CelJaded
DENOUNCING!
Just in case anyone is still on the fence about Rising Tide, I've written up an extensive review article that you may find helpful.
Keep those first impressions coming.
Keep those first impressions coming.
Sure, partially because logical hard-counters to cities don't function in that role until end-game (siege). Instead siege is basically an inferior ranger for most of the game, a tendency from Civ V BE didn't really need.
Who knows maybe checking it out will make you put serious time into Civ 5
But of course, part of the problem is that 3 defensive Buildings are available in the midgame that together rival the total bonus a defensive CiV City gets.
Maybe it's because the gravity is way more important in this planet, who knows?
Is the mind flower not working correctly ?
I had 20 Xenosanctuary and mindstems and still had to wait 20turns. Sad. I had finished the flower at turn 152 while using NSA xD
i can not put a garrison in the city in order to protect it. So 1UPT is a culprit.If you don't have units to fight these 3-5 arties then I don't know why 1UPT would be the culprit. .
I just finished my first RT Mind Flower; the extended timer can't possibly be intended, can it? I don't have the patience to spam 40+ cities to get it down to something reasonable... I strongly think 10 turns should be the maximum waiting time. Maybe 15 if there was something to do that mattered during these turns.
I'm not going to click "next turn" 20+ times while my laptop CPU churns AI meanderings. This is an Apollo game where the next closest AI has only 9 affinity levels so there is literally no existential risk (I'm at 17/3/8 with plenty of armies).
Everyone loves my NSA too with at least 8/9 respect -> Win more diplomacy in action.
1UPT makes it undefended. Since ONLY ONE unit can be left in the city. So for me actually now no big deal when i loose a city. On next turn i will get it back, since the invader will also leave only one unit to control the city. And there is no fun in those swing)))Any undefended cities should fall fast. That has always been the case in civ games. And I'm not sure why you can't defend because of 1UPT ? If your units are on the other side of your empire you also deserve to lose a city. That's like strategy games 101.
It is not a strange desigh. It is a nonsense. A city is a natural barricade. And i want to place my soldiers not on the open air but behind the defense lines of a city. It is pure sense.You know, there are more tiles around the city that you can put and barricade units on. Probably a strange design for someone who comes from Civ 4, but one that exists nonetheless.
I am not relying. I am saying that it is a stupidity to force a player to defend a city outside a city......You defend with units outside the city in 1UPT.
If you just rely on the 1 city garnison you're doing it wrong.
In all of history if all you could do is sit behind walls the aggressor would just starve you to death (and maybe hurl rocks at your castle). It doesn't make sense to put an army - a whole army - into a city and expect things to be alright either. So where's your complaint that in Civ 4 your city wouldn't starve if an army is around and eventually swap ownership without the Army having to take it by force?It is not a strange desigh. It is a nonsense. A city is a natural barricade. And i want to place my soldiers not on the open air but behind the defense lines of a city. It is pure sense.
I'm fairly sure the timer for Transcendance is now 45 instead of 20.
I am not relying. I am saying that it is a stupidity to force a player to defend a city outside a city......
Men, you haven't played th civ4, that is the problem. but nevermind
I wonder why Firaxis would do this? If the goal was to slow down the game this is the worst possible way to do so, no?
In some ways I don't mind the insane acceleration (still far more modest than SMAC), as long as the final push isn't pointlessly inflated.
In all of history if all you could do is sit behind walls the aggressor would just starve you to death (and maybe hurl rocks at your castle). It doesn't make sense to put an army - a whole army - into a city and expect things to be alright either. So where's your complaint that in Civ 4 your city wouldn't starve if an army is around and eventually swap ownership without the Army having to take it by force?
Truth is simple: It's a video game. It doesn't try to 100% accurately portrait battles, it tries to have fun mechanics mixed with immersion.
Either way, from a mechanical point of view defending cities works just fine.
I wonder why Firaxis would do this? If the goal was to slow down the game this is the worst possible way to do so, no?
Pretty sure it's to slow down the victory yes and yes it's dumb. But I'd say it's mostly reflective of how poor the design of these victories are to begin with.
I wonder why Firaxis would do this? If the goal was to slow down the game this is the worst possible way to do so, no?
In some ways I don't mind the insane acceleration (still far more modest than SMAC), as long as the final push isn't pointlessly inflated.
They're mostly science victory re-skins. If the AI didn't game-throw they'd be less boring. From a design standpoint though I think it's a good thing to have to balance a non-military victory with nevertheless avoiding getting smashed in the face while making the final run. Too bad all that entails right now is "end turn".