My Thoughts On Civ5: - The Good and Not so Good (LONG)

I don't miss war weariness at all. Being at war has enough of an impact that a hit to happiness could cause serious balance issues. Keeping someone at war, or being attacked by multiple civs while ahead even though not the aggressor, would be an easy way to cripple growth, production, and combat effectiveness.

The solution is a more effective AI. The AI should take better advantage of close militaristic city states and pop alliances with gold, just like the player does. The AI needs to be a bit more defensive, pop units for gold when available, and sneaky on the attack by sacking tiles more effectively to hurt an oppponents economy.

Elongated Wars should have diplomatic consequences, not happiness hits. Have other civs badger the aggressor at some point to stop, and then step the heat up with promises to defend the weaker opponent by gifting a unit, then get to the point of eventually joining in.

*edit* - btw...good read. I have alot of similar likes and dislikes, and am enjoying the differences Civ V has to offer.
 
Yes, building units to disband them immediately is much more profitable than "building" wealth. It might be an unintended exploit, but it serves to support your point that the % of hammers that go towards wealth should be higher.
 
War weariness should have been implemented. It's ridiculous that a nation can be at war for hundreds of years and not gain any unhappiness. You can have scores of your units die but your civilization doesn't bat an eye. Give them some cotton or dye though and they'll absolutely love you. :rolleyes:

War weariness is a good deterrent against long protracted wars where you wipe out an opponent. It works quite well in Paradox games I must say. The Europa Universalis series as well as the Victoria series makes war much more costly and realistic.
 
War weariness should have been implemented. It's ridiculous that a nation can be at war for hundreds of years and not gain any unhappiness. You can have scores of your units die but your civilization doesn't bat an eye. Give them some cotton or dye though and they'll absolutely love you. :rolleyes:

War weariness is a good deterrent against long protracted wars where you wipe out an opponent. It works quite well in Paradox games I must say. The Europa Universalis series as well as the Victoria series makes war much more costly and realistic.

It is funny to think about. You can lose unit after unit and be at war for centuries and your population won't care, but if you actually succeed in taking over a city you get a huge happiness penalty. So my citizens are indifferent to other citizens of my empire dying and to being in a protracted war, but they are somehow upset about the acquisition of another city from an enemy?
 
It is funny to think about. You can lose unit after unit and be at war for centuries and your population won't care, but if you actually succeed in taking over a city you get a huge happiness penalty. So my citizens are indifferent to other citizens of my empire dying and to being in a protracted war, but they are somehow upset about the acquisition of another city from an enemy?

Yep. It's like the game designers got everything bass ackwards isn't it?

This game loses a lot of immersion value with things like that.

It makes zero sense.
 
Archwizard, this is a fantastic format in giving feedback. All the other flamers and fanboys out there that talk in generalities should get a tutorial from you.
 
It is funny to think about. You can lose unit after unit and be at war for centuries and your population won't care, but if you actually succeed in taking over a city you get a huge happiness penalty. So my citizens are indifferent to other citizens of my empire dying and to being in a protracted war, but they are somehow upset about the acquisition of another city from an enemy?

War weariness should have been implemented. It's ridiculous that a nation can be at war for hundreds of years and not gain any unhappiness. You can have scores of your units die but your civilization doesn't bat an eye. Give them some cotton or dye though and they'll absolutely love you. :rolleyes:

War weariness is a good deterrent against long protracted wars where you wipe out an opponent. It works quite well in Paradox games I must say. The Europa Universalis series as well as the Victoria series makes war much more costly and realistic.

These are exactly in line with what I am talking about. It's why I think a system where war weariness is modified by loss/gains would work out well, with a turn-based increment to prevent just sitting "at war." One thing I've noticed in a lot of my games is that the end game tends to boil down to two civs, you + whichever AI managed to kill off everyone else on its continent. I don't find it particularly interesting to have every game boil down to two players.

Archwizard, this is a fantastic format in giving feedback. All the other flamers and fanboys out there that talk in generalities should get a tutorial from you.

Thanks Edibi, I appreciate it.

As I play more I've been writing down more thoughts/suggestions. I'll be posting them pretty soon probably.
 
It is funny to think about. You can lose unit after unit and be at war for centuries and your population won't care, but if you actually succeed in taking over a city you get a huge happiness penalty. So my citizens are indifferent to other citizens of my empire dying and to being in a protracted war, but they are somehow upset about the acquisition of another city from an enemy?

Lose units on the battlefield? It is only a flesh wound. My units never die they only get wounds.


War may also bring happiness, perhaps these are Spartans or Aztecs.
 
Lose units on the battlefield? It is only a flesh wound. My units never die they only get wounds.


War may also bring happiness, perhaps these are Spartans or Aztecs.

A civ trait such as "Gain double happiness from war-related causes and suffer half happiness penalties from war-related causes." could certainly be implemented I bet.
 
War may also bring happiness, perhaps these are Spartans or Aztecs.

And then there are "moral" wars, fighting the good fight. Until the eighteenth century with the globe's population explosion I am unsure that "War-Weariness" was an actual factor.

