sw99
Random Entity
I'll start by saying that I've sunk around 20 hours into this in the last 3 days, I've had a lot of fun and it's reminded me how much I enjoyed playing this when it originally came out. However, each new game I've started has me noticing more and more things that are either completely left out of this remake, or just shoddily done. They are so numerous that they far outweigh the new elements that have been brought in.
First, a list of things that are missing from the remake of a 15 year old game:
1. Cannons firing at enemy ships outside the city if you have a fort/fortress. With the sheer amount of troops the WOI throws at you, and how much more numerous/better their ships are than your own this would be a great help. I can only assume they didn't want to spend the extra few hours coding it in since civ4 doesn't really have it.
2. Foreign powers intervening on your behalf if you can generate enough liberty bells after declaring independance. This was a great mechanic for flavor reasons in the original, added an element of tension/suspense and would be welcome if the REF troop amounts don't get scaled down.
3. Troops turning into continental troops when you declare independance, again for flavour reasons. Why leave it out?
4. Flavor text/Events such as "you have discovered the pacific ocean" "fountain of youth" or the cities of gold. I'm very puzzled about this one, since events were just added to civ 4
5. Wars in europe = War with "New xxxx" Again, for historical flavor and also to mix up the gameplay a bit. The next point may explain why this is gone though..
6. Competent AI military/Aggresion. Ok, I've not checked aggressive AI yet as i'm still learning the intricacies but I've been declared on once by an ai (spain, whilst he was losing colonies to natives, he brought no troops against me) and a reasonable amount by the natives (i treat them well until near the end of the game). In the original game I remember having to keep a comparable military to the ai or they could and would bring a couple of galleons full! I don't remember ever seeing 2 ai's in the same game lose all their cities to natives , i've seen that twice in the remake so far. Early days though, I need to play more and move up in difficulty to see the full picture (still playing on the default level, i forget the name, 3rd difficulty from the left anyway)
7. Bigger maps. Why is a "Huge" map in Civ4 COL only about as big as a small/medium map in Civ4? I understand that there are only 4 main players but at least give us accurate names for the map sizes, I never would've even tried huge if the other maps weren't so small. The huge new world scenario map is bigger than the generator will do, so the engine is definately capable. Give us bigger maps! All the exploring is done after 30 years if you're focused.
So all those things, missing and not seemingly that hard to code in and I can't even think of any reasons why they'd be ommitted other than "effort".
I've seperated my list of possible bugs/easily fixable design flaws. They are as follows:
Logically, before you declare independance, when you're about 30% rebel perhaps, you're going to start building up the army... well, i've been doing so anyway. I had 3 statesmen in all my cities and newspapers too, but over the next 50 turns my overall rebel sentiment never went up, despite all my cities having 50% rebel sentiment or near. Why? Because the 20-30 extra troops i've recruited are counting as tories!! Wonderful, not only am I outnumbered 4 to 1, but i'm actually not going to make it to declare independence before time runs out... bug or design choice, it's counter intuitive and just plain annoying.
Units with less than full movement can't do anything in cities. Very annoying, with the small lag you get between each action (yay 3d) just having to press space to end his turn for another turn is annoying. More annoying is that at first you eagerly go straight into the city to give him a job... then you realise you CAN'T. So the extra chore is to squint at the tiny white/yellow/red bulb on the equally tiny unit icon. It's just bad playability/usability.
The interface has grown on me a bit, feels somewhat oldeworldy, but why do all the unit buttons/city production buttons have to be so tiny? I can't make anything out with having to sweep my cursor over and wait for the popup text. This is bad UI design 101!!
Flawed map scripts. Go ahead and roll a few starts, then look at worldbuilder. Count how many sugar resource tiles there are, then count the marsh tiles that produce sugar. Now count tobacco... the other resources are somewhat balanced in distribution but 90% of my games have only 1 sugar resource tile and very little sugar bearing terrain. Contrast that to tobacco and it's just silly.
The Carribbean map script is very good at making a close copy of the real thing, but I was expecting more of a variable archipelago, if i want the carribbean there's a scenario map..
The included scenario of the real new world doesn't have accurate start locations for the indians, this seems like such a simple bugfix/obvious preference that along with all the other flavor ommissions it just makes me assume noone making this game cared.
Likewise with the terrain graphics. The different terrain types aren't as easily distinguished as the originals and the overall feel/lighting? seems to put me in mind of an overcast day. Could it be brighter near the equator? Make the waters around the carribbean more tropical too, sea isn't grey everywhere. I don't remember seeing much desert/cacti either..
The mechanics of bells/ref, kings attitude/demands and education costs are being debated ad nauseum so i'll spare those though they're more evidence of flavor being lost imo.
