RB3 - Daring Deity with Ottomans

Lurker comment:

You know about Mr Shaffer's abhorrence towards roads clogging the pretty land scape seems a bit stressed. All they really needed to do was make the graphics for road's rails less obtrusive and maybe provide a toggle to highlight roads if you really need to see where they are. Limiting roads is just silly when combined with 1upt, makes ics even more logical if only to reduce roads cost.

Cheers!
-Liq
 
The irony is that the trading post spam that takes place in Civ5 is at least as unaesthetic as the previous Civilization games, if not more so. Furthermore, in an attempt to make the map look pretty, roads are so graphically minimal that they're extremely difficult to spot. I constantly have to mouse-over the map just to see where my roads are located, which is some pretty bad mojo for a strategy game! And that's not even addressing how much I hate the "cannot build more than minimal roads" gameplay, a bizarre design choice, to say the least.

Great turnset from luddite, as usual. :goodjob: I forgot that alpaca is away traveling at the moment, so why don't we have uberfish take over and finish this one off. Just have to cross the Ts and dot the Is now.
 
Lurker:

Last night i loaded up the save from 1180 AD just to take a look around (ZOMG that's a lot of cities!) and was amused when i opened up the unit list to see that the Spathi unit had "4.666666667/5" movement points left, plus or minus a couple of 6s. Certainly a relatively minor UI bug compared to a lot of other issues, but it's easy to reproduce, stands out like a sore thumb, and ought to be trivial to fix. What _was_ their QA doing the whole time?

Relurk :)
 
Lurker:

The only answer there is that the design revoles around having around 7-8 unit armies which zip around the roads.

The more I think about it, the more units the AI has the more it will run into the same traffic jam problems like the player and even worse.
 
Yeah trading posts get annoying - can't tell whether there's a road underneath, just as cluttered as towns, can't even tell whether it's hills or flatland sometimes. My other pet peeve is the city name signs which are too large and force you to zoom in to select units. Not sure how these obvious interface issues got past testing.

ok, got it.
 
OT: I've seen a 'clean' screenshot or two where the UI and city name signs were hidden - anyone know how to do that?
 
I can only shake my head in owe of the blindness of the developers.

1) Road spaggeti is ugly we need to do something about it!
- Make maintentance to hamper road spam
- Make roads to have bleak visuals so they dont dominate the landscape

Sounds good on paper right? Now open one of their last saves in this game and zoom out a bit.What you will see is an endless spam of UGLY landscape-demoloshing trading posts that have their very own little roadspaggeti as a texture.

All I can say is /facepalm .I don`t know what firaxis were thinking in those last few months of game "polish" and "bug fixing" but they either took a vacation en masse or just realised that their design philosphy is so utterly wrong from the get go that there is no point in doing anything but just wait.

As for the DIety challege.Oh it is challenging if you play alone.But not because it is hard or requires a superb game knowledge.NO. It is challenging because it is incredibly frustrating and tedious to do.Honestly this is the most broken Diety level I have ever witnessed(and played) not even CiV 4 Vanilla had it that bad even tho it was clear it is impossible to win.
 
It doesn't help that there's still quite a bit of roadspam going on in some places. I built roads wherever I thought it would help in the fighting, since 1 gpt is a trivial price to pay for potentially saving a unit. And with so many cities it's just way too hard to clean up the roads for an efficient network.
 
Lurker

Well, I must say that Firaxis' decisions also considering graphics in general are all over the board. Roads are just one piece of this unsolvalable puzzle.

At the same time graphics are supposedly to be"better" than in Civ IV but I think land units don't look that good (especially since you need freaking icons to recognise what unit it really is), the lack of animation ?! and this strange fever to concentrate into leaders graphics in diplomacy screen (some kind of joke when the games diplomacy or lack of it is the main concern?) while there are example no wonder movies is really really strange.

Same of course is true with almost every gameplay aspect. AI tries to win but doesn't know how to, Social policies are there but lack polish, tech tree is more like highway through the ages rather than map for all kinds of innovations...etc. etc.

It's just all around incoherent mess rather than well balanced and finished piece of craftsmanship with nice atmosphere and pleasant aesthetics.

