I read this thread from the beginning and I am having the same kind of frustration with CivIV BTS. What really is pushing me to the point of thinking it's an unbalanced game is something that I see just about every game... I can use a lot of resources building a big stack of units to attack a city and often the whole stack, despite promotions, gets whiped out by one or two defenders. It just seems strange that I turn up with a stack of gun toting soldiers and they all get whiped out by one unkillable guy with a bow. So, I think about it and say to myself... Well, maybe if I defend a city instead with the same kind of units, I'll get good results too... But, no... I have a big stack of upgraded defenders in my city and get whiped out by some strangely unkillable attacker. So, can't attack and can't defend, not all but most of the time. This means the game is almost unplayable and just too frustrating to spend hours trying to get better at it. Warlord by the way.
The other thing... It's hard to understand the game in terms of what you should build and how it affects your chances. People say 'build cottages' but why? Where's the feedback in the game to show you the results of building cottages? I build lots of cottages by the way but don't often win. I've seen other games that have a kind of running account of your economy, poduction capacity, resource consumption and so on so that you can see directly what works and doesn't. A lot of the time it's just blind 'build this, build that or adopt this civ or that civ without really knowing why and certainly not seeing the actual results of that change. Sure, I understand about building certain buildings to improve happiness, culture or whatever but the game's interface is vague on detail that could help players improve through better feedback.
On default settings, playing Warload, 4 our 5 games are basically unwinable as far as I can see - the other guys crowd your borders and being aggressive won't work because you can't beat them back well enough without getting sucked into a long, drawn out war that kills your chances of winning anway. You can't sit back either because you won't have enough cities to compete and you'll be so small you'll get eaten in due course. Maybe, 1 in 5 times the starting position is favourable enough to allow me to get enough Settlers out there to develop a half decent economy. Out of those 1 in 5 reasonable starting positions, I might be lucky not to get my well defended cities overrun by some 'supermen' attackers. It's just a lot of wasted time for the most part because it's not clear what I could have done differently.
A good game in my view is game that has the information/feedback given to you in the game so you can improve. I just don't see enough information and, if it is a level playing field with the AI, I can't begin to understand why it is that I get whiped out most of the time if I attack or defend with largish stacks of promoted units. How on Earth can 20ish city attack promoted Riflemen get zapped by a couple of bowmen? It's quite ridiculous On the other hand, it would seem impossible to make enough units to properly attack/defend because you're economy would be whiped out long before there were sufficient units. Yet, strangly, the AI achieves it???? Not only does the AI achive one side of it (lots of units OR well developed culture and economy), it often achieves it in several ways. Even that would be ok if I could see how the AI did that but I can't because... not enough information.
Going to bed.
Zarty
The other thing... It's hard to understand the game in terms of what you should build and how it affects your chances. People say 'build cottages' but why? Where's the feedback in the game to show you the results of building cottages? I build lots of cottages by the way but don't often win. I've seen other games that have a kind of running account of your economy, poduction capacity, resource consumption and so on so that you can see directly what works and doesn't. A lot of the time it's just blind 'build this, build that or adopt this civ or that civ without really knowing why and certainly not seeing the actual results of that change. Sure, I understand about building certain buildings to improve happiness, culture or whatever but the game's interface is vague on detail that could help players improve through better feedback.
On default settings, playing Warload, 4 our 5 games are basically unwinable as far as I can see - the other guys crowd your borders and being aggressive won't work because you can't beat them back well enough without getting sucked into a long, drawn out war that kills your chances of winning anway. You can't sit back either because you won't have enough cities to compete and you'll be so small you'll get eaten in due course. Maybe, 1 in 5 times the starting position is favourable enough to allow me to get enough Settlers out there to develop a half decent economy. Out of those 1 in 5 reasonable starting positions, I might be lucky not to get my well defended cities overrun by some 'supermen' attackers. It's just a lot of wasted time for the most part because it's not clear what I could have done differently.
A good game in my view is game that has the information/feedback given to you in the game so you can improve. I just don't see enough information and, if it is a level playing field with the AI, I can't begin to understand why it is that I get whiped out most of the time if I attack or defend with largish stacks of promoted units. How on Earth can 20ish city attack promoted Riflemen get zapped by a couple of bowmen? It's quite ridiculous On the other hand, it would seem impossible to make enough units to properly attack/defend because you're economy would be whiped out long before there were sufficient units. Yet, strangly, the AI achieves it???? Not only does the AI achive one side of it (lots of units OR well developed culture and economy), it often achieves it in several ways. Even that would be ok if I could see how the AI did that but I can't because... not enough information.
Going to bed.
Zarty