So there's a lot they can fix if they want to, but right now i'm thinking the original hasn't been beaten. The inability of the ai new worlders to pose a military threat alone is enough for that, and sadly its probably the least likely to get the programmers attention it deserves, short of just giving them free units (i'd actually be ok with that... i think)
Rant over...
First, a list of things that are missing from the remake of a 15 year old game:
1. Cannons firing at enemy ships outside the city if you have a fort/fortress. With the sheer amount of troops the WOI throws at you, and how much more numerous/better their ships are than your own this would be a great help. I can only assume they didn't want to spend the extra few hours coding it in since civ4 doesn't really have it.
2. Foreign powers intervening on your behalf if you can generate enough liberty bells after declaring independance. This was a great mechanic for flavor reasons in the original, added an element of tension/suspense and would be welcome if the REF troop amounts don't get scaled down.
3. Troops turning into continental troops when you declare independance, again for flavour reasons. Why leave it out?
4. Flavor text/Events such as "you have discovered the pacific ocean" "fountain of youth" or the cities of gold. I'm very puzzled about this one, since events were just added to civ 4
5. Wars in europe = War with "New xxxx" Again, for historical flavor and also to mix up the gameplay a bit. The next point may explain why this is gone though..
6. Competent AI military/Aggresion. Ok, I've not checked aggressive AI yet as i'm still learning the intricacies but I've been declared on once by an ai (spain, whilst he was losing colonies to natives, he brought no troops against me) and a reasonable amount by the natives (i treat them well until near the end of the game). In the original game I remember having to keep a comparable military to the ai or they could and would bring a couple of galleons full! I don't remember ever seeing 2 ai's in the same game lose all their cities to natives , i've seen that twice in the remake so far. Early days though, I need to play more and move up in difficulty to see the full picture (still playing on the default level, i forget the name, 3rd difficulty from the left anyway)
7. Bigger maps. Why is a "Huge" map in Civ4 COL only about as big as a small/medium map in Civ4? I understand that there are only 4 main players but at least give us accurate names for the map sizes, I never would've even tried huge if the other maps weren't so small. The huge new world scenario map is bigger than the generator will do, so the engine is definately capable. Give us bigger maps! All the exploring is done after 30 years if you're focused.
So all those things, missing and not seemingly that hard to code in and I can't even think of any reasons why they'd be ommitted other than "effort".
I've seperated my list of possible bugs/easily fixable design flaws. They are as follows:
Logically, before you declare independance, when you're about 30% rebel perhaps, you're going to start building up the army... well, i've been doing so anyway. I had 3 statesmen in all my cities and newspapers too, but over the next 50 turns my overall rebel sentiment never went up, despite all my cities having 50% rebel sentiment or near. Why? Because the 20-30 extra troops i've recruited are counting as tories!! Wonderful, not only am I outnumbered 4 to 1, but i'm actually not going to make it to declare independence before time runs out... bug or design choice, it's counter intuitive and just plain annoying.
Units with less than full movement can't do anything in cities. Very annoying, with the small lag you get between each action (yay 3d) just having to press space to end his turn for another turn is annoying. More annoying is that at first you eagerly go straight into the city to give him a job... then you realise you CAN'T. So the extra chore is to squint at the tiny white/yellow/red bulb on the equally tiny unit icon. It's just bad playability/usability.
The interface has grown on me a bit, feels somewhat oldeworldy, but why do all the unit buttons/city production buttons have to be so tiny? I can't make anything out with having to sweep my cursor over and wait for the popup text. This is bad UI design 101!!
Flawed map scripts. Go ahead and roll a few starts, then look at worldbuilder. Count how many sugar resource tiles there are, then count the marsh tiles that produce sugar. Now count tobacco... the other resources are somewhat balanced in distribution but 90% of my games have only 1 sugar resource tile and very little sugar bearing terrain. Contrast that to tobacco and it's just silly.
The Carribbean map script is very good at making a close copy of the real thing, but I was expecting more of a variable archipelago, if i want the carribbean there's a scenario map..
The included scenario of the real new world doesn't have accurate start locations for the indians, this seems like such a simple bugfix/obvious preference that along with all the other flavor ommissions it just makes me assume noone making this game cared.
Likewise with the terrain graphics. The different terrain types aren't as easily distinguished as the originals and the overall feel/lighting? seems to put me in mind of an overcast day. Could it be brighter near the equator? Make the waters around the carribbean more tropical too, sea isn't grey everywhere. I don't remember seeing much desert/cacti either..
The mechanics of bells/ref, kings attitude/demands and education costs are being debated ad nauseum so i'll spare those though they're more evidence of flavor being lost imo.
So there's a lot they can fix if they want to, but right now i'm thinking the original hasn't been beaten. The inability of the ai new worlders to pose a military threat alone is enough for that, and sadly its probably the least likely to get the programmers attention it deserves, short of just giving them free units (i'd actually be ok with that... i think)
Rant over...