War-Weariness may simply be an amplification of political dissidence caused by the rise of mass media more than actual population weariness.

Before the eighteenth century and mass media, most protest of war was actually the result of the destruction of the land (exs. Hundred Years' War, Thirty Years' War), the enslavement of people, and the annexation of land. These are factors already represented in game. Even the loss of a loved one was not nearly as big of a deal as it is made to be today.

Going back further, before the decline of antiquity (at least in the West), war had a much more religious connetation. It was not "oh no, our resources!" but rather "oh no, the gods are angry!"

Of course, as twenty-first century players, we expect our citizens to behave roughly as twenty-first century citizens.

As a side note not related to a particular aspect of the game, it would be nice to see religion play a more active role. Not as a simple diplomacy boost but perhaps incorporated into a civ's meta-narraitve. And a game like Civ can only benefit from more story-telling.
 
I was so inspired by your post (I agree with you opinions, for the most part) that I decided to grade the game feature by feature, to see how the game grades out for me (score for each feature is how much it adds to my enjoyment of the game):
-5 - I want to bang my head against the wall
0 - I could take it or leave it
5 - Fantastic addition

Total score of 0 or below, to me, means the game is not worth playing. Let's see how we do.

Part I - The Good

Hexes.

I like the hexes a lot. I like how they affect movement, I like how they affect warfare, I like how they affect city growth, I like how they affect the way the map looks. It all feels much more organic.

SCORE: 3 I like hexes, but I didn't particularly dislike squares.

City Growth

I really like how cities grow with culture now. One tile at a time is amazingly cool looking to see a city sprawling all over.
Agree completely.
Score: 5 for the concept.
Score: -2 for implementation. I should be able to direct city growth. If there is a source of gems two tiles away, my city should not be trying to acquire useless plains tiles first.

I also like being able to buy more squares, it's a nice added bit of planning. I do wish I understood how the prices were calculated better.
Score: 5 Agree completely.
New Combat/1 UPT

I really like the death of the SoD. I really like how ranged units actually have range. This is one area where Civ has gotten better with each iteration since 2 I think. I also like the red arrows for bombardment. Just a neat little thing.

I love the added tactical considerations of multiple terrain types and how to approach cities and developing choke points.

Now, some improvements could certainly be made, such as allowing units to stack as long as they have sufficient moves to get to an unoccupied tile. Basically, the 1UPT would be enforced before you could end your turn (as it is now when you generate a unit in a city with a unit already there, the End Turn button changes to Moved Stack Unit).
Score: 3 Agree completely.
Great general stacks with a land unit, but cannot while embarked? A civilian unit stacks with a combat unit on land, but an embarked unit (effectively civilian, since it cannot fight on water) does not stack with naval units? Feels like a good idea that could use improvement.

Cities Defending Themselves

I like cities fighting and defending themselves. I do think that cities need a buffing (I had a strength 23 city do a whopping 2 damage to a barbarian trireme, the picture showed the city firing missiles), and probably some offense-related buildings should be added to the game.
Agree completely.
Score: 5 For the idea
Score: -1 For the implementation
Natural Wonders.

I think the natural wonders are a nice little addition to the game. I like finding them and seeing the little pop up. I wish there were more (like say 20 types with only 5+map size modifier placed per game). It gets a little stale finding the same ones over and over. I would like to see these developed more, either with unique tile improvements you could make on them, or unique buildings designed to take advantage of them if they are in a city radius.

Score: 2 Natural wonders are kind of meh, especially since it seemed like they were promoting them heavily as a cool new feature.

Social Policies

I like the social policies. I like spending culture. In each game I find myself really thinking about which policy I want in terms of both immediate needs and long term goals. That to me is cool. Some of the choices have been fairly agonizing, because so many are useful. I also like that they are permanent, because it makes each decision matter that much more.
Score: 3

Here's where I disagree with you. Research benefits should stack, while social policy benefits should replace one another. There is no reason that I should run the same social policy in 4000BC and 2000AD.
Policy unlocking also needs to be reworked. Beelining to a certain tech is too powerful to unlock later policy trees. Later policies should have more pre-reqs. I can research education and acoustics before mining. Really?

Now, it might just be my playstyle, but so far Autocracy has struck me as being extremely useless. My last game was a Domination win on King setting, and I didn't have Freedom or Liberty trees at all, and I still thought Autocracy was a pile of crap.

Score: 0
Haven't played enough to evaluate all policies vis-a-vis one another, but in previous versions of Civ there were plenty of Civics/Governments that barely anyone used.
That's a matter of balance and tinkering.
Domination Victory Condition
I like how it's based on people controlling their capitals now. Much better than how 4 did it (I found the land mass requirement in 4 to be fairly prohibitive).
[...]

Score: 3
Good idea, but as you pointed out can be abused. You can build an army, wait for one civ to conquer the rest of the world, and when you take their capital you win?
Needs more thought to make it a little tougher.

Embarkation
Embarkation is great, because dealing with transports is a serious pain that really didn't add much to the game.

