So just like Civ IV then. Slingshot or double sling shot up the tech chart grabbing bureaucracy and setting up one giant science city. Or Build three culture cities and slider up your culture buying key buildings and wonders.
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The point is though, you need a lot more "tricks" to optimise Civ 4 and it took a long time for people to figure them out. A game of this type depends on challenging the player to "solve" it to keep them interested. And even if expansions made Civ 4 better, it had enough in it to keep people interested till they came out. Even after years of play you can still realise something new in the emergent complexity of the game.
Civ 5 was pretty much "solved" by most vets on the day they started playing it. There's nothing appealing about playing it till the next expansion, because there's nothing left to discover. With so few dynamics and variables, it has much less emergent complexity to keep the game fresh.
If I wanted lightweight entertainment I'd play an FPS or RPG. I play Civ for intellectual entertainment.
Go... Go do a Masters degree or a PhD or something. There's better ways to get intellectual stimulation.
Civ5 is not "solved". Everyone always thinks the game is solved until some random person figures something out, at which point everyone thinks the game is then solved again. The same stupidity happened in Civ4. Expect next week for some random forum-goer to try something that makes the masses all switch strategies for the day, and the day after for them to pretend like it was there all along and is the main way of doing things.
Secondly, what does this have to do with being dumbed down, not complex, or any of the other BS words that people are using when they can't properly voice their complaints?
The form of complexity I use to judge a game doesn't have to do with any of its parts or lack there of, like city states or espionage. It's how much thinking I have to do in a given game. I don't know how much of Civ4 or Civ5 I've truly solved, but there's a lot more turn-to-turn thinking in Civ5. There's a lot more to keep track of in wars, in city expansion, in city planning, and diplomacy. Yes, there's a bunch of really stupid stuff, like puppets and maritime city states, or the AI being bad at war (yet still 20x better than Civ4's war AI). But these things are fixable. The game has a very very solid base of which to build on.
I don't recall CIV ever having one "do this to win" strategy. In fact, there was (and is) quite a bit of debate over several aspects of the best way to play CIV. There was never the kind of mentality that you are suggesting in CIV.
Numbers mean we can analyse things, without numbers, there's very little to analyse... things become much less solid and you remove one of the most endearing features of the Civilization series: the micromanagement maniac's paradise.
I don't recall CIV ever having one "do this to win" strategy.
No it wasn't. It took the mechanics in Civ 3 and added more. The main important thing that was taken out was ranged bombardment, but everything that was added more than made up for it. Mechanics being improved is perfectly fine, which is what Civ 4 did to Civ 3 mechanics. Mechanics being completely removed, without adding compensating mechanics to retain the complexity is bad. The pattern of increasing complexity continued with every release and expansion all the way from Civ 1. The game was slowly becoming less abstract and more connected to reality, although it had a long long way to go. Every version felt more "epic" than the last.
Strategy in Civ IV: build a stack of doom.
You haven't played enough Civ 4 then ;-).
Six cities-->Liberalism --> Cavalry (if good tech) or cannons (if bad tech) --> win. Read the Civ 4 S&T forum and notice that 80% of all BTS Deity wins follow this script.
People can win on Civ4 immortal in ~2 hours with automated workers and terrible micro, so alot of that micromanagement isn't even needed.
Strategy in Civ IV: build a stack of doom.
Long time lurker, and I finally signed up just so I could vote here. And my vote goes to "Yes". Never before in a civ game have I spent as much time simply clicking "Next turn" without doing anything else on that turn. I really have a hard time comparing this game to base Civ IV, because I am so used to playing BTS. It should be an improvement on that, and imo, it is not. And it isn't even close. In fact, I'd say vanilla Civ IV was a deeper experience in terms of micromanagement and diplomacy. I'm hoping this game can be fixed with patches and expansions, but I'm not even sure it will ever be able to reach the levels of BTS. The base game just seems too simple. We'll have to see... but it is pretty disappointing that I'm going to have to wait a long period of time to even possibly get the enjoyment out of this game that I experienced from the last version of Civ IV.
S. Witty:
A straight up numbers comparison like that has so many things wrong with it that it boggles the mind that you'd even consider such an argument.
Bombardment was a way to counter a SoD.
Long time lurker, and I finally signed up just so I could vote here. And my vote goes to "Yes". Never before in a civ game have I spent as much time simply clicking "Next turn" without doing anything else on that turn. I really have a hard time comparing this game to base Civ IV, because I am so used to playing BTS. It should be an improvement on that, and imo, it is not. And it isn't even close. In fact, I'd say vanilla Civ IV was a deeper experience in terms of micromanagement and diplomacy. I'm hoping this game can be fixed with patches and expansions, but I'm not even sure it will ever be able to reach the levels of BTS. The base game just seems too simple. We'll have to see... but it is pretty disappointing that I'm going to have to wait a long period of time to even possibly get the enjoyment out of this game that I experienced from the last version of Civ IV.
Bombardment was a crutch. It was a fix developed to counter the SoD because all strategies ended up devolving into the SoD.
Then it should be easy for you to come up with a counter argument.
*Sigh*
Okay...
The complexity (or lack thereof) in CiV has nothing to do with the number of units/buildings/tech/wonders etc to be found in the game. It is in what you can do with those units/buildings/tech/wonders that adds (or detracts) from the complexity of the game.
In short it is options, not number of objects, that dictates complexity. In case you're not following, if there are 500 units of which 250 are type A and 250 are type B, the complexity is the same as if there were only 2 units, of which 1 is type A and 1 is type B.
So, a straight up numbers comparison is useless.
There are fewer options, fewer opportunity costs and a worse AI in CiV than in CIV. Therefore its less complex.