News: Game of the month for Civ V - feedback appreciated

So far I've found epic speed hits the sweet spot for me in V. I'm hoping for the third training series game immortal/epic or emperor/epic.
 
Hi!

I just finished the second GOTM, and I'd have two requests for the following games.

First, please, next time turn on quick combat! It can be very annoying to watch as my CS ally city on the other side of the map attacks the barb ships in every single turn. I really don't see any reason why quick combat shouldn't be on.

However my second request might be a bit more controversial. I'd like to play an isolated game next time, or really any game that doesn't include the early rush as the optimal strategy. So far my only idea is a continents map, where the player starts alone on a small continent. I haven't had the luck to actually get a map like that, but I've seen the AI in a similar position multiple times.
 
I have stopped playing Civ5 until some major bugs are fixed.

Using puppets currently breaks the game. IMHO they should only be able to give a third of their science, like city states can. So I think they should for now be banned from the GOTM.
 
Using puppets currently breaks the game. IMHO they should only be able to give a third of their science, like city states can. So I think they should for now be banned from the GOTM.

If I recall correctly, you also declared Civ 4 to be broken and unplayable due to various "flaws". :crazyeye:

I think you'd be happier if you built your own game. :mischief:
 
I do not see how puppets break the game. I have used both puppets annexing and razing cities. Puppets will be a terrible drain on your economy if you keep them for too long. I find it very balanced.

As for my request I would like to see some really out of the box settings like playing world police where you need to make sure noone gets exterminated while still getting all opponents to future era before the game is won.
 
I'd also like to request quick combat saves - perhaps release 2 versions of the save, so people who like normal combat can still have it?
 
Suggestion : How about a weekly challenge?

I participated in all the monthly events, and I really like playing games where we can compare what everyone did. However I feel there is room for more events / training games as I have been waiting for a new HOF beta or training game for a while.

So my suggestion is to have a weekly map, preferably a quick one. To make it quick it should be either a small map (or tiny? might be too small) on standard speed, or standard size on quick speed. It could also be the ideal event to test things out (uncommon settings and ideas) because of the frequent map rotation.
 
Suggestion : How about a weekly challenge?

I participated in all the monthly events, and I really like playing games where we can compare what everyone did. However I feel there is room for more events / training games as I have been waiting for a new HOF beta or training game for a while.

So my suggestion is to have a weekly map, preferably a quick one. To make it quick it should be either a small map (or tiny? might be too small) on standard speed, or standard size on quick speed. It could also be the ideal event to test things out (uncommon settings and ideas) because of the frequent map rotation.

Most importnat is to have the Quick Combat option checked. C'mon, by now we've seen all the combat vids, let us play.
 
I do not see how puppets break the game. I have used both puppets annexing and razing cities. Puppets will be a terrible drain on your economy if you keep them for too long. I find it very balanced
Just because you don't know how to use them doesn't mean they're balanced. "Drain on the economy", indeed.
I agree with Ribannah, cs are op.
 
Note that with the latest patch, puppet states have become even more powerful, as they will now prioritize buildings that increase income.

No kidding! In the middle of my HOF Beta Gaunltet 2, the update came. All of a sudden, I need a navy. And my puppets end up being better than my owned cities... which tells me I'm doing something wrong. :lol:
 
Note that with the latest patch, puppet states have become even more powerful, as they will now prioritize buildings that increase income.
The very reaction of mine. Messrs Shaeffer et al continue to amaze. And now you can sell buildings - so once you de-puppet a city, you sell the crappy barracks and get refund.
 
First, please, next time turn on quick combat! It can be very annoying to watch as my CS ally city on the other side of the map attacks the barb ships in every single turn. I really don't see any reason why quick combat shouldn't be on.

I'd also like to request quick combat saves - perhaps release 2 versions of the save, so people who like normal combat can still have it?

Most importnat is to have the Quick Combat option checked. C'mon, by now we've seen all the combat vids, let us play.

While it does speed up the game to have the quick combat on, there is one negative aspect to using this option: It is very hard to see what happens to your troops in between turns.

Now, for many of us, this may not be that big of an issue, but many people are still learning the game and actually seeing their troops get attacked will help them to learn better at a tactical level.

As it is right now, you could be waging a war in one part of the map, but the IBT screen is not focused on that so you don’t get any feedback on who attacked who except for the notifications at the top of the screen (which are not always clear on the specifics, like which spearman was attacked, etc).

The biggest flaw with this is that these notifications are only visible for a few seconds, making it hard to read and decipher them all if there are a lot of notifications. But the most annoying thing is when you get a pop up (like a wonder or new tech) that covers the notifications and by the time you close the pop up the notifications are gone and you didn’t get a chance to read them at all. (The only history of notifications that I am aware of are the items that display with icons on the right hand side of the screen)

This leaves you to guess as to what actually happened on the battle field and could make it harder for the players that are still learning the game to understand what happened so that they can improve their game.

I humbly suggest that we limit the number of GOTMs that use the quick combat feature, at least for a while in the beginning while lots of new players are still learning the game.

(This is unfortunate because I really do like the mechanics of quick combat during your turn and the elimination of watching all your allies’ combat actions)
 
While it does speed up the game to have the quick combat on, there is one negative aspect to using this option: It is very hard to see what happens to your troops in between turns.
I agree. After playing with quick combat for a while, i disabled it now to see the animations.

Ideally Fireaxis should either :

1) add an option to disable animations for AI vs AI, and leave animations on your troops.
2) Or at least by default with animations off, it should not display anims when you attack, but still displays anims when you get attacked on the AIs turn. This is rare enough that it won't slow things by much, yet gives you decent awareness of what is happening.
 
I think they should just add the option in game.
 
I'm liking the GOTM a lot. They're the only Civ 5 games I actually finish, because the late game otherwise gets so slow. Computer-slow, not game-slow, though sometimes the latter is the case as well (cultural victory...next turn...next turn...) It's still slow for GOTM but at least I have an incentive to sit through the lag and see what happens.

1) Anything to reduce lag would be great. Quick combat definitely, until Firaxis patches to allow us to change this type of setting from within-game.

2) Standard size maps end up with serious lag on my machine...and I assume on some others. If we're not going to turn on quick combat, etc., then smaller maps would be appreciated. I don't think I would be able to finish a game on a large-size map.

3) I make a point not to cheat-reload, because it's not fun, but I reload A LOT. I seem to have a game crash every half-hour on average, so I quicksave religiously and make multiple regular saves because I don't trust the quicksave. I probably have to reload from autosaves or prior saves (whichever is more recent) 20 times or more each game that I play. Thus far I've always replayed lost turns with the same strategy but I have no idea if I'm clicking on the worker to tell it to build a trading post on the same tile or one tile over. I'm nowhere close to winning any competitions so it doesn't matter to me, but doesn't anyone in the high score club have this problem? Maybe it's a memory bug...I notice that most of you have playtimes of around 8 or 10 hours. I usually start playing at night, leave the game up, leave it open while I'm at work, and then pick up again when I get home, so my playtimes have got to be measured in days not hours.
 
On average I have to load from an autosave 2-3 times during each game, most crashs seem to occure when I try to contact a CS. There seems to be something in the city state code which can mess up my PC.

During these training games I dont bother to post this, but when we get to the "serious" games I hope that either those problems are fixed, or I will report those reloads. But a crash about every half hour sounds bad.

CharonJr
 
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