Score: 3
Good idea, but again, not fleshed out. My embarked tank can be destroyed by a single naval unit even if I have 4 destroyers around it, as long a there is a single path to that hex? Doesn't feel right.

Space Ship

I like how the spaceship is built and then transported to the capital to be assembled. It gives you a way to prevent someone from winning via the Space Race. However, there should be other ways of interfering, but that will be discussed later.

On the Space Race though I prefer older ways of doing it as a mission that had variable duration and success odds based on what you built. That gave you a way to try and pull a come from behind win by spending less time building if you didn't mind it being riskier.
Score: 2
Strategic Resources

Being required to actually have a supply to build units/buildings is great. I actually went to war over resources in one of my games because I wanted coal for factories. In 4 that wouldn't have been required if I had even one source. This is a huge improvement.
Score: 5 Agree completely.
I also really like how they are displayed across the top of the screen.
Score: 2 Agree completely.
Tech Trading
I'm glad this is gone. I actually turned it off a lot in 4 because I hate it. The research agreements in 5 seem pretty good.
Score: 3
Again, good idea, but I don't like random tech coming out of research agreements. The agreement should say something like "Let's research 'Physics' together". And if two civs cannot find a tech that they can research together, due to being in different eras, or missing prereqs, than no agreement should be possible.

Happiness Causing Golden Ages

This is cool. I like how it adds a reason to try and have large amounts of excess happiness.
[...]
Score: 3
Unhappiness Causing Penalties

This is cool too. -1 to -9 hurting growth, -10+ causing production/fighting problems. I like that it's more than just "no Golden Age for you!" Also decrementing the Golden Age counter is good.
Score: 3 For the idea
Score: -3 For the implementation
As discussed in multiple other threads, happiness is out of whack.

Notifications On The Right Hand Side
I like the UI here. I like the left-click to go to/right-click to ignore interface. I like how the "End Turn" button changes to "Choose Production", "Move Unit", etc. I also really like how you aren't forced to cycle through all your cities at the start of your turn. Doing it when I want during my turn makes me much happier.
Score: 3

Great Person Generation
I like how each type of Great Person is independently gone after. I like the additional control this allows in trying to get great people. Nothing aggravated me more than focusing a city on Great Engineer in 4, just to have that 5% Great Prophet chance hit.
Score: 3

Great General Being Intrinsically Useful

Moving the Great General around the battlefield to maximize his synergy bonus is neat. It adds a definite tactical feel to using the Great General. I almost think it might be better to make him a military unit though, to prevent him stacking. Yes I know he's defenseless, welcome to more planning on where to place your general and having to think about approaches to his position and how to protect him.
Score: 5
Love the new great general mechanics.
Advisors
Ahh, welcome back my minions. I really, really, really miss the animated advisors from 2. Man they were awesome. This is a step back in the right direction. One thing I will say though, is we should be able to dismiss messages from Advisor Council, I don't need to be told every time that So and So city has buildings useful to military units and we should build there.
Score: 0
No Sliders

At first, this one really caught me off balance. The first Civ with no sliders! But after playing with it for a while, I think it causes you to actually plan things out a little better, rather than being able to tweak a slider to adjust for stuff on the fly.
Score: 0
I am ambivalent about this particular feature, but in general, dislike the lack of fine grained control.

National Wonders Needing Something In Every City

I know some people are complaining that this limits your empire size or is too hard with larger empires. Personally, I like them, but I do think that maybe they should have benefits based on how many of the component items you have in your empire. Like, for example, the National College gives +50% to the city's research and can only be built if you have a library in every city. Why not make it +40% science +1% per city with a library in it (and have it get better if you add more cities later). Obviously not all national wonders would benefit (Hermitage would, Oxford University and National Epic wouldn't, etc) but oh well.
Score: 0

Spheres Of Influence

I like how making friends with city states on another continent causes the major powers on that continent to yell at you. Very Monroe Doctrine.
Score: 1

Gradations Of Diplomatic Replies

I like how when another leader comes to you with a disappointment or you turn down a request you can either say "Get Over It" or "I'm sorry this has caused a divide blah blah blah". More variations like this to try and make diplomacy more in depth are good.
Score: 0
Still nobody can figure out what it all means.
River Allowing Farms

This is a neat little tweak on the tile/improvement system. Sadly, it might be the only thing I like about the tiles/improvements.
Score: 0
AFAIK, you can build farms on non river squares.
AI Behavior, Oh The AI Behavior

I'm just talking about diplomacy and the messages you get for now.

Diplomacy as a whole gets a big fail.

Score: -5 For lack of transparency
Score: -5 For muddled UI
Score: -5 For pacts that mean nothing

Yes, I hate it that much.

Units next to another leader's units should not be treated the same as units near that leader's borders. It makes no sense to get yelled at for massing troops near another civ when it's really just a few of my troops near one of his in neutral territory.
Score: -5 For lack of transparancy
AI Behavior, Oh The AI Behavior, Part II

This time I'm talking about war handling.

[...]

