Bibor
Doomsday Machine
Civilization is a fine franchise that started on Amiga (I subjectively deny the existence of PC gaming until the introduction of "Voodoo 1" graphics card).
It had a brilliant concept which Sid Meier even more brilliantly implemented into all of his games:
1. have a "thing" and make that "thing" able to produce "stuff"
(city in CIV, colony in Pirates, station in Railroad Tycoon)
2. make the player improve "things" by manipulating "stuff"
(dance with Guv'ner's daugher, build a restaurant, make a unit)
3. Give the player a meaning (the "why"); i.e. why is it good to get better "things" by the means of "stuff".
4. have a common "glue" that holds everything together (crew members in Pirates!, money in Railroad Tycoon etc.)
These concepts are simple and brilliant. Sid's games are entertaining and intelligent. I love Sid's games!
A few days ago I watched a 60-minute clip Sid giving a speech on GDC2010 about computer games development. He's not much of an entertainer (although he tries to be forthcoming and funny). He also said some scary things, things like this: "people dislike giving up something to gain something else". Well, that's the dumbest thing I heard in a long time. And may lead to disasters.
Let me comment on Civilization V now.
1. THE MAP
The graphical representation looks nice. The hex grid was also a very good choice, in my opinion. The terrain really looks moreorganic realistic this way. Actually, it reminds me of a graphically very advanced People's General. Which is a good thing.
The new unit movement speeds and the "one unit per tile" rule were also a good move. I love Panzer General style of strategic gameplay. I finally have the feeling I'm defending (attacking) a country, not a sum of cities.
Resources also got a very good revamp: having an abundance of food and production resources makes much more sense then having 1 wheat resource in an area of 2000 sq. miles, or a single horse found on a tundra hill making you able to build an unlimited number of chariots.
Cultural borders that pop hex by hex was also a very good move. National borders look and feel moreorganic diverse. This is further strenghened by the fact that cities can now work tiles 3 hexes away, so cities lost their "fat cross" uniformity and can, I don't know, spread along the coast, for example.
To sum it all up, when I play this game I feel the map is fullyorganic interactive, strategically important and that every single hex in my empire has a meaning.
2. CITIES
In previous CIVs we built cities that (eventually) used all or most of their tiles in the "fat cross". I'm not sure how this will in CIV5, because some city improvements now act as terrain improvements. I guess it will be okay, but can't really comment on this yet (haven't had the chance to test it).
The city screen is simply horrible. When I open the city screen, I get... well... nothing. I mean, it's all there, but isn't. I can see the worked tiles, but I can't. I can see the production, but I have to look twice. Yes, there are buttons for everything (and most of them are really good in functionality), but the city screen itself is unreadable and barren. Why, what was wrong with hammers and coins? Are green/blue/yellow dots really better? NO THEY ARE NOT! Alpha Centauri had perfect icons, go check it out CIV5 developers!
3. THE ECONOMY
Okay, what the hell? Remember the "glue" thing I was talking about? The one thing that holds the whole system together? Well, they killed it. Lets wind the clocks back a year (TM by Joker). In Civ4 we had an economy based on commerce, production based on hammers and population numbers based on food. The economy was the backbone of research, support, culture, espionage and everything not-hammer and not-food. By manipulating the tax slider and by improving, changing and optimizing the economy, people were able to radically change (and thus adapt) their civilization to the current state of affairs (war, peace, golden age, space race etc.).
In civ5 we have research, gold per turn and culture. All separate entities. Which is okay, for a real-time strategy. But this is not an RTS, this is supposed to be a turn-based empire management game. A game in which tax, inflation and allocation of governmental funds should be a given. Even if we can get used to this, I still can't find a good reason to remove the "glue". Ever.
Imagine playing Railroad Tycoon and being forced to pay for railroad tracks in "red dollars", for stations in "blue dollars" and for stocks in "green dollars". Devs, it simply doesn't work. It has been proven over and over again for over three decades now.
4. DIPLOMACY AND CITY STATES
City states were probably the best addition to the Civilization series. The actual implementation might be weird a bit (and will be pobably modified in the future), but it really adds to the game a new dimension, to feel a bit moreorganic multifaceted and complex. The diplomacy also seems to be going in the right direction, once they re-introduce something that will enable us to get a glimpse of the global diplomatic situation. As things are right now, the diplomacy feels more like CIV1 than CIV4.
5. CONCLUSION
If you're completely new to the Civilization franchise, this game will be awesome. My guess is that this will be the best-selling CIV game of all time. If you like Panzer General style of strategic warfare and are willing to ignore/embrace all the RTS elements they introduced, you'll love it.
And that's the thing. CIV5 is a computer game. CIV4 was more than that. To beat CIV4 on anything but the lowest levels (and especially at Deity) you had to hack the game. You had to look into the code, for Christ's sakes. People ran statistics, made diagrams, curves, mathematical explanations speading over hundreds of posts. Learning how to beat CIV4 on Deity was like learning for a hard exam.
