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I do not like the design mindset the Civ series chose with Civ5, which Civ6 and Civ7 are only a continuation and iteration of. My main issue with Civ5 is that it recentered its design touchstone on hex based war games like Panzer General and the like, which turned it from a representation of the world that incorrectly has units moving on it like it's a battlefield into a representation of a battlefield that incorrectly has cities and nations on it like a world map.

The most direct way this expresses itself is the idea of "unstacking" which they first executed on with units in Civ5 and then expanded to cities in Civ6. I find that whole approach misguided - in my opinion it was never really a problem that units were "stacked", only that some rules of the combat system as implemented in Civ4 made unit stacks powerful under certain conditions (if you ever look at how multiplayer Civ4 is played it is not that people steamroll each other with huge stacks) but somehow it has taken for granted in the community that stacks are inherently bad, and that idea worked itself into the design staff unquestioned.

My main problem with this is that executing on the unstacking idea inherently makes the game world feel small. The number of tiles on the map has not increased, but now everything is crowded with city tiles and units to the point where you sometimes struggle where to put them. That's just not a vision of the world and of history that I find very appealing or compelling. It does not feel true as a representation of history.

I am not emotionally invested in stacking either, but it bothers me that "unstacking" is seen as an obvious improvement because "stacking" is unquestioningly taken for granted as an obvious problem. This leads to negative effects of unstacking such as small cramped worlds filled with "carpets of doom" not being addressed or even acknowledged because they are seen as the price you have to pay to "solve the problem" of stacking. We have maneuvered ourselves into such a strange discourse. Does anyone know that other video games exist that have solved this problem on the same scale?

And what is even more frustrating is that the commercial success of Civ5 (which in my view has little to do with its design and more with the name recognition and being the first Civ game to be released on Steam in an era where a Steam release was a guaranteed success) led to its design principles becoming the default for other 4X games, which is why you see unstacking in Humankind and Old World as well. It is frustrating that it's impossible to escape bad designs from a mainstream series when even its competitors ape it. I wish these games provided an actual alternative rather than being a copy with some variation. I don't mean to be unkind to Old World, which has some really good ideas in it, but it's just a waste that its starting point still was "what if Civ5 with X".

Maybe this is what you need to do in the 4X genre, which seems less and less like a genre now and more just one game: Civilization. The rest of the genre only seems to exist by virtue of being basically Civilization with some minor mechanical differences, or via a variation on the setting. No wonder the "genre" is shrinking and the audience it originally captured has moved away to grand strategy games e.g. of the Paradox variety. All that's left is an increasingly conservative old guard who just wants to play the same thing over again without any of the familiar conventions being questioned and overturned.

You can see that in some game design choices that have been made since Civ5 that mostly seem to be geared towards turning the game more into a Skinner box. There is a difference between the original meaning of "one more turn" that was all about having multiple interlocking, mutually supportive goals that you could advance on different time scales (I need to conquer the Aztecs but for that I need gunpowder but for that I need research and for that I to grow my cities but for that I need happiness but for that I need to capture that silver resource etc.) and just cramming more and more mechanics into the game that only seem to exist to give you something to do and a little reward every turn (e.g. eureka events and city state interactions and collecting works of art). When I am being rude to modern Civ and call it a Facebook game this is what I mean. Artificial induced engagement rather than organic engagement that comes from interacting with complex game system. It's unsurprising that people turn to Paradox games to deliver them the latter because Firaxis has given up on doing so.

I mean that, and some really baffling choices in graphic and UI design that make the game look flat and simplistic and actually like it could run in a browser window. It's a minor annoyance in the grand scheme of things but also so baffling considering that they have the resources to do better. Does anyone remember when someone figured out that all tech buttons for Civ5 were just downloaded images from the internet with minor touch ups? How.

I used to think that the 4X genre needs a revolutionary game from outside the Civ series to challenge a lot of its entrenched assumptions, but at this point I am not sure. I do not think you can make such a game and still be in the 4X genre because the genre IS the Civ series.
 
I'm not sure if this is the right place to post this, but my only issue with stacks in Civ IV is that the combats are still done between individual pairs of units. I don't even know if this is possible, but I think it would be excellent if two or more units standing on a tile could attack another tile simultaneously. As things currently stand, you attack enemy cities or armies one unit at a time. But I certainly agree with your main point that stacking isn't really an issue, and that the attempts to fix the "problem" have been unsatisfying. I think Civ 5 would have been better served by drawing some inspiration from the Paradox Grand Strategy games: supply limits. Just say that you can have a maximum of x units on a grassland tile, and (x*.2) units on a tundra tile. Now I'm not necessarily saying supply limits should be added. All I'm saying is that if stacks are actually an issue (which I don't necessarily think), supply limits would be a better fix than "one unit per tile".
 
beautifully put and a perfect representation for my own feelings towards 5 and 6 that i never could articulate quite as well without sounding like "old good, new bad"

never understood the hatred for unit stacking and i personally hate 1UPT. never got the love for hexagons and i really felt like 6 was more of a bonus stacking simulator than a strategy game. as soon as i saw 7 has more of the same designs that i never liked since 5, i quickly lost interest in it.
 