Barbarians just sit there and take it. I'll use Archers to fire on Barbarian Archers, and then on their turn they do nothing. Why don't they fire back? Also, I'll use Crossbowmen to fire on a Barbarian Rifleman and the Rifleman just sits there and waits to get killed. Fight back already.
Score: -5
Agreed. Just yesterday, full health barb spearman just walked by my 1HP warrior who just destroyed his encampment.
[...]
The AI needs to learn how to mount an attack across the ocean.
Score: -1 Sea based AI were always week in civ. On the same difficulty level, I could win much easier on islands/archipelago in III/IV rather than pangaea. That's not to say it couldn't use improvement.

On Tile Yields, Resources And Improvements

Resources are too weak. In 4 I planned city sites around what resources I could see because the yields really mattered. In 5 they don't really.
Score: -3
Agreed.
I would love to see Natural Wonders get their own tile improvements or buildings.
Score: 0
Agreed, but there are more things to fix with higher priority.
There should be a way to claim resources outside your cultural boundaries. One thing I really, really miss from Civ3 was the ability to send a worker to a resource and build a colony on it, thereby claiming that resource for your civ. Other civs could come along and destroy your colony to build their own, and if a cultural boundary expanded to cover the resource an existing colony was destroyed and the resource belonged to the civ the just expanded to cover it. Bring this back!
Score: -1
A City built on a Resource should get the improved value for the tile.
Score: -1
There really needs to be a "Resource Overview" screen that shows all Luxury resources owned.
Score: 1 There is one, mouse over the happiness icon on the top bar.
I also think that city buildings giving different stuff based on resources needs to return, that was great in 4 as well. I think it's better the way Marble is implemented in 5, in that only the city working it gets the bonus rather than civ-wide bonuses. All resources having the potential to affect buildings would add another level of planning. Stuff like the Mint and Monastery are great examples. I want the "regular" resources to get some love though.
Score: -2
All good points.
Terrain heights don't seem to work as intuitively as I would expect. A Cannon has visibility 1. On a hill surrounded by 2 hexes of plains in all directions, it still only sees 1. I think hills should grant visibility +1 over flat (e.g. not Forest, Hills, Mountains) terrain.

The mouseover information for terrain it should show you movement costs and combat modifiers in addition to yield, title, and ownership. I have found the movement cost stuff in 5 to be really a pain in the butt to understand.
Score: -5
Yes, and it bothers me to no end. Especially lack of combat modifiers.
There needs to be a way to easily find resource tiles. The notifications for in your cultural boundaries are nice, but scrolling around the map to find others is a pain and NotFun. You should get notifications for every resource in explored territory.
Score: 0 Same resource map as civ IV. Zoom out and toggle it near the minimap.
On Cities and Buildings

In the list of buildings that grant Specialists, they should be organized by Specialist, not listed alphabetically. It's really obnoxious to scroll up and down to find the 3 Engineer slots.
Score: -1
There should be buildings to upgrade city offenses as well as defenses. I find the attack values for cities to be pathetic. The example I used before was a str 23 city doing 2 damage to a barbarian trireme with missiles. That boat should have been toast in 1 hit.
Score: -3
Agreed. If my unit can be promoted from Warrior to Mech Inf, why not attack power of a city?
Building maintenance seems awfully high. With all the stuff there is to do with gold, I think maintenance could stand to be lowered. Granted, it forces you to really watch what you build and in that respect it's a good thing. However, I think it is a little bit much right now.
[...]
Score: -2
Please, for the love of WhateverHighPowerYouBelieveInIfYouChooseToBelieveI nOne, let us sell buildings. Getting back 50% of the price you would have paid for it by buying it outright seems fair to me.
Score: -3 Sell, destroy, or upgrade. I like the idea of upgrading a building.
In the City View, when you go to build a building, every building available based on tech should be listed, not just ones you can currently build.
All units are listed, with unavailable ones grayed out (such as for missing a Strategic Resource). Buildings should be listed too.
Score: 0
I disagree. You don't want to scroll through a large amount of buildings during the early era when you can only build 2 or 3.
Research and Wealth building are woefully underpowered.
Score: -1
Agreed, but this seems easy to fix, unlike other features.
In the Civilopedia the entries for buildings should list what buildings they allow, not just which ones they require. In the same way that units show which units they upgrade to.
Score: -5
Civilopedia is a whole another topic. See the end of this post.
Puppet cities are ******** in what they do, I'm sorry but it's true. I've seen them build a garden without building money/science/production buildings. They build defensive structures when they are nowhere near the front lines. Too much focus on unit-related buildings.
Score: 0
This is more about AI in general. Although I don't think puppet cities should do optimal things. If you want optimal, annex them.
When you go to annex a city, the popup should tell you exactly what the happiness and culture hit is going to be (i.e. Are you sure? This will add 5 Unhappiness from the city, 3 Unhappiness from the population, and 300 Culture Points to the cost of your next Social Policy).
Score: -1
Great idea.
You should be able to pay a discounted amount to buy buildings/units currently in production (as you could in 2).
Score: -5
Another thing I miss
I miss the total buildings built listings (in Civ4: Info Screen [F9] -> Statistics). Also had total cities built/razed. Should added captured to the lsiting.
Score: 0
The Courthouse building is too much I think. I understand the desire to make annexing cost and all that jazz, but I think it's excessive. It costs 200 Hammers, making it the most expensive Classical Building (next are the Circus and Coliseum at 150 each). The maintenance is 5 gpt, again the most expensive (again, Circus and Coliseum are next at 3 gpt each). Those costs make it more expensive than any Medieval Era building, some are 200 Hammers, but none have 5 gpt as well. I do like that you can't buy it though.
Score: 0
Annoying but really a minor gripe
On Great People

