Old timer's, what are your thoughts so far?

Bellieve it or not, I really like Call 2 Power 2. I don't know but I really liked the end game tech and stuff. It has bugs but it is still kinda fun to fire it up. I love hearing slavers saying..'Who's next?'

Joy,

Civ IV GREAT with all the expansions especially BTS. Love it and loved stacks of doom. I have not installed it since Civ V though. I found the 1 unit per tile to be tedious and awesome at the same time. Because the games are not 64 bit we run into memory issues late game and occasional crashes.

What do I think of Civ VI?

Well I have hopes for it. I remember the launch of Civ V and was like..meh, just let me play Ill be fine. I have the same outlook for Civ VI and I am happy to see what new concepts we will get with this incarnation of our game.
 
Even better was that you could change your queue or governor focus without even entering the city screen. Literally just click on city name --> click on something to build, 2 inputs. Adding to queue just required holding shift first, or control to put something at top, still 2 inputs.

You could then immediately give different orders to units or click on another city, and not have to kick your way through windows. Better still...it was possible to select + do this with multiple cities at the same time (so if you want to queue universities in all cities, STILL two inputs...).

Honestly I hardly ever would change build queues from outside the city though. Perhaps it was because I was so used to going into the city screen from previous games or that I wanted to have all info about the city in view when choosing. I would sometimes select builds from outside the city but that'd be late game in the mop-up stage, when I didn't really care whether cities were performing optimally or not, just that they're building mech infantry or whatever.

The SHIFT and CTRL functions with queues were great, I agree. :goodjob:
 
I was first introduced to civ one around 1993 at the grand old age of 9 when my dad's college friend stayed over at our house and installed it on our brand spankin' new Pentium pc, I believe it was an IBM. We had no manual, and he didn't explain any of it to us just said here you go. I figured it out just by trial and error and it was AMAZING. It probably took me a week to figure out what all the icons meant, that shields were production and the wheat stalks were food and how they worked.

I remember not building any builds other than happiness ones too because I didn't want to pay maintenance and didn't understand how the bonuses worked :lol:

From there I got civ2, played the crap out of it, and I loved the fantastic worlds expansions and made a ton of my own scenarios.

Civ3 I didn't play quite as much, I never really figured it out entirely. It hit when I was a jr in high school so I guess I was preoccupied.

Civ4 though was almost perfect timing for me, right when I was finishing college and had tons of time for video games. Weird how that works. By far my favorite civ game.

Civ5 was the first game I preordered, the impetus for me to get a new pc which I am still using today, and introduced me to steam. I was very disappointed by it and still haven't beaten it more than once or twice. I somehow have 200 hours on it over the years but I really don't like it much.

So civ6? Not looking too exciting for me as it seems to be more of the same picking up where civ5 left off. They say it'll be more dynamic but I have my doubts and I hate the strategic combat aspect.
 
Something that I found odd in Civ 5 that I hope doesn't happen in Civ 6 is the "empty turn".

Sometimes playing Civ 5, you click to end your turn and the turn ends and is processed... leading to nothing. You have to click end turn again to have anything to do. I don't know about anyone else, but I find that very irritating. Previous Civ iterations had something to do every turn, you didn't just feel like you were mindlessly clicking.

Like TMIT, I'm hoping for some UI improvements in CIv 6, but I'm not really holding out a lot of hope. Firaxis isn't really the leader in the UI department, with the exception of XCOM: EU/EW, but they are rather stripped down. It's hard to mess that up. Civ, on the other hand, has a lot of information to impart to the player (Jeez, I hope so this time). Let's hope they do it up right this time.
 
Yes, I lamented the "Empty Turn", as well. :sad:

1UPT affected so many things. Because they wished to avoid carpets of doom, tile yields, production, improvement speed were all affected. It was a disastrous chain reaction that really killed the pacing for me. Quite a few turns were spent just hitting the Enter key.

Hopefully with some of the modifications to 1UPT such as allowing limited stacking and the attachment of support units along with the changes to workers (becoming builders with charges), they will be able to fix this problem. :)
 
I started playing Civ I with a friend in a basement oh so many years ago, early 90s it must have been. Hooked. Played Civ2 when it came out a lot. Great game. Civ3 I played a lot but it had some issues that annoyed me. Civ4 came out, it was decent, but with the expansions it became the greatest game in the series. It had everything, increased complexity for my maturing tastes, great replayability, there was a large and active online-community that I played with for years, we even developed the Diplo-game genre into an art-form.

