-
units can survive more than one turn
That's not new in Civ5: What's about withdraw and artillery units? And it's linked to 1UPT.
- Locked workers is good
- Leader animations are pretty, but after a few games you won't care. Also they don't even have a smidge of personality compared to the SMACX ones. Native language doesn't help, since you don't have the subtitles, and they are all saying the same thing anyway. And the Civ4 ones are cuter. And think of all the money that went into making these leaders that could have gone in important parts of the game instead.
And,
I mostly miss whatever facial animations and expressions they have because I'm reading.
too.
- Turns may be faster than in most recent 4X games, but are ridiculously slower compared to SMACX.
- Ranged attack is in modded Civ4 and vanilla SMAC.
- Road maintenance is interesting but too expensive as done currently. I prefer the "better roads cost gold to build" system of A New Dawn.
- Land improvements from great people is a nice addition.
- Hexes are great. It makes for a more tactical combat by
reducing the number of directions (from 8 to 6), makes the game prettier, and also avoids the weirdness that units moving diagonally get 1.44 times faster. (Mechanized Assault and Exploration countered this by making diagonal moves cost 1.5 movement points. It also has 1UPT btw, and it works well because the number of tiles is way bigger.)
- I didn't really find the music that special. Civ4 has outstanding intro screen music.
- Graphics are better (but the increased poly count makes the game that much harder to mod...). The minimap looks very nice. The whole game has a very "polished" feel.
- Multicore support is really nice, but that's a mandatory one for current games.
- Sorry, I found that the intro movie was less engaging than the Civ4 one.
- 1UPT doesn't work with a Civ-type game (at least while the city takes a whole tile by itself).
I'm still pretty convinced that you just can't scale a PG Tactical map onto a Civ Strategic map so I have doubts this will ever work... I'd love to be proven wrong, as a I do prefer a more 'chess'-based system of warfare than I do SoDs, but I'm just not seeing how it's ever going to work.
- I might have found shipping the spaceship parts to the capital interesting if I didn't get bored with the game way before that era...
- Natural wonders are great. I wonder why they didn't keep them - they were in SMAC.
- Why people are still buying games before trying them, I have no idea...
- Sadly the AI was always awful at tactical combat. Maybe they should do two different Civ games : one far simpler and for singleplayer (if it's even possible to make a Civ-style game with a competent tactical combat AI with the current state of computer power and AI research progress...), and one with far greater complexity for multiplayer.
- Yup, incremental policies are nice at first, as well as the tech tree aspect of them, but then you come to regret the flexibility you had before. For instance, if you took the wrong policy before, you were just a little bit penalized due to revolts or cost to revert. Now you're screwed.
Maybe we could have both SMACX and Civ5 style systems together?
- In Civ4 you don't always have to run the research slider as high as you can. For instance you might need espionage points ASAP. Or if you need the culture to get a specific resource or to reach a threshold when your city expands to the 3rd or 4th radius like it's done in some mods. Or if you actually had a civic that would allow you to rush-buy things with money for a reasonable cost...
- Same thing, there's so much more to culture than flipping cities...
- City states are nice. But meaningful diplomacy with emergent real civs would be IMHO better.
- In SMACX most buildings have maintenance costs. In modded Civ4 many buildings add a % to your city maintenance cost.
- National Wonders requiring you to have buildings in all your cities is nice as long it only applies to some of them, and others have the old "build X schools of scribes" model.
- Different civilizations might be more unique than in Civ4, but are less unique than in SMACX.
- You wouldn't dare bring a "stack of doom" against a competent player that would cripple your stack very quickly with artillery. Again, the AI is awful.
- Strategic resources are totally relevant in Civ4. I'd like you to play against a competent opponent if they have horses and iron, while you do not.
- Quantifiable resources would be great, but it might make the game too complex for most except the more die-hard players like me. Imagine having to manage quantity and depletion rate for every single resource. The quantity is important by the way with corporations. And there's a mod for depletion of overused resources.
- Wait, there's no #7 !
- Why Civ4 promotions are bad? I think many people complained about the insta-heal, because along with simultaneous double-moves it allows for some very nasty tactics in multiplayer.
- Embarkation is nice, though honestly I didn't have the opportunity to experiment it in a naval combat situation. Totally depending on the 1UPT system though.
- Research agreements are nice, but not allowing normal tech trades is not. You don't have to allow or exploit tech trades in Civ4 if you find it's broken.
- As long as you get one food resource near your start, IMHO spawn luck just makes for more variety in games.
I would put working with production out side cities.
- Yeah, bring back the mighty supply crawler! (Or not, since it became mandatory to have them, and the AI didn't knew how to use them...)
borders expanding by 1 plot
- Really nice, as the ability to buy plots, but you have the realistic culture spread mod for Civ4 that does something like that too.
- Yeah, IMHO connecting cities with better roads should improve trade (and production for civics that give a production bonus to trade)
- You know you can avoid the anarchy with a golden age?
- "Cities defend themselves" might be nice at first, but then you don't get the diversity of defenders you could have in a city anymore...
map generator (I just HATE the Civ4 maps)
- You know there's plenty of map generators available for Civ4?
- Worth of units : I always cringe when I lose a crusader...
- About happiness and gold : You might not feel it as much in Civ4, but the order in which you build and what luxury resources you manage to control are very important. Again, if you are playing against a competent player / on a hard enough difficulty level.
if you compare it to all versions of civ then we'll end up with too much positives in Civ5, since all versions had some weakness and if we accumulate these as compared to CIv5 it won't be too informative at the end.So let's stick to Civ4, since for most players this version is the most enjoyable one.
- I'm rather ending up with too much negatives against Civ5... and I still think SMACX is superior to even modded Civ4.
Civ5 requires a lot more RAM and Processor than Civ4
- Heavily modded Civ4 requires a lot more processor and ram than Civ5. It doesn't have multicore support. I had systematic crashes by renaissance on huge maps until I applied the /3GB switch. Even now, at that point the game still crashes every 20 min or so. To load some of the custom civilizations modpacks whole you would need 8Gb of RAM.
- At least Civ4 HAD wonder movies. I still watch them, even if they're not as good as SMACX ones. But Civ5 paintings? That's just cheap! You don't have the sense of having actually achieved anything significant anymore!
Didn't play much with big mods in Civ IV.
- You're missing a lot. I found vanilla BTS to be pretty uninteresting and feature lacking, but now, with A New Dawn, I'm enjoying myself. And there are so many more mods left to discover!
- Yeah, gunpowder units not having a range attack is pretty weird, though logical when you consider the evolution of units and tactical combat.
Combat bonuses for allied units on adjacent tiles
- Check the Surround and Destroy Civ4 module.
Combat bonuses in allied territory
- You have this HUGE movement bonus in allied territory in Civ4. Plus the higher regeneration rate.
Terrain divided into "open" and "rough" category for combat purposes
- How that's different from terrain combat bonuses in other games?
- I've not had problems with Civ4 automatically allocating spies. I find it quite clever about that, it almost always allocates the specialist I would have. The tile placement is not always good though...
Don't you guys have anything better to do than hang around a forum dedicated to a game you hate for so long?
- Umm, you know this is a forum for ALL the Civilization games? And this thread has been linked to at the front page.
- Finally, "chronic boredom" is sadly what I feel too after 3 Civ5 games...