First and foremost: the Tile Improvements [don't make the moderators take action]. I'm sorry, but I would never, ever use one. And that's just sad. I used Great Specialists in 4 (especially Great Merchant, mmmm food). If the Great Person Tile Improvement stacked with, rather than replaced, Worker Improvements, I would totally use them. They should not stack with each other though. This one change would take them from bad to good.
Score: -2
Great points.
I miss attaching Great Generals to units. I loved doing that in 4. And special promotions only available to units with a Great General attached were neat. Combat VI, Morale, etc. I like the synergy bonus they give to units in the area, that was a great addition, but I would love to see them bring back attaching with XP granted to the attached unit.
Score: 0
Plays into entire how to optimize new combat system.
On City States

There should be a lag between Ally status and a City State being willing to vote for you in the UN. I would actually say there should be an intervening election and you have to maintain Ally status continuously. I really hate it that I can see that there is 1 turn to the next UN Vote, so I can spend gold to get enough allies to win the vote. With the Aesthetics Social Policy in the Patronage branch giving minimum 20 Influence, ally status can easily be gained for 750 gold.
Score: -1
Doesn't bother me. What bothers me a lot, is how you can outbuy another civ. If a city state is already an ally of one civ, it should take a lot more money to make them an ally of another.
There should be more ways to gain Influence with City States.
Score: -3
Yes! That was the first thought in my head when I opened my first city-state screen. You can do their missions, but they won't even give you a mission unless you are their friend.
Each city state should have a list of tasks published that they desire that give variable levels of influence.
A Defensive Announcement should definitely give you influence with that City State, and rescinding it should cost you Influence, as should failing to declare war against someone that attacks them.
Score: -1
How is the rate of Influence loss calculated? It seems totally random and that is bad. This should be displayed with a base value (with explanation) and factors that go into the final result (like how Hammers are shown in the City Screen, and similar things).
Score: 0
Base rate is 1/t, and then there modifiers. I agree that it should be more transparent - problem for most parts of the game.
On Units

Support vs. Maintenance Costs are way out of whack.
Score: -1
Maintenance costs are too high. At one point I had 13 units (Musketman, Longswordsman x2, Cavalry, Cannon x2, Archer, Worker, Great Merchant, Great General, Great Engineer, Great Artist x2) and I was being charged 68 gpt. That's just over 5 gpt per unit, and most of those were civilians (I forget why I had all those people sitting around...).
Score: -1
Promotions such as Sentry (+1 Visibility) should work while the unit is embarked.
I miss the current units/total built/killed report (in Civ4: Info Screen [F9] -> Statistics).
You should be able to click on an enemy units to see information about it just like your own units.
Score: 0
Agreed, but these are relatively minor.
The unit display and mouseover in 4 was far, far superior to 5. In 5 you can only see 9 icons worth of information before the picture gets in the way (and one of those is taken up by the Embark icon post-Optics). The mouseover should give you comprehensive stats (like in Civ4, where if you had City Raider I, City Raider II, and City Raider III the mouseover said: City Attack +75%, and you could still mouseover the individual promotion icon for details on just that promotion). The XP and HP displays in 4 were better, the level is displayed (you have to mouseover the XP bar in 5 to get the unit's level). Also, ranges (like Artillery having Range 3) are not displayed.
Score: -3
On Other In-Game Topics, Such As The Map

Bring back Map Trading.
Score: 1
Nah, it's fine.
There should be a way to renew expiring agreements. It is extraordinarily disruptive to be exploring terrain to have Open Borders end on you with nothing you can do about it. The game could have you go into the diplomacy screen with the leader you have the agreement with, with that agreement already on the table, so you can reoffer it. If it's renewed you get a notification "An agreement where you provided Open Borders to Bismark has been renewed."
Score: -3
This is a big step back.
There should be a "Turns to next Golden Age" in the mouseover (based on current ) just like there is in the Social Policy culture mouseover.
This is not possible since happiness fluctuates turn to turn unlike culture (which only grows)
Bring back War Weariness. It's another factor in Happiness, City Building, Waging War. It should also be dynamic with progress of the war: Kill a unit, -.5 WW, lose a unit +.5, capture a city -1 WW, etc. You could (should) even have it relate to Social Policies. Autocracy is better for war than Freedom, etc.
Score: 1
It's fine rolled into happiness
The Advisors need to be a little smarter.
Score: -1
Advisors are generally not helpful so far. I turned them off after half a game.
The map should have a "Show City Radius" button, so you can easily see the 3-hex radius around cities, especially when selecting a Settler (Civ4 behaves this way). This makes city placement planning so much easier.
Agreed. Not enough to bother me though.
Ancient Ruins should only promote a unit to your current era plus one, to a maximum of Medieval Era.
[...]
Score: -1
Remove promotions altogether and give exp instead. As mentioned, early promotions are way too powerful (a single promotion is a game changer early.)
On Setting Up And The Aftermath

In the Advanced Setup options, things like World Age, Rainfall, and Sea Level should have mouseover help as to what each setting will do. This was in previous versions, I don't understand why it's gone now.

