Chukchi Husky
Lone Wolf
I've always found Civilization IV too hard. I don't think I've ever finished a game even on the lowest difficulty.
Why am I not surprised? You're obviously wrong and may god have mercy on your soul.Civ 5 wins for me.
Why am I not surprised? You're obviously wrong and may god have mercy on your soul.
Civ IV is clearly the best.
We x-posted. I said more about Civ 5. For me its mostly the 1UPT that was the dealbreaker. I'm not in love with the graphics either... everything looks too similar.Civ 5 has better culture/tech than Civ 4. If I want expansion/war, I go Civ 4.
Interesting. I don't suppose it also changes 1 UPT? If so I'd be interested in the name of it.
Yeah... I'm familiar with hard-coded limits in Civ. Oh well. I have plenty to keep me entertained between III, IV, and other (non-Civ) games.
Beyond Earth basically already works like that. There is the health system, but the "ideal" way to play is just to ignore it and the penalties that come with it in the early game (as the benefit of extra cities outweighs the penalties of negative health until you're at -40 or something like that). Later on, you will be swimming in positive health anyway.I downloaded that mod and now I can't stand playing Civ 5 without it. I just wish someone would make a similar mod for Beyond Earth. Or at least if someone has, I haven't seen it.
As for the 1upt thing, there are mods that remove it.
This one for example: https://steamcommunity.com/sharedfiles/filedetails/?id=1285970979
The real problem is that AIs won't make proper use of it.
The AI barely works in the first place. It depends on whether or not it's possible to rewrite the AI itself and if the modder is willing and able to do it, as shown by Vox Populi for Civ5. It's weird that I see it brought up more often outside of CFC (barring the community patch project forum). But then I was uncertain about mentioning it around these parts.Meh, the AI always seems to struggle with any mod that messes with core mechanics of the game. I remember in the heyday of Civ 3 modding it was generally accepted that trying to get the AI to properly use some of the more innovative ideas was an effort in futility and the question of "can the AI use this properly?" was a question that should be largely ignored. Otherwise mods would have remained extremely narrow in their scope.
That works fine for yield-based game mechanics as you can just increase some modifiers to make up for it. On the battlefield, that's a wholly different story, as stacked defensive units become basically invincible against any army. That's already a problem with 1upt, as armies will clog up and can be picked up one after the other, but when you have 5 times the fire power and the AI still attacks with a carpet of unstacked units that defensive power becomes rather comical.
I remember in IV when the nerfed siege units so they couldn't kill units. The devs couldn't even be bothered to change the AI programming to adjust for it.
A ship would show up at your shore for that dreaded navel invasion catching you with your pants down only to unload a stack of siege only next to your city with 0 possibility of ever taking your city. So if the devs themselves have those kind of issues, what chance would modders have?