But nothing what I say here isn't exactly new to anyone here... ;)
 
I was thinking about what a lurker said a few pages back that the only real challenge left in this game is to persuit a cultural win with that many cities.So I did some napkin math.

Assume 30 cities(they have a bit less I think but for the sake of easyer math) :
1) Monument - 2 culture
2) Temple - 3 culture
3) Opera House - 5 culture
4) Museum - 5 culture
5) Broadcast tower - +50% culture
6) Cristo Redentor - 33% culture needed

Now doing the math and building all the 5 needed buildings in all citys will be a heavy task but not imposieble considering they do have big ben.Consider 2 artists on average per city that makes 17+50%*17 culture per city.So in short 25.5*30citys = 765 culture PER TURN! Considering they have around 100 culture comming in from City States currently this turns in to 865 culture per turn.WIth 4600 culture per policy they get a new policy every 5.5 turns.Assuming the cost of purshasing a new policy is 50% more then the previous one and the culture they produce is the same(as in they don`t build any new citys) they need around 200 turns for ~ 15+ new policys.Hmm so they can`t win a cultural win HOWEVER they can be quite close should they take the continue the Freedom tree followed up by the Piety tree and further reduce their culture costs.In fact if you think about it a bew city adds 30% more culture costs so that makes up for ~60000 extra culture needed if you have 30 Citys.Not as much if you ask me and totally doable with the right approach!Even with my current model 60k culture is only an extra 68 turns.

So No if you want you can actually play a more spread out variation ICS while culture whoring just fine tho you have a hardcap of 20 or so Citys(after that it is not really worth it imo)
 
And we're off! Sign peace with Egypt and set research to flight, move units into position at all borders with Siam.

t204: Declare war and clear out all the Siamese units that were loitering next to our border. Siam has cavalry on the southern front and a huge amount of infantry and artillery in the north. Greece is somehow still alive, fighting against all odds with hoplites, companion cavalry and chariots. Epic. It's a shame we have to kill him.

Our main push will come on the lightly defended southern front.



t205: Phitsanulok gets captured - it takes 2 mechinf attacks. The last of Siam's cavalry which were flitting around trying to find good targets to attack get cleaned out. Also, since Siam doesn't seem to be finishing off Alex anytime soon I send 2 mechs round by sea to find the Greek capital. I'm still trying to get our 25 gold from the barbarian galley, it's not happening.

t206: Comic relief: I lost a city to a city-state.



While all our troops were on the eastern front, I forgot about Almaty which was apparently still allied with Siam and they took our city by sneaking up a Cannon and infantry. Send a couple of cavalry that way to get it back. Oh also mech infantry with the healing ability turn out not to be invincible, I lose one to massed artillery fire on the northern front trying to Blitz in and out of the enemy positon but failing to get the expected Decisive victory to escape. I decide to just defend in the north, pound any Siamese unit which gets out of line with our artillery and just roll Siam up from the south.

I got tired of the awful ICS micromanagement at this point now that we were over 1000 science per turn, and deleted/fortified workers and stopped settling.

t207: The AI uses artillery a little better than previous siege weapons due to the extra range, you actually see units in halfway reasonable positions sometimes. That 55 defence city was quite tough and I had to soften it up a bit with our artillery to get good odds.



Clearing this city opened up space to hit the other defenders and follow up by taking the capital.



I bought a plane last turn and it promptly reveals that Athens is just on the other side of that little gulf (this explains why Greece was so keen to settle Argos) so our troops about to land on the north coast of Greece are in fact actually taking the long way round. Oh well, they avoid getting caught in the Siamese artillery crossfire this way.

t208: On the computer turn Siam recaptures Sukhothai with its infantry killing our cavalry, I take it back. Fighting is still going on between Siamese and Greek forces and 7 or so infantry/artillery are beating the crap out of Vienna. For a 3 front war the AI is surprisingly maintaining a reasonable division of forces.

Monty and Napoleon can't stand not being part of the action and are having now their own little war with each other in the western part of the continent that we didn't bother to conquer.

t209: Ever wondered how spearmen kill tanks? Civ 5 demonstrates how exactly ancient units fight modern ones as hoplites run up to poke spears at our mech infantry vehicles which have just blitzed up to Athens, and city defence catapults throw rocks at our fighters strafing the city and actually get a bit of damage in. Pretty funny.