It would be nice if the Advanced Setup remembered what I did last game and plugged those values in as the defaults. I enjoy playing games where I tweak just one or two things from the last time I played, just to see what happens differently.

The Hall of Fame should note things like One City Challenge.

I miss the turn-by-turn replays. It was fun to watch a fast-speed replay of the game and see how everyone grew and shrunk during the game, things you couldn't see while playing.

I will now add a few points not mentioned here.

In general, the new interface is awful. Not 'worse than civ IV' which it certainly is, but just awful in and of itself. I've worked with user interface professionals, and ciV violates a lot of basic precepts.
Score: -5

Civilopedia is unusable. I was going to write more, but I think that sums it up.
Score: -5

Inability to stack or move through different units. It is now possible to block someone entirely in neutral territory.
I don't think it should be possible.
Score: -2

Really don't like the removal of 'distance from capital' penalty. Minimap now looks like a teenagers face, with different color zits all over the place, instead of a contiguous country.
If a civ settles a tile half a map away to take advantage of resources, there should be some logistic penalty, be it food, slower production, or corruption.
Score: -3


Now for some new features that I like.
2 base movement, slowed to one by various terrain features.
Score: 2
I don't think they went far enough. Since they reduced roads due to road maintenance, maybe base movement should be 3 in friendly territory in open space.
It takes too long to go anywhere if you play on large or bigger map.

I like how each civ trait has an individual name, rather than X is financial, organized. A very minor point, but I like it.
Score: 1

New cultural win condition
Score: 5

Total: -16
I will play it a few times and go back to civ IV, civ IV + mods and Starcraft II. Hopefully patches/expansions will make this game realize its potential.
 
I was so inspired by your post (I agree with you opinions, for the most part) that I decided to grade the game feature by feature, to see how the game grades out for me

Excellent, I'm glad to see it. My turn to respond :)

Re: City Growth

Score: -2 for implementation. I should be able to direct city growth. If there is a source of gems two tiles away, my city should not be trying to acquire useless plains tiles first.

I agree, and said as much in my original post.

Re: Unit Stacking

Score: 3 Agree completely.
Great general stacks with a land unit, but cannot while embarked? A civilian unit stacks with a combat unit on land, but an embarked unit (effectively civilian, since it cannot fight on water) does not stack with naval units? Feels like a good idea that could use improvement.

I agree here. Not stacking at all on water seems messed up, why they didn't keep the 1 civvie/1 military stacking here is a mystery.

Re: Social Policies

Score: 3

Here's where I disagree with you. Research benefits should stack, while social policy benefits should replace one another. There is no reason that I should run the same social policy in 4000BC and 2000AD.
Policy unlocking also needs to be reworked. Beelining to a certain tech is too powerful to unlock later policy trees. Later policies should have more pre-reqs. I can research education and acoustics before mining. Really?

The ability to research things in bizarre order has always been a possibility in Civ. If anything, Civ5 is more restrictive than previous ones, since there are no dead ends now. Think of all the dead end techs you never had to research at all in previous editions of Civ, now you have to research everything eventually in order to progress.

On the never-changing front, while it may not be the most logical thing to run the same policy for 6,000 years, I think it's a great game mechanic. As I mentioned, some of the choices are agonizing because of weighing competing usefulness considerations. I like the short-term vs. long-term analysis. If you could change the policies, then a lot of that would be lost.

Re: Autocracy
Score: 0
Haven't played enough to evaluate all policies vis-a-vis one another, but in previous versions of Civ there were plenty of Civics/Governments that barely anyone used.
That's a matter of balance and tinkering.

I'm currently playing a Huge Map, Standard Speed, Chieftain Difficulty game for the express purpose of using Honor and Autocracy branches to completion and just beat up on people (also to get the Achievements for unlocking Autocracy, beating a Huge map, and beating Chieftain difficulty).

I still think Autocracy is complete crap. Especially when you think about the fact that it locks off TWO other branches: Liberty and Freedom, both of which are very useful.

Re: Research Agreements

Score: 3
Again, good idea, but I don't like random tech coming out of research agreements. The agreement should say something like "Let's research 'Physics' together". And if two civs cannot find a tech that they can research together, due to being in different eras, or missing prereqs, than no agreement should be possible.

That's an interesting idea, but I don't know if I agree with you. The only thing I'd like to see changed is make it so the tech you are currently researching isn't the one you get. I once had the tech I was researching given to me when I only had 1 turn to go to complete it. That sucked.