Oh yes, sure, I agree with Sid Meier. His games became too sophisticated for six figure sales. But maybe that's why they were played for years and years, instead of being deinstalled after 2 months. Guess he did "give up something to gain something else" after all, didn't he? Oh wait, people playing computer games (research has shown) have special mental, emotional and cognitive responses while in a virtual environment. LOL!
It had a brilliant concept which Sid Meier even more brilliantly implemented into all of his games:
1. have a "thing" and make that "thing" able to produce "stuff"
(city in CIV, colony in Pirates, station in Railroad Tycoon)
2. make the player improve "things" by manipulating "stuff"
(dance with Guv'ner's daugher, build a restaurant, make a unit)
3. Give the player a meaning (the "why"); i.e. why is it good to get better "things" by the means of "stuff".
4. have a common "glue" that holds everything together (crew members in Pirates!, money in Railroad Tycoon etc.)
These concepts are simple and brilliant. Sid's games are entertaining and intelligent. I love Sid's games!
A few days ago I watched a 60-minute clip Sid giving a speech on GDC2010 about computer games development. He's not much of an entertainer (although he tries to be forthcoming and funny). He also said some scary things, things like this: "people dislike giving up something to gain something else". Well, that's the dumbest thing I heard in a long time. And may lead to disasters.
Let me comment on Civilization V now.
1. THE MAP
The graphical representation looks nice. The hex grid was also a very good choice, in my opinion. The terrain really looks more
The new unit movement speeds and the "one unit per tile" rule were also a good move. I love Panzer General style of strategic gameplay. I finally have the feeling I'm defending (attacking) a country, not a sum of cities.
Resources also got a very good revamp: having an abundance of food and production resources makes much more sense then having 1 wheat resource in an area of 2000 sq. miles, or a single horse found on a tundra hill making you able to build an unlimited number of chariots.
Cultural borders that pop hex by hex was also a very good move. National borders look and feel more
To sum it all up, when I play this game I feel the map is fully
2. CITIES
In previous CIVs we built cities that (eventually) used all or most of their tiles in the "fat cross". I'm not sure how this will in CIV5, because some city improvements now act as terrain improvements. I guess it will be okay, but can't really comment on this yet (haven't had the chance to test it).
The city screen is simply horrible. When I open the city screen, I get... well... nothing. I mean, it's all there, but isn't. I can see the worked tiles, but I can't. I can see the production, but I have to look twice. Yes, there are buttons for everything (and most of them are really good in functionality), but the city screen itself is unreadable and barren. Why, what was wrong with hammers and coins? Are green/blue/yellow dots really better? NO THEY ARE NOT! Alpha Centauri had perfect icons, go check it out CIV5 developers!
3. THE ECONOMY
Okay, what the hell? Remember the "glue" thing I was talking about? The one thing that holds the whole system together? Well, they killed it. Lets wind the clocks back a year (TM by Joker). In Civ4 we had an economy based on commerce, production based on hammers and population numbers based on food. The economy was the backbone of research, support, culture, espionage and everything not-hammer and not-food. By manipulating the tax slider and by improving, changing and optimizing the economy, people were able to radically change (and thus adapt) their civilization to the current state of affairs (war, peace, golden age, space race etc.).
In civ5 we have research, gold per turn and culture. All separate entities. Which is okay, for a real-time strategy. But this is not an RTS, this is supposed to be a turn-based empire management game. A game in which tax, inflation and allocation of governmental funds should be a given. Even if we can get used to this, I still can't find a good reason to remove the "glue". Ever.
Imagine playing Railroad Tycoon and being forced to pay for railroad tracks in "red dollars", for stations in "blue dollars" and for stocks in "green dollars". Devs, it simply doesn't work. It has been proven over and over again for over three decades now.
4. DIPLOMACY AND CITY STATES
City states were probably the best addition to the Civilization series. The actual implementation might be weird a bit (and will be pobably modified in the future), but it really adds to the game a new dimension, to feel a bit more
5. CONCLUSION
If you're completely new to the Civilization franchise, this game will be awesome. My guess is that this will be the best-selling CIV game of all time. If you like Panzer General style of strategic warfare and are willing to ignore/embrace all the RTS elements they introduced, you'll love it.
And that's the thing. CIV5 is a computer game. CIV4 was more than that. To beat CIV4 on anything but the lowest levels (and especially at Deity) you had to hack the game. You had to look into the code, for Christ's sakes. People ran statistics, made diagrams, curves, mathematical explanations speading over hundreds of posts. Learning how to beat CIV4 on Deity was like learning for a hard exam.
Oh yes, sure, I agree with Sid Meier. His games became too sophisticated for six figure sales. But maybe that's why they were played for years and years, instead of being deinstalled after 2 months. Guess he did "give up something to gain something else" after all, didn't he? Oh wait, people playing computer games (research has shown) have special mental, emotional and cognitive responses while in a virtual environment. LOL!