all producing units/buildings once every twenty turns on average. With my gold and research production operating normally, how does this make sense?
- The graphics are a huge disappointment. Wasn't this game built with state-of-the-art DirectX 11 rendering? I have my graphics cranked and I'm not sure I see 1-2 generations of technology difference between Civ V and IV.
- There are definitely some bugs left over in the game (i.e. glitches, flickering, etc.)
- The interface feels a lot clunkier than the one in Civ V.
My way of judging sequels is this: how much does the sequel make you miss playing the previous iteration? So far, I'd definitely rather deal with stacks of doom and the like than what I've seen so far. I'm jumping into another game to try to turn my first impressions around. Anyways, these are just my opinions.
Good:
- The combat system is structured in a far more realistic way. Cities having their own defense points with one unit to garrison makes far more sense. Also, the one-unit-per-tile system makes combat a lot more nimble and thought-provoking.
- The social policies and City-States are pretty cool.
Bad:
- The AI is way, way too aggressive. In both games I played, war was declared on me within 20 turns and it took more than 30 turns each time to get the sides to *start* negotiating peace. It seems like the AI issues highlighted by a few reviewers were right on the money. It wouldn't be that bad if...
- ... it didn't take *forever* to build anything. For more or less the entire game, my capital city was the only one to build at a reasonable rate. My other cities were essentially useless -- all producing units/buildings once every twenty turns on average. With my gold and research production operating normally, how does this make sense?
- The graphics are a huge disappointment. Wasn't this game built with state-of-the-art DirectX 11 rendering? I have my graphics cranked and I'm not sure I see 1-2 generations of technology difference between Civ V and IV.
- There are definitely some bugs left over in the game (i.e. glitches, flickering, etc.)
- The interface feels a lot clunkier than the one in Civ V.
My way of judging sequels is this: how much does the sequel make you miss playing the previous iteration? So far, I'd definitely rather deal with stacks of doom and the like than what I've seen so far. I'm jumping into another game to try to turn my first impressions around. Anyways, these are just my opinions.