Re: Rivers Allowing Farms

Score: 0
AFAIK, you can build farms on non river squares.

You're not the first person to essentially point out that I was unclear. I meant that rivers allow you to build farms on hills. I've updated the original post to say that.

Re: Seeing Owned Resources
Score: 1 There is one, mouse over the happiness icon on the top bar.

That only shows you which ones you have access to. Not which ones you own, and not how many of each. I'd like to see Ivory [3: 2 from Camps, 1 from Helsinki (City State)].

Re: Finding Resources

Score: 0 Same resource map as civ IV. Zoom out and toggle it near the minimap.

Yeah, it sucked in 4 too. I want to be able to have a "Find Resources" interface where you can click on a resource icon to cycle through the tiles where the resources are actually located. Making me scroll around the map looking for icons/graphics sucks.

Re: Displaying Buildings To Be Built

Score: 0
I disagree. You don't want to scroll through a large amount of buildings during the early era when you can only build 2 or 3.

That's a fair enough point. A checkbox like "Show Queue" would be perfect. "Show All Buildings". In fact, I would say they should add "Show All Units" as well, default to not showing all the units you can't build due to lacking resources.

Re: Puppet Cities

Score: 0
This is more about AI in general. Although I don't think puppet cities should do optimal things. If you want optimal, annex them.

I agree that puppet cities shouldn't exhibit optimal behavior, I'd just like for them to not be absolutely stupid.

Re: City States, Their Alliances, and Influence

Score: -1
Doesn't bother me. What bothers me a lot, is how you can outbuy another civ. If a city state is already an ally of one civ, it should take a lot more money to make them an ally of another.

Score: -3
Yes! That was the first thought in my head when I opened my first city-state screen. You can do their missions, but they won't even give you a mission unless you are their friend.
Each city state should have a list of tasks published that they desire that give variable levels of influence.

I agree re: escalating costs, and having a city-state mission sub-menu (like the gift of gold sub-menu) would be a welcome addition.

Re: Turn To Next Golden Age

This is not possible since happiness fluctuates turn to turn unlike culture (which only grows)

Sure it's possible, that's why I said base it on current happiness. Of course, it won't be a perfect predictor of when you'll actually achieve a golden age, but there have been plenty of times when I'm planning things out when I would have appreciated a quick, rough estimate of how far off my next golden age is.

Re: Ruins/Units

Score: -1
Remove promotions altogether and give exp instead. As mentioned, early promotions are way too powerful (a single promotion is a game changer early.)

I don't know, I don't think having a Spearman instead of a Warrior is that big a deal.


I will now add a few points not mentioned here.

In general, the new interface is awful. Not 'worse than civ IV' which it certainly is, but just awful in and of itself. I've worked with user interface professionals, and ciV violates a lot of basic precepts.
Score: -5

Violates precepts such as...? I'd love to read specifics.

Civilopedia is unusable. I was going to write more, but I think that sums it up.
Score: -5

Definitely. I've actually stopped using it altogether (I think I said that too).

Inability to stack or move through different units. It is now possible to block someone entirely in neutral territory.
I don't think it should be possible.
Score: -2

You can move through other units/cities. In order to block someone in neutral territory you'd need to have a number of units equal to the movement allowance of the unit you're trying to block (not hard in forests/hills areas).

Really don't like the removal of 'distance from capital' penalty. Minimap now looks like a teenagers face, with different color zits all over the place, instead of a contiguous country.
If a civ settles a tile half a map away to take advantage of resources, there should be some logistic penalty, be it food, slower production, or corruption.
Score: -3

I agree, civs (either you or the AI) sending a settler 30 tiles away just to grab a resource is pretty gimpy.

Now for some new features that I like.
2 base movement, slowed to one by various terrain features.
Score: 2
I don't think they went far enough. Since they reduced roads due to road maintenance, maybe base movement should be 3 in friendly territory in open space.
It takes too long to go anywhere if you play on large or bigger map.

I don't know about this. I'm playing on a Huge map for the first time right now, and it's still super early so I can't really evaluate this size map. but on the Large maps the base 2 rate hasn't bothered me.

I like how each civ trait has an individual name, rather than X is financial, organized. A very minor point, but I like it.
Score: 1

I definitely, 100% agree. It feels much more "personal" to each civ for them to each have a unique trait rather than picking 2 abilities from a list of 8.



Thanks for continuing the discussion, I obviously only responded to ones where I had something to say in relation to your post/my original post(s).
 
War weariness should have been implemented. It's ridiculous that a nation can be at war for hundreds of years and not gain any unhappiness. You can have scores of your units die but your civilization doesn't bat an eye. Give them some cotton or dye though and they'll absolutely love you. :rolleyes:

War weariness is a good deterrent against long protracted wars where you wipe out an opponent. It works quite well in Paradox games I must say. The Europa Universalis series as well as the Victoria series makes war much more costly and realistic.