But on the change from 4 to 5 something happened. I remember seeing an hour-long video with Sid Meier himself where he talked about game design for CivRev. And I noticed certain things, things that I had thought about during 4, but that started to worry and irritate me more and more as 5 was released. There has been a shift in tone, on many levels. One is the endless flood of DLC. I detest that model of marketing. That aside, another move I really didn't like was narrowing the leader and skills down too much. No longer the flexibility of Industrious/Expansive or Charismatic/Financial(nerf) which meant you could play to your strengths in different ways in each game, in civ5 to maximize your leader's ability you had to stay on a narrow path, ruining replayability. Another bummer was the 1 unit per tile system, strangely, going back to civ4 feels weird and clunky now, but the 1 unit per tile causes huge problems for the AI that can't handle amphibious invasions or chokeholds, effectively limiting any real threat from the AI. Another issue that followed that was the linearization of buildings, most new buildings were merely improvements on older ones, as were technology. Suddenly I felt railroaded in the tech tree, in city development, in war, in everything. The expansions certainly helped a lot, but the game had lost me and I never got inspired by it the way I did with civ4.

But an interesting note regarding Sid Meier's talk was how he came to the idea of putting golden ages into civ4. Originally they were meant to be dark ages, a time of decline for your civ, but players didn't like it and would just reload out of it or start over. Another issue that popped up was that when attacking with a valuable unit and losing (how many have not raged over the +98% chance of winning odds presented and then losing) players would save before combat and just reload, so the game designer had to implement the locked combat seed to avoid it. And that's when it hit me, what really made me lose interest in civ. The reason the player feels the need to reload when a battle is lost, or when things take a turn for the worse is that civ is not a real empire-simulator. It's a car-racing game. You start off and the goal is to keep your development speed up constantly accelerating, if it falls behind, then you will not win the game, there is no incentive to keep playing a mid-line civ, you can never catch up because other players or the AI will never slow down. That's not history, that's a simple drag race.

Perhaps it had to do with me studying history (and other subjects) at university in the meantime, but I came to resent the feeling that I was merely trying to win a race, not develop an empire. History is full of dead-ends and critical mistakes that change the course of history. Britain losing the American colonies for example, in a civ game England would just up and quit or reload, there would be no way they could re-gain the loss compared to the development of other civs. And that's where the interesting things in history come from, the weird twists and turns, the dead-ends. Rome grew mighty, then collapsed, new empires arose from its ashes. Such developments are effectively impossible in civ. The mighty stay mighty. I would have loved to see a mechanic that involves trade-offs. Great size would mean great instability, not just a loss of happiness. Trading all over the world would increase the chance of epidemics. Culture would be a tool to stabilize your empire not just spread it. And so on. And setbacks would be acceptable if you knew your opponents would eventually encounter their own hinders. But Civ5 went towards simplifying rather than increasing complexity. And so I've lost interest.

Now I play Paradox games instead, but I would love to see a dynamic and complex Civ6. Unfortunately I suspect they'll keep dumbing it down, making it more and more linear and less and less like an empire simulator and more and more like Age of Empires turn-based.

An excellent post, good read, thanks.
 
An excellent post, good read, thanks.

Is there a way to vote on a post? Civfanatics must be coming from the Civ1 times. After so many years, they still have not implemented such an obvious feature.
 
Is there a way to vote on a post? Civfanatics must be coming from the Civ1 times. After so many years, they still have not implemented such an obvious feature.
It has been discussed in site feedback many times over the years. I think that there is a current discussion there now.
 
I vaguely remember the commercials and ads before Civ 1 even came out. This was on the heels of the huge success of Railroad Tycoon. When Microprose became one of the most popular game designers.

I played Civ 2 to death during my time in the Marines. It was awesome from start to finish. I even loved cleaning up wastes from global warming and nuclear fallout. And of course horde of caravans everywhere.

Didn't like Civ 3, mainly because the atrocious color of the sea tiles burned my retinas.

Civ 4 brought back the glory of the series. Deep, open-ended, thought-provoking mechanics, and super modding capabilities. Not to mention the great community here during the height of my (our?) modding activities.

Civ Rev was nice for a quick fix that kept the ideals of "just one more turn".

Civ 5 to me was like for most veterans, a huge disappointment and departure from the previous games in the series. It feels less a strategy game and more RPG. (City-state quests?) You go through the motions and eventually you "level up", wait for the next level, ad nauseam.

No longer do cities feel important or worth caring about. In Civ 4 and even Civ Rev, you had to take time tending your cities, planning their specializations, make sure they have enough food and happiness, think about how to raise and maximize their productivity, etc. They streamlined Civ 5 so much, turns fly by with no action or care to your empire at all.

1UPT is super annoying. I'm supposed to manage a huge empire, but this mechanic essentially shrinks the entire game around it. Maps are smaller, less units on the maps, fewer cities are founded (not to mention city-states also taking up valuable real estate that could be settled).

Civ 6 looks somewhat promising to returning more focus to city management and game changing decisions in the hands of the player. Such as more impactful "switching of government cards" (as opposed to gradually cumulative social policies--again very RPGish).
 
I played Civ I to IV quite a bit, tried V and didn't like it, gave up on it in 2010.

