Lucius_
King
- Joined
- Dec 3, 2012
- Messages
- 806
Ah, that makes sense.
In comparison to Civ VI, I wouldn't call the social policy trees tech trees.
Ah, that makes sense.
To be honest, I don't think there will be a civilization game ever that will surpass Civ 4.I can't see Civ6 surpassing Civ4.
To be honest, I don't think there will be a civilization game ever that will surpass Civ 4.
Some games are just so good that they'll stay the benchmark forever. Another example is Simcity 4. Cities Skylines is better looking, being 3D and all, but the city simulation of SC4 is undisputed the best.
Although it's good to have a benchmark to compare other games, it's not a good idea to expect some games to be bettered, ever. It'll only end in disappointment.
Civ 4 combat system was awefull it wasnt fun at all. It was olso totally random you could have total random outcomes i allways remember themeinteam ranting are you kidding me game ? on his lets plays and he is right game sometimes make you fail even if you have high odds.
To each their own, I found the strategic depth of IV's system to be a better fit for the game than the tactical wargame that V utilizes. At least the AI can utilize the former in a manner that somewhat resembles competence.
Not to say V's system doesn't have its merits. I do prefer V's mostly-consistent damage-to-HP system over IV's winner-take-all %-based death match. With that said, Powell Doctrine: bring overwhelming force to compensate for unexpected problems. Expect the RNG to screw you, bring more than you need. At least with unit stacking it's not such a pain in the rear to move a huge army where you need it.
The problem i have with city states in civ 5 THAT THEY TAKE SO MUCH ROOM. 16 city states on standard map thats whay to much..
its olso wonders me that city states minor countries have the same voting power then major powers
In most civ 5 standard maps you will be surounded by city states as result you can only settle 4 cities and conquer neigbour for more.. i allways reduce them to 8 in a standard map thats makes the game more balanced because you have more settling space.
However diplomatic victory isnt fun anymore you need less city states.. My change is that they change the city states amount to the same as civilizations on a map and give city state less voting power example ony one delegate. And a major civ 2 or more..
So you need other civs to vote you. Make it more like civ 4 where you need to have verry good relations with a civ so they vote for you. And make population, land count for voting. Huge nations have more voting power.
I agree on the seperate tech trees. They should make civis available to technologies as a result you have a bigger tech tree and more options they wanted to make sure that players didnt falllow the same tech path each game on higher difficulties well this is the solution because you have more options open for you in tech tee should i research this tech it allows me a new goverment or should i go for militaristic units.. and so on. Both can be good choises depending on situation.
I agree. Civ4 had not contrivances whatsoever. Everything Civ4 did was the right way to do it, and we know it for a fact because that's the way Civ4 did it.
I really didn't like the concept of city states. I much prefer the idea that everyone starts off equally, and if given the chance, could develop into a great civilization. Civ4 had city states if you just fill the map with lots of civs, some would necessarily stay small and you could deal with them how you wanted to, albeit without the gamey bonuses.
I didn't like having two tech trees. A civilization knows what it knows, and everything you know is dependent on everything else. You can't have Rock n' Roll without electricity, you can't have organized religion without a writing system, etc. It makes sense to have a winding, diverse path, but splitting the tree in two pretends that culture can advance without science, and vice versa.
With both of these contrivances in place, I can't see Civ6 surpassing Civ4.
While two tech trees make more sense, if only some of the features depend on something else. You're right, rock and roll has to require electricity tech, and so on.
I agree with that. Not to go down this hole again; my issue isn't so much as people talking about the issues with five, as it is people talking of IV as if it has no problems whatsoever and is the most perfect thing of any possible things. There shouldn't be picking apart of minute details of one release, while overlooking/accepting equally serious problems with another.
Everything Civ4 did was the right way to do it, and we know it for a fact because that's the way Civ4 did it.
Sorry, no. Civ 4 had artillery as disposable shock troops- first to the fight, and almost always needing replaced after as they weren't ranged units.
Having to use actual cannons as cannon fodder was just so immersion breaking and bad for gameplay that I've never looked back to Civ 4
This deep, complex and flawless argument runs every engine in the decadency car of the people against progress club.
The unstacking of cities in Civ VI is another very bad decision - these things completely ruin the scale for me.
Be careful next time
You can disable city states, not that I have proof, but I'm sure it will be possible. So set them to 0 and increase the amount of civs on the map.
I think you miss the point. Cephalo, and I agree with him wholeheartedly, prefers "the idea that everyone starts off equally, and if given the chance, could develop into a great civilization". City states convey the idea that some people are inherently inferior and can't ever rech greatness. A bit like barbarians, but worse, as in Civ IV, barbs could have destroyed eveyr other civ and "won". The philosophy behind city states is something I just can't stand personally. In addition, they are gamey, but that's rather secondary.City States are great, gameplay-wise. They make smaller empires into something that you actually want to interact with, that can help you move forward instead of just being the loser Civs that really have no influence on the world. But I do agree that the downside of that is a relatively stale map. But then again, the focus is clearly on the big players,
The policy tree in V is also something I hated too. It was static, you were forced into a path where revolutions would never happen. I like the cards system in VI. I am neutral with it being tied to culture rather than tech. I think it complexifies things for the sake of change only but am not set for or against.Your argument against two tech trees seems to be "I don't like this!" when we cut away the nonsense. Most people here seem to disagree.
That's off topic. cephalo is sad you can't have many small civs. He didn't mention huge sprawling empires.Overall it's clear that the "I want only one thing from this game: To be able to build huge sprawling empires and to have tons of Civs doing the same!"-faction will not be pleased with Civ VI.
The problem i have with city states in civ 5 THAT THEY TAKE SO MUCH ROOM. 16 city states on standard map thats whay to much..
its olso wonders me that city states minor countries have the same voting power then major powers
In most civ 5 standard maps you will be surounded by city states as result you can only settle 4 cities and conquer neigbour for more.. i allways reduce them to 8 in a standard map thats makes the game more balanced because you have more settling space.
However diplomatic victory isnt fun anymore you need less city states.. My change is that they change the city states amount to the same as civilizations on a map and give city state less voting power example ony one delegate. And a major civ 2 or more..
So you need other civs to vote you. Make it more like civ 4 where you need to have verry good relations with a civ so they vote for you. And make population, land count for voting. Huge nations have more voting power.
I agree on the seperate tech trees. They should make civis available to technologies as a result you have a bigger tech tree and more options they wanted to make sure that players didnt falllow the same tech path each game on higher difficulties well this is the solution because you have more options open for you in tech tee should i research this tech it allows me a new goverment or should i go for militaristic units.. and so on. Both can be good choises depending on situation.
Civ V had two tech trees?
Be careful next time
It is interesting though that if you gut most pro-civ4 arguments, only this remains. I hated 5 at start, it was really barebone, but comparing to BtS and BNW, well...
The only thing I hated in both 4 and 5 is the impact of starting locations and first few huts and ruins. Both could easily make or break the game. Railroad net was butt ugly in 4, random events were also quite annoying, combat was horrible, and the whole game was a tech race cookie cutter fest. That's the negative extreme. 5 had unimaginable map clutter during peace, it would have been better to have more resource capitalization buildings such as the mint or the circus, and AI motivation was very obscure most of the time. I only had issues with militaristic states, being useless, but they could be captured after all.
There is nothing I want to see gone from 5. I'd prefer a more steep exponential rise in upkeep cost for units to avoid said clutter fest. More and more unique features per civ is the best addition, to give each of games a unique feeling.