I bought a tank since it isn't really civ if you can't have tanks vs spearmen, but it's obviously not going to get there in time. In city-state news, our 2 cavalry retake Napoleon's Folly from that pesky city-state and Vienna gets killed off by Siam.

I lose another mech inf to being hit by artillery+city fire+2 infantry in succession near a random Siamese city, but it doesn't really matter anymore

t210: attack Athens once, appropriately at 20-0 damage ratio and it's over in the year 1500 with the anticlimactic splash screen.



Thanks for the game all, well played and I hope everyone had enough fun to make up for the rather tedious ICS micromanagement. I certainly did.
 
Now that the game is over and I feel comfortable posting...

Epic game. Many Kudos to you. I anticipate the thread will now turn into a balance discussion.
 
Very nicely done. :king: Thanks to everyone who took part in this game, luddite and SevenSpirits and alpaca and uberfish.

It sure was a staggeringly easy game, wasn't it? I was a little worried when I created the initial settings that we might end up flopping here (and I would look like a fool based on some of my past comments), but that certainly didn't happen. Once we had control of Japan's territory, I had no doubts that we would win the game. Didn't think it would be quite so easy though, my goodness... :crazyeye: Keep in mind that we were playing a very weak civilization here, and never once triggered our awful unique ability. I think we built a grand total of two sipahi, which did some minor scouting and that was it. And while the jannissaries and their healing was nice, they came well after the game was already in hand, and certainly didn't contribute very much to our eventual victory. Can you imagine what things would have looked like if we had played as Greece, or China, or the new Mongolia instead?! Sheer rapage for the AI. If it's this easy playing a civ with no unique ability and late/weak unique units, just imagine using civs that don't suck.

I didn't think we had any particular gifts from the map either. Our capital was about average quality, hardly ideal or stunning. We were located dead in the center of the Pangaea, with five different civs surrounding us: Japan immediately to the southeast, Greece to the east, Rome to the south, France to the southwest, and Aztecs to the west. I guess that the Japanese start would have been the worst one, but just think of how much easier a task we would have had with the French start, or the Aztecs, or even one of the eastern civs (at least then we could only be attack from one direction!) We didn't catch breaks with the diplomacy either; my attack on the Aztecs was the first time that we actually declared war. We were attacked by six of the seven other civs in this game, including three declarations in the first 65 turns, and six war declarations in the first 115 turns. Yeah, six different wars before 0AD, on Deity, in the center of a Pangaea. And the AI still lost... badly. :hammer:

Some people might say that we made use of exploits in this game. I'm not so sure about that though. We built horseman - a unit available to every civ in the game - and used them to defend ourselves when attacked by Japan. We would have died otherwise, being attacked by a Deity AI in like 2000 BC. We also sold our resources for cash and made lots of trade. But that's been a staple of every previous Civilization game, doing lots of trading and brokering on high difficulty, and selling resources is about the only meaningful diplomatic interaction that you can still have in this game. We also made use of the city states we had available, a feature that's intended to be part of the base game design and was heavily advertised by Firaxis. (The fact that a number of posters are claiming that allying with city states constitutes an "exploit" goes to show had badly messed up this game is.) And finally, we spammed cities all over the map in Infinite City Sprawl style. But again, what else are we supposed to do? That's the most effective approach to empire building. Should we deliberately play the game in a non-optimal way? It's not our fault that the game is so badly designed. You didn't see us selling cities to the AI for 1000+ gold and then immediately declaring war to take it back, or any other sucker-punching of the AI in diplomacy. *THEY* were the ones breaking the deals by declaring war, not us!

I'm not sure how anyone could read through this succession game and think that Civ5 is in good shape at the moment. Just to run through and recap some of the biggest design flaws quickly (yes h0ncho, your hunch was correct):

- The happiness model simply doesn't work. It doesn't limit expansion at all, and it strongly promotes masses of small cities.

- City growth is much too slow, again reinforcing a playstyle of tons of little filler cities. Yes, a size 20 capital is great. But you'll never reach size 20 before the game ends, making it pointless.

- Once you get past the early game, production doesn't matter anymore. It's literally easier to rush-buy whatever you need with cash, wherever you need it, which undercuts the whole notion of thinking ahead and planning.

