RD-BH
Human
Macro choke-point?
... seems an odd phrase,
... perhaps the gap between galactic clusters qualifies.
... seems an odd phrase,
... perhaps the gap between galactic clusters qualifies.
Also I prefer the combat methods of 5 in the broader sense, creating a stack of units bigger than everyone else in 4 and just stomping all over the map was less fun to me. In 5 I actually use the terrain, look for choke points and such, especially when you have an army 3-4 times the size bearing down on you, the AI stupidity is moot on the higher difficulty's when they have enough bonuses to force you to rely on your human mind to survive.
Has anyone who disliked the performance or display of CiV tried the 2D strategic view? I know many who play entirely in that.
Damerell is 100% right. Take it from a physics major. FTL implies all sorts of mathematically impossible scenarios.
Out of curiousity, how fast can we get craft to go right now? The top speed for our space vessals is comparably pathetic to pretty much any sci-fi that leaves the solar system (some don't and are even laudable for using realistic travel times). I'm pretty sure we still couldn't hit the nearest star in a life time. Pretty sobering.
IThat's not to say that the laws of nature are incorrect. But I prefer the more modest approach to our own knowledge in saying that under today's circumstances and the evidence available to us, it seems likely that our ideas of laws of nature and universal constants are correct. Yet since there is so much that we don't know, we must always take into consideration that the possibility exists that we are wrong.
However if there were another method to cross long distances without having to physically move in such a way it would accomplish the same thing.
I would like an example of a macro choke-point IRL, because Thermopylae is not big enough to put on a map
It would still violate causality, so based on our present understanding it is just as impossible.
I don't know what you're talking about because IMHO Civ4 diplo is light years ahead of Civ III. Any diplo system where I could trade resources or GPT for gold or techs, then immediately cancel the trade, meaning that I effectively got that gold and/or tech for free is incredibly broken.
The key phrase is our present understanding.
Gogo "launch ship" ---> 2000 turns to victory!
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Playing the entire game using the 2D strategic view would make Civ feel far too much like a board game (even though that's essentially what it is) to me, but I definitely think it's a nice tool when you need the available information as it makes tile improvements/units/resources very easy to spot. Would love to have a similar view in IV.
I can't argue against your personal taste. But this quoted part is a common misconception and wrong on several layers. First, in an empire building game like Civ, it's already an achievement to create a big enough stack with up-to-date units which you are able to afford. And using it in a way that the price you pay for upkeep and the connected drop in research is worth it. "Just build a large stack".... Well go ahead, on the higher difficulties you will go bankrupt and fall behind in research if you don't do it right. Not to mention all your cities will be building units instead of useful buildings so you will fall behind even further. If you were able to consistently create larger and more advances stacks than the AI without any economical problems, your difficulty level wasn't high enough. From King on it's not at all easy. But if you do accomplish having a large army which your cities can afford due to clever management of your cities and other good strategic decisions, you should have the advantage in war. In Civ 5, on the other hand, your advange in war boils down to AI incompetence instead of strategic decisions.
Second, having the larger stack does not at all mean you will win a war. "Whoever has the bigger stack wins" is a common misconception often heard by Civ 5 players. Only a fool or inexperienced player would think like that and ignore the tactical level of combat. I learned the hard way many years ago when I sent two 50-unit stacks against Russia, and on my next turn both had completely vanished. In fact, I'd argue that Civ 4's combat tactics are a lot more demanding than Civ 5's. At least I think about stack composition, deployment of troops, how many stacks to move in, when to use collateral, when to bombard cities, how to best use terrain etc a great deal more than I ever had to think about moving my troops in Civ 5.
Third, you say the AI stupidity is moot on higher levels, but that isn't true. It's still the same stupid AI which does the same stupid things. Of course by having sheer numbers, it gets more time-consuming to mow through the enemy ranks. But unless you are new to the game you should have no problem fighting off even Diety AI's without much problem. Compare that to Civ 4, where even on Prince or King the AI can provide huge challenges by sending large armies to your lands. The AI in itself is nothing special either, but the combat system actually allows the AI to pose serious threats. Never in any Civ 5 game did I feel a fraction of the tension and danger I feel in every single Civ 4 game, when a large neighbouring Civ starts to dislike me, especially the warmongering ones.
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Playing the entire game using the 2D strategic view would make Civ feel far too much like a board game (even though that's essentially what it is) to me, but I definitely think it's a nice tool when you need the available information as it makes tile improvements/units/resources very easy to spot. Would love to have a similar view in IV.
That's just "science might be wrong" again.
Thank you, and yes its pretty subjective. There are those who PREFER it to feel like a boardgame.
I tended to play on Noble so maybe it was too easy.
No, that's just "Science might not know everthing there is to know yet" again. And I really don't get the massive problems you seem to have with that point of view...