Civ VI looks interesting. The happiness system has changed (apparently for the better), the prohibition of unit stacking has relaxed somewhat, the strange policies thing seems to have been replaced, and the graphics look attractive. I don't know whether I'll like the multi-hex cities or not, but I'll surely give it a try.
 
I have been on board since Civ 2.

IMO each version got better and better through IV. What a great game.

Beaten to death I know, but V was a complete shift in CIV dynamics. Just way too much changed. Too much was streamlined and simplified. Too much attention to graphics and presentation and no attention given to adapt and expand on what made CIV IV (what I consider) the greatest game ever, and certainly the greatest strategy game of all time.

I looked forward to V. Obsessed for months. Got it on release. Raced home and played. Told myself I liked it, but after a couple hours I turned it off. Then thinking and looking at others' thoughts here I realized the game was awful. I never turned it on again. Tried an expansion/patched version later, but 5 minutes in I just couldnt do it.

Tried the new space game and couldn't get into it. Didn't give it much of a chance, but it was just too overwhelming for me to get into.



So for VI. I am excited a new release is coming out, but the excitement is very tempered and Im a bit skeptical. Any screen shots I see and statements/interviews. It just looks like Civ V 2. I am expecting it to be more streamlined to the masses as opposed to for hardcore CIV vets (not trying to put down anyone who enjoys the recent releases).


I would rather graphics and 3D be turned down a couple notches, and the game again resemble more of a table top war game board like it kind of did through IV. Like someone said above. Focus more on Empire Building. Take Civ IV and fix things that fall short, but also add to it. Would love 'dark ages'. Perhaps try and temper the 'drag race' aspect with some more unique events/catastrophies, great people, etc... but also make it possible to come back. I also though one unit per tile was awful and an extremely rash 'solution' to a 'problem'. If stacks of doom was in issue, I would have rather had something like "mass ratings" for units and each tile has a cap of "mass units". It would also add a wrinkle of strategizing/building your stacks to the most optimal configuration based on the situation/battle/terrain.
I loved how the diplomacy was based on real things such as the map, leadership traits, and decisions made in the game.
 
Bellieve it or not, I really like Call 2 Power 2. I don't know but I really liked the end game tech and stuff. It has bugs but it is still kinda fun to fire it up. I love hearing slavers saying..'Who's next?'

I actually enjoyed Call 2 Power 2 as well. I played many hours in Hotseat mode with another guy I gamed a lot with. There was a lot going on, and I liked some of the mechanics as well, like the raid-able trade routes..
 
Civ I in graduate school.

Could care less about the art. I'm more about readability and clarity, so I am 100% on board with their philosophy.

Despise stacks of doom and hope they don't ruin the superior tactical opportunity that 1UPT offers.

Love the districts concept. Looks like it may make for some hard choices and maybe some highly leveraged gambits. (And I hope they don't nerf gambits for game balance. I'd rather have a fun unbalanced game than a boring balanced spreadsheet exercise.)

Count me optimistic.


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An excellent post, good read, thanks.

Except the crap about paradox grind grind grind games that make some "think" they are complex when actually it is a bore fest most of the time.

Edit: I'll grant Vicky is pretty complex. EU? Hardly.
 
I actually enjoyed Call 2 Power 2 as well. I played many hours in Hotseat mode with another guy I gamed a lot with. There was a lot going on, and I liked some of the mechanics as well, like the raid-able trade routes..

I loved that game. Space cities and underwater ctities.

i wish civ 6 would let you go into outer space. Would be sick
 
Civ I in graduate school.

Could care less about the art. I'm more about readability and clarity, so I am 100% on board with their philosophy.

Despise stacks of doom and hope they don't ruin the superior tactical opportunity that 1UPT offers.

Love the districts concept. Looks like it may make for some hard choices and maybe some highly leveraged gambits. (And I hope they don't nerf gambits for game balance. I'd rather have a fun unbalanced game than a boring balanced spreadsheet exercise.)

Count me optimistic.


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thats a good point you bring up about the balancing aspect of video games. Especially like civ, over balancing can bring in dyness. I always thought the fun part about some games were when some one figured out how to exploit something. :) But some balances is def needed
 
Civ I in graduate school.

And I hope they don't nerf gambits for game balance. I'd rather have a fun unbalanced game than a boring balanced spreadsheet exercise.


thats a good point you bring up about the balancing aspect of video games. Especially like civ, over balancing can bring in dyness. I always thought the fun part about some games were when some one figured out how to exploit something. :) But some balances is def needed


Add me in. Probably the primary driver for me buying upon release this time round. Don't want to miss out on all the fun before they squash it with the balance patches.
 
Massive fan of Civ 2 and 4, so really hoping Civ 6 maintains the 'even' quality.

I was always an Empire builder, so although 1upt was frustrating, I really didn't like the global happiness of CiV.

I always thought the City health and happiness features were a good way of limiting growth.

Anyway, looking forward to Civ6, just hope its not as unplayable as Vanilla CiV was at the start (it did get better following patches and expansions mind).
 
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