...is now powerful! And I love it! I was wondering if anyone else noticed this.
From the moment I picked up Civ V, the combat stuck out to me. Not because of the obvious change to hexes, or the ranged combat, or even the one-unit-per-tile idea. What stuck out to me was that things that I did horribly with in previous Civ games, now are amazing!
The biggest example of this: Navy. In Civ 4, to me, naval units always seemed like they were playing their own game. They couldn't capture cities, they couldn't attack land units, and until late in the game, they couldn't bombard anything, and even then, it was just a way to lower the city's defense stat (and not a particularly good one most of the time). Now, even the first ship in the game is a barbarian-destroying, army flanking, city bombing machine. Naval dominance seems to actually have a point now, and a team of four ships on the shores of a major war seems just as, if not more effective than a team of archers or an artilary unit. Mix the two together and the resulting carnage is quite delicious!
There are some other examples, too. With the massive bonuses granted by exploration, rushing out a scout seems to have replaced the idea of rushing out a worker for chop-rushing in most of my games (I was extremely happy to find chop rushing isn't that great now, but still useful on occasion). Air units and anti-air units also seem to be much more useful, in addition to the whole concept of modern combat being more interesting than "who can make the biggest stack of tanks". Forts and great general citadels also seem to have more use now, thanks to greater terrain "bottlenecking" and the need to protect individual long-range units.
These ideas extend to more than units, as well. Golden ages, for example, are much more than little "bonus" rounds. I actually managed to play Rome with the objective of spending as much time in golden ages as possible, and it worked great! Culture, of course, plays some awesome new roles, and I love how the victory elements tie in with each other (i.e., culture can support a conquest, diplomacy can support culture, science can support... everything). And, of course, the most powerful thing of all: money. Of course income was always useful in all Civ games, but now without sliders to determine everything, cold hard cash can make some game-changing bonuses, buildings in places that would take ages to put there other wise, and armies out of thin air.
The bottom line is that Civ V seems to be going for a much more balanced approach where "wrong" choices are less likely. To anyone having trouble getting a grasp on the new way things work, my advice would be to experiment! Doing things that I wouldn't normally do has created some surprising and entertaining results.![king :king: :king:](/images/smilies/icon22_2.gif)
From the moment I picked up Civ V, the combat stuck out to me. Not because of the obvious change to hexes, or the ranged combat, or even the one-unit-per-tile idea. What stuck out to me was that things that I did horribly with in previous Civ games, now are amazing!
The biggest example of this: Navy. In Civ 4, to me, naval units always seemed like they were playing their own game. They couldn't capture cities, they couldn't attack land units, and until late in the game, they couldn't bombard anything, and even then, it was just a way to lower the city's defense stat (and not a particularly good one most of the time). Now, even the first ship in the game is a barbarian-destroying, army flanking, city bombing machine. Naval dominance seems to actually have a point now, and a team of four ships on the shores of a major war seems just as, if not more effective than a team of archers or an artilary unit. Mix the two together and the resulting carnage is quite delicious!
There are some other examples, too. With the massive bonuses granted by exploration, rushing out a scout seems to have replaced the idea of rushing out a worker for chop-rushing in most of my games (I was extremely happy to find chop rushing isn't that great now, but still useful on occasion). Air units and anti-air units also seem to be much more useful, in addition to the whole concept of modern combat being more interesting than "who can make the biggest stack of tanks". Forts and great general citadels also seem to have more use now, thanks to greater terrain "bottlenecking" and the need to protect individual long-range units.
These ideas extend to more than units, as well. Golden ages, for example, are much more than little "bonus" rounds. I actually managed to play Rome with the objective of spending as much time in golden ages as possible, and it worked great! Culture, of course, plays some awesome new roles, and I love how the victory elements tie in with each other (i.e., culture can support a conquest, diplomacy can support culture, science can support... everything). And, of course, the most powerful thing of all: money. Of course income was always useful in all Civ games, but now without sliders to determine everything, cold hard cash can make some game-changing bonuses, buildings in places that would take ages to put there other wise, and armies out of thin air.
The bottom line is that Civ V seems to be going for a much more balanced approach where "wrong" choices are less likely. To anyone having trouble getting a grasp on the new way things work, my advice would be to experiment! Doing things that I wouldn't normally do has created some surprising and entertaining results.
![king :king: :king:](/images/smilies/icon22_2.gif)