- Joined
- Jul 24, 2007
- Messages
- 426
for 4,
pop ups instead of side bar.
pop ups before move.
no city states.
100% chance of victory is nearly impossible against long bowman and above.
cpus rarely go for the victory their unique traits would recommend.
you can have +gold at 100% research/culture/espionage
auto workers generally over build farms
auto workers don't chop jungle until its practically the only thing left.
you can build a cottage an a grass hill, but not on a plains hill
when a enemy unit captures a worker, even if you kill the enemy unit the same turn, you can't get your worker back.
for 5,
the "carpet of death" strategy takes too many turns to capture a civ. by the time you've captured the second city, your units are already obsolete.
archers and other ranged units can make it impossible to gain ground.
promotions are not significant enough to turn the tide of most battles.
build four cities and end turn till end of game.
cities having their own defense is incredibly annoying. (though i must admit, makes sense with 1UT)
great person handling is odd. they don't become part of the city as an option.
happiness for whole civ rather than individual cities, while historically makes sense, but as a game play mechanic, I don't like it.
upkeep for roads, while historically makes sense, shouldn't be in the game. it makes it undesirable to connect all cities and resources until you're sure you can pay for them.
the traits options are strange. i preferred civ 4 version of traits.
pop ups instead of side bar.
pop ups before move.
no city states.
100% chance of victory is nearly impossible against long bowman and above.
cpus rarely go for the victory their unique traits would recommend.
you can have +gold at 100% research/culture/espionage
auto workers generally over build farms
auto workers don't chop jungle until its practically the only thing left.
you can build a cottage an a grass hill, but not on a plains hill
when a enemy unit captures a worker, even if you kill the enemy unit the same turn, you can't get your worker back.
for 5,
the "carpet of death" strategy takes too many turns to capture a civ. by the time you've captured the second city, your units are already obsolete.
archers and other ranged units can make it impossible to gain ground.
promotions are not significant enough to turn the tide of most battles.
build four cities and end turn till end of game.
cities having their own defense is incredibly annoying. (though i must admit, makes sense with 1UT)
great person handling is odd. they don't become part of the city as an option.
happiness for whole civ rather than individual cities, while historically makes sense, but as a game play mechanic, I don't like it.
upkeep for roads, while historically makes sense, shouldn't be in the game. it makes it undesirable to connect all cities and resources until you're sure you can pay for them.
the traits options are strange. i preferred civ 4 version of traits.