_Os_ said:
I think the main problem that I find with the gameplay, has to do with the fact that there are many different ways to advance your civ in the game, but none of them are very clearly defined or seperate from the other ways to advance your civ.
That's an interesting concept. I'm curious about it.
For me, Civ4 is the opposite. There are several clearly defined ways to proceed, which each differ greatly.
1. Guns or Butter. You can focus on improving your cities with buildings and wonders, or on training units and attack other civs. Builders need enough units to defend vs aggressors, while aggressors need enough buildings to fund research and pay unit costs, but
2. Expand upward or expand outward. The more you expand outward, the more slowly you expand upward. Your tech slows as you pay those "up front investment costs" on new cities. Expanding outward can pay off big later, at the cost of moving slowly earlier. Expanding upward can net you wonders, better tech trades, freebies on the tech tree, etc.
3. Use religion for economic advancement, or use it for diplomatic advancement. You can found your own religion(s) and lean on religious civics, or you can line up your religion with specific neighbors to avoid making the wrong enemies or enable you to make the right friends.
4. Religion/Economy/War/Scouting -- four different ways to lean your opening in the BC era, all very different. Scouting can get your more huts, get a drop on expansion plans. Early war can snuff out or hamstring a rival while he's still in the cradle. Early religion can deny religious income and influence to neighbors by gathering holy cities in your own empire, or it can at least ensure that you'll have access to religious civics all game long.
5. Choice of wonders: different beelines can get you a specific wonder. Which ones would help you the most, is the question. (Which ones can you build faster thanks to having the associated resource, also matters.)
6. Great People. Chasing them early means slower growth. Should you plant them in your cities? Build their special buildings? Use them to get a jump on certain techs (and wonders, religions, freebies, etc). Or combine them for golden ages? The different choices all have something going for them, but depending on your situation and what else you are trying to do, sometimes one set of options is better than another. ... You can also choose NOT to chase them early, knowing that some will begin to pop on their own later on. You can do other things early, such as lots of Slavery-whippings to build things faster, or running more cottages and maturing them sooner. The Great People do start to get pretty involved, but clarity here comes from the other major strategic choices you are making.
I'm a bit baffled as to how having meaningful choices is boring to some.
In Civ1 and Civ2, there really isn't much choice. Bigger is always better. You get to corruption-free governments and just keep growing. The AIs were totally pathetic at the economic/expansion side of the game, so I think people have a rosy memory of what it was like to play those games.
Civ3 has a cap on how much you can grow, then corruption ruins the rest, so that's just as bad. What fun is it in Civ3 to settle a new city in 1600AD? That will be a useless piece of crap, so nobody bothers. They spam settlers galore in the early game, to a limit of what corruption allows to be useful, and then every game plays out just about the same way.
In Civ4, cities settled later in to the game are worth bothering with. The expansion phase lasts a lot longer, and there is always the question of when to push upward vs outward. Each has pros and cons. Cities are harder to capture, but captured cities are actually worth having, adding something besides a hopeless corrupt outpost to your empire.
Civ has always been about simple things: Cities and Units, Food/Production/Commerce, Economic victory (spaceship) or Military victory (conquest). That's Civ in a nutshell. Civ4 is more of the same.
Civ4's core dilemma is the conflict between military and economy. The military side has to pace itself in ways it never did before. Too much expansion, too many cities (settled or conquered) and you can drown under your own weight. You have to build a foundation to support more expansion.
This process is well balanced for standard maps. Smaller maps, the military side has less to do while the economic side (space) is unchanged, so military is EASIER on small maps. Larger maps, the military side is HARDER, because there is more to do, but again, Space is the same.
I think one problem players are running in to is that a number of you guys want to play only the largest, biggest, slowest everything. So there are Epic or Marathon games on Huge Continents or Huge Terra with 18 civs. I'm sorry to say that the military game is not really viable under those conditions TO THE SAME EXTENT that it is viable for standard conditions. This leads to a clash. You either play at a difficulty level where space race is a challenge, but you have no hope of military victory, or you play at a level where military victory is possible but the space race is boring.
At the moment, I don't have an answer for these people. The game allows these settings, but I don't think there's any doubt that it performs more strongly under conditions closer to the defaults.
- Sirian