- Gold is extremely easy to come by, either through diplomacy trading or mass trading posts/trade routes. If you have 300+ gold/turn income, and any clue what you're doing, it's basically impossible to lose the game.

- Science is best achieved in size 4-6 cities working Scientist specialists. Once the ICS snowball gets rolling, you produce ludicrious amounts of beakers. (Seriously, 1000 beakers on Turn 200?! :eek: That's not right...) There is no tradeoff between expansion, warfare, and research. Expanding and warring will INCREASE your beaker count.

- Tile yields and tile improvements are a disaster. A bare hill tile is genuinely better than one with sheep. How did they screw these up so badly???

- The AI is bad at combat. Yeah, we all know that. But it's not just bad, it's BAAAAAAAAAAAAAAAAAAD at combat. Killing endless masses of suicide drones is fun for a couple of games. Then it gets very, very tedious. :smoke:

- Diplomacy remains a black box with no feedback on decisions. The AI wars rabidly, with the human player and one another, the fighting rarely stopping. Furthermore, diplomacy is completely schizophrenic and irrational, with past history having no effect on future decisions. For example, in this game Montezuma was our longtime friend and trading partner. Then he declared war on us. After signing peace, he wanted us as an ally against France. Then we went to war again. After that war, Montezuma immediately (the next turn!) asked us to join him as an ally in a war against Greece. Napoleon also swapped back and forth between ally and enemy at least four different times in this game. It doesn't make any sense - you might as well be tossing random dice and you'd get similar results. What's the point? :rolleyes:

And we could keep going on. It adds up to a pretty basic conclusion: Civ5 is a poorly designed game. As I've written on numerous occasions, Jon Shafer and his team at Firaxis literally didn't understand their own design. They seemed genuinely shocked to find out that their design promoted ICS spamming of cities. I blame a design team who seemed more interested in making sure that the game looked pretty for the professional game reviewers (check out some of the design comments on why they decided to limit roads, which had nothing to do with gameplay and everything to do with appearances) rather than doing the rigorous testing needed to make a quality product. Oh, and I definitely lump in the pre-release testers for their share of the blame too. I could understand if they had known that this game had issues, and were simply ignored by Firaxis for monetary reasons. But I've read a bunch of posts from people who worked on the game (there are quite of few of them at Apolyton) and they've been extremely defensive about Civ5. Most of them think the game is fine, or only needs minimal tweaking. There's way too many obvious mistakes in the design that would have been caught with proper, intensive QA work. We saw this stuff in what, two or three weeks? It wasn't caught in the six or nine months that the pre-release testers had at their disposal??? Methinks there were a few too many yes-men on that list.

Well this was entertaining in a way, but I'm not sure where we go from here. On to other games, probably. I'm not too optimistic about patches, because the same people who messed things up in the first place are the ones who now have to solve the issues, and with a vastly reduced budget and staff. I've seen this happen with innumberable other disappointing games (people in the community repeating "wait for the patch!" like a mantra) and it rarely works out. Guess we'll see what the future holds from here.

One other request: any chance you can post the save from the final turn, uberfish? Would be nice for Hall of Fame purposes, and if they ever get those replays working correctly. Thanks. :)
 
Extremely enjoyable, yet also very disheartening, to follow this game. Thanks to the participants for doing all that grunt work. It was worth it to show that the Emperor (or should we say Deity) has no clothes.
 
thanks for the game... was fun to read, as I am not enough of a masochist to do it myself, excellent summary :hatsoff:...

Civ V though :sad: - just confirms what knew anyway by now... still fun to read though :goodjob:
 
Jon Shafer and his team at Firaxis literally didn't understand their own design. They seemed genuinely shocked to find out that their design promoted ICS spamming of cities.

Firaxis actually made a comment of that aspect of the mechanics? Could you tell me where, I don't remember hearing about it.
 
lurker's comment: Thanks for the game lads, and for confirming the wisdom of my non-purchase of this game. Also thanks for the various K-D ratios, to reinforce the stupidity of the AI
 
Congrats on the win.

Also thanks for saving me the money on this game. After reading a diety win almost immediately it is clear the game is broken.
I've been starting to debate playing again, but after reading this and other games it will be Civ4!
 
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