I don't think war weariness models anything in reality. If a people think a war is wrong (Vietnam) they'll protest loudly, but if they think its right (WWII) the protest will be minimal. It also depends on the form of government, demand for civic involvement, and the type of war. Democracies with wartime drafts will have more war weariness than empires that rely on a volunteer or mercenary army. The Punic wars lasted about a hundred years, and even though it lasted that long, its hard to see many Roman citizens complaining, since they weren't in danger and there was a professional volunteer army.
 
I don't think war weariness models anything in reality. If a people think a war is wrong (Vietnam) they'll protest loudly, but if they think its right (WWII) the protest will be minimal. It also depends on the form of government, demand for civic involvement, and the type of war. Democracies with wartime drafts will have more war weariness than empires that rely on a volunteer or mercenary army. The Punic wars lasted about a hundred years, and even though it lasted that long, its hard to see many Roman citizens complaining, since they weren't in danger and there was a professional volunteer army.

Well that's why government type dictated how much war weariness affected your civ in 3. And in 2, Republic and Democracy each had a chance of forcing you to sign a peace treaty.
 
Well that's why government type dictated how much war weariness affected your civ in 3. And in 2, Republic and Democracy each had a chance of forcing you to sign a peace treaty.

Yea, war weariness was much more broad in civ4. But under certain forms of government, I wouldn't expect any war weariness at all no matter the length of the war. It doesn't matter how long it is, if its slow.

I'd also expect it to be influenced by your government and the type of enemy you're fighting. If you're a democracy fighting a fascist country, I wouldn't expect protests. On the other hand, if you're fascist country and are at war for a long time with a democracy, I'd expect more protests than you'd have if you were at peace.

It would also have to be influenced by who started the war.
 
Excellent, I'm glad to see it. My turn to respond :)
On the never-changing front, while it may not be the most logical thing to run the same policy for 6,000 years, I think it's a great game mechanic. As I mentioned, some of the choices are agonizing because of weighing competing usefulness considerations. I like the short-term vs. long-term analysis. If you could change the policies, then a lot of that would be lost.
A lot of the early policy adoption happens when we have no idea how the game will play out. I don't like going into a game saying "and this game I will win with culture". I prefer to make up my mind as the situation develops (and I like playing random leaders too). I want to be able to go military, have good strong AI beat me back, and say ok, now I'll try for culture. It's not possible in current situation. Let me switch a key policy here or there.
Violates precepts such as...? I'd love to read specifics.
Off the top of my head:
* Layout
Too much empty space, and not enough information. Don't make me scroll down when I don't need to. The fonts are too big.
Text where graphics/charts would work much better

* Not enough information is hyperlinked (this is mostly civilopedia issue), but don't make me close one window to open another, if the content is related
* Inconsistencies (some popups open and close with the same button, some have X in the right hand top corner, some "close" in the bottom left). Any of those are fine, just pick one and stick with it
in diplo screen, sometimes resources are on the right, sometimes on the left under the AI player


And so on.
You can move through other units/cities. In order to block someone in neutral territory you'd need to have a number of units equal to the movement allowance of the unit you're trying to block (not hard in forests/hills areas).
Way too easy to accomplish if you have any rough terrain around. Why should my elephant be blocked by a worker (from a friendly civ, no less?)
 
A lot of the early policy adoption happens when we have no idea how the game will play out. I don't like going into a game saying "and this game I will win with culture". I prefer to make up my mind as the situation develops (and I like playing random leaders too). I want to be able to go military, have good strong AI beat me back, and say ok, now I'll try for culture. It's not possible in current situation. Let me switch a key policy here or there.

Off the top of my head:
* Layout
Too much empty space, and not enough information. Don't make me scroll down when I don't need to. The fonts are too big.
Text where graphics/charts would work much better

* Not enough information is hyperlinked (this is mostly civilopedia issue), but don't make me close one window to open another, if the content is related
* Inconsistencies (some popups open and close with the same button, some have X in the right hand top corner, some "close" in the bottom left). Any of those are fine, just pick one and stick with it
in diplo screen, sometimes resources are on the right, sometimes on the left under the AI player


And so on.

Way too easy to accomplish if you have any rough terrain around. Why should my elephant be blocked by a worker (from a friendly civ, no less?)

Perhaps re: Civics. I have noticed that, with the way I play, achieving cultural victory before 1950 or so is really quite difficult unless I only activate 5 branches.

Some things Civ5 does with its UI is a big step forward from 4 though. For example: mouseover info in the info bar works no matter what screen you are in. I played a little bit of 4 again recently, and was aggravated to all hell that I couldn't mouseover stuff to get info unless I was not in any sub-window.

And I would agree that as long as you have non-war relations with an AI you should be able to do the stack 1 military w/ 1 civilian unit thing.
 
Some things Civ5 does with its UI is a big step forward from 4 though. For example: mouseover info in the info bar works no matter what screen you are in. I played a little bit of 4 again recently, and was aggravated to all hell that I couldn't mouseover stuff to get info unless I was not in any sub-window.
And another big improvement is an ability to move the cursor and have the map scroll during AI turns. I find that one of my favorite improvements. But two steps forward and four back is not progress.
 
Excellent post OP! I don't agree with everything, but those are well thought out ideas and issues!
 
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