Civ4 was alright. But it was often difficult to form large empires until later in the game. Alexander of Macedon would disagree.
You can also ignore the facts, and keep listening to your anti-communist / western propaganda, if you are that naive to believe we / they don't tell lies. The numbers are impressive, check the demographics / their achievements (in space, in education and social security) / their war efforts & tactics and they influenced our societies, since Europe rapidly reformed social institutions, because they were afraid of a communist take-over here too.
I'm not saying they didn't made their mistakes, or that Stalin wasn't a cruel man (because he was, but the Tsars were cruel men too), but you can ignore the accomplishments, especially of early USSR, and especially if you see how they evolved from mainly an agrarian (and poor) society into what is known as the USSR. That's no evolution. That's a never seen revolution until today (and a very good one). To me, there is no bad or good guy in the Cold War, like most in the western world state.
Seventy days now, guys
However, any big revelations? I don't really want to read over 200 pages of content.
Gaming magazines seem promising. I found lots of info that wasn‘t revealed by Firaxis in an announcement article of a German magazine yesterday. Maybe some others have additional info as well? How about the Czech ones @Kimiimaro?Nah, nothing new has been revealed since yesterday, this is just rampant discussion/speculation/blather. Better to keep an eye on the Features Thread - if anyone here spots something, I'm sure it'll quickly make its way over there.![]()
This is precisely why I simply use the numbers (4, 5, 6, etc.) It's less confusing that way.What the hell are you two on about??
I was talking about how CIV (i.e. Civ IV...i.e. Civ 4) had it right, not V.
(CIV = 4, CiV = 5)
This is precisely why I simply use the numbers (4, 5, 6, etc.) It's less confusing that way.
The problem is, you can't easily reward going tall without indirectly boosting going wide - the biggest reasons going wide is better than going tall are (a) population grows faster in smaller cities, and (b) larger cities have more production slots and tiles to work. Neither of these can really be adjusted without changing how cities work, and you can't change how cities work to favour tall (which means gaining advantages for individual cities) without rewarding the civ that has more cities ... which brings us back to favouring wide. We saw this in Civ V in the Tradition tree, which was meant to favour tall play but ended up being better than Liberty for all but the widest wide play as well. If you give an individual city the option to build something that gives it extra production slots or expands its workable city radius, for instance, you end up with the same problem.
Minor point, but IIRC, they never removed it entirely in Civ III. The only significant danger after the second expansion, however, was right after conquering a city when it was still in revolt. But putting enough units in the city center quelled the risk. There was even a utility someone created to tell you how many units you needed to eliminate the risk of flipping.
Actually, nothing new.Gaming magazines seem promising. I found lots of info that wasn‘t revealed by Firaxis in an announcement article of a German magazine yesterday. Maybe some others have additional info as well? How about the Czech ones @Kimiimaro?
This is precisely why I simply use the numbers (4, 5, 6, etc.) It's less confusing that way.
I just love Roman numeralsAnd they are in the official title...
![]()
Besides the specific new civs/leaders, does anyone expect any more big revelations in the coming months?
Seems like they pretty much revealed everything on day one. And now we just have to wait for the release with a weekly civ reveal...
I suppose some YouTubers will get early access again after some few first looks. Maybe in time for the holidays?I think they've covered all the major features. Now it's the civs, leaders, wonders, all the minor additions. And most interestingly, the details of how all this stuff will play out in reality, preferably with some livestreams.
A very good point, but I believe there are two good ways to deal with this problem.
Firstly, tall cities get bonuses that just don't get compensated for by more cities - for example, at size 20 a city gets +5 science, +5 production, +10 gold, etc or something like that (there's probably much more interesting bonuses possible). If you wish to focus on growing your cities, that will automatically mean you will not be able to focus as much on getting as many cities.
In itself, however, that's probably not yet enough, as each city depends on it's own food to grow, hence solution two: Internal trade routes get bigger yields than before, but now actually require the departing city to supply those yields. So you can get more production or food in a city to grow it further, but another city will have to pay for that. This will allow you to build a few megacities and a number of rural towns that mostly just function as food silos, meaning you get to access these powerful metropolis bonuses, but you will have to sacrifice other cities for that.
What about CIVilization, CiVilization and CiVIlization?![]()
Great, perfectly clear.
Each civ would probably have their own named governors.
For example, only China can have Zhang the Builder, while England can have Bob the Builder (by name only; it's just as an example). Japan can have Norichika the Diplomat, while Rome can have Marcus the Diplomat for another example.
That would be oh so nice. But no Elvis please.I'm reminded of the Council of Advisors from old Civ games. They used to have avatars and personalities, rather than just a tiny, color-coded symbol in the production, tech, and culture trees. Is it possible they brought them back as governors?