All that's left is an increasingly conservative old guard who just wants to play the same thing over again without any of the familiar conventions being questioned and overturned.
Hey, that's us! In all seriousness though, I think DoC has done a great job in taking what works about Civ IV and running with it to someplace entirely new. This modmod and others like it (mainly SoI for me) has kept a 20 year old game ever-fresh for an entire decade now.
I'm not sure if this is the right place to post this, but my only issue with stacks in Civ IV is that the combats are still done between individual pairs of units. I don't even know if this is possible, but I think it would be excellent if two or more units standing on a tile could attack another tile simultaneously. As things currently stand, you attack enemy cities or armies one unit at a time. But I certainly agree with your main point that stacking isn't really an issue, and that the attempts to fix the "problem" have been unsatisfying. I think Civ 5 would have been better served by drawing some inspiration from the Paradox Grand Strategy games: supply limits. Just say that you can have a maximum of x units on a grassland tile, and (x*.2) units on a tundra tile. Now I'm not necessarily saying supply limits should be added. All I'm saying is that if stacks are actually an issue (which I don't necessarily think), supply limits would be a better fix than "one unit per tile".
I remember there being modpacks back in the day that did exactly this. I think WolfRevolution was one of them? That mod in particular was a favorite of mine because it overhauled the naval tech tree into something far more accurate. I've been brainstorming a greatly simplified version of it that could be applied to DoC but I have no expectation it would ever be implemented, since the naval unit tree works as is (DoC at least filled the horrendous void in the first half of the steam age with something besides an ironclad gunboat).
 
Hey, that's us! In all seriousness though, I think DoC has done a great job in taking what works about Civ IV and running with it to someplace entirely new. This modmod and others like it (mainly SoI for me) has kept a 20 year old game ever-fresh for an entire decade now.
I don't even want to take credit for it because for the most part DoC also is an iterative project on top of RFC. But I am still astonished that RFC has shown a real novel and interesting way out of the stagnation in the 4X genre and ever since nobody has picked up on its ideas to use it for a commercial game.
 
I'm not sure if this is the right place to post this, but my only issue with stacks in Civ IV is that the combats are still done between individual pairs of units. I don't even know if this is possible, but I think it would be excellent if two or more units standing on a tile could attack another tile simultaneously. As things currently stand, you attack enemy cities or armies one unit at a time. But I certainly agree with your main point that stacking isn't really an issue, and that the attempts to fix the "problem" have been unsatisfying. I think Civ 5 would have been better served by drawing some inspiration from the Paradox Grand Strategy games: supply limits. Just say that you can have a maximum of x units on a grassland tile, and (x*.2) units on a tundra tile. Now I'm not necessarily saying supply limits should be added. All I'm saying is that if stacks are actually an issue (which I don't necessarily think), supply limits would be a better fix than "one unit per tile".
I recall a bug in the original RFC where stacks of more than 10 units can't move together and each unit has to be moved individually. That seemed to be an attempt to impose a cap on units per tile. Perhaps we could revisit that and, instead of preventing them from moving at all, we could reduce their strength to some extent if their amount goes beyond certain limits (but not too much to prevent lone units from single-handedly beating stacks). However, the AI in the original RFC was unable to handle the stack limit, and making the AI figure out what to do with this soft unit cap implementation might be troublesome.
 
Another huge thing civ V changed is that in the earlier series there is only one core non-food, non-producton yield, and the player controls the specialisation of a civ through their own choices, which I find is a simple and elegant representation of human activity in regards to creativity, trade, scientific research, etc. I don't have a problem with the inclusion of dedicated yields for certain concepts, but it is the way in the later civ games that these concepts are completely decoupled from one another and rarely interact, and I find it annoying that money is one of the primary yields (as opposed to secondary in civ iv) and pretty much anything can be bought in with money at any time, because to be honest I have no idea what that is supposed to represent conceptually throughout the majority of history
 
One indication of how franchise has declined is the decreased ability to produce realistic historical scenarios. I still remember Mongols! scenario from Civ2 made by the modder. Civ5 had an official Firaxis one as well and it was already meh, but still enjoyable. Civ6 saw reduction in numbers and quality of official scenarios. I will be surprised if we get anything with the release of Civ7 at all.
 
I really liked the Civ2 WW2 scenario. It did not play out very realistically but it was still fun to start right away into a game with so many cities and units, especially because in actual gameplay you'd rarely run into a competitive modern era war.
 
I recall a bug in the original RFC where stacks of more than 10 units can't move together and each unit has to be moved individually. That seemed to be an attempt to impose a cap on units per tile. Perhaps we could revisit that and, instead of preventing them from moving at all, we could reduce their strength to some extent if their amount goes beyond certain limits (but not too much to prevent lone units from single-handedly beating stacks). However, the AI in the original RFC was unable to handle the stack limit, and making the AI figure out what to do with this soft unit cap implementation might be troublesome.
Realism Invictus employs some sort of Logistics system that defines how many military units you can stack in a tile. Maybe we can employ a simpler version, as that one is further divided into Urban and Rural Logistics, iirc.
 
I do not like the design mindset the Civ series chose with Civ5, which Civ6 and Civ7 are only a continuation and iteration of. My main issue with Civ5 is that it recentered its design touchstone on hex based war games like Panzer General and the like, which turned it from a representation of the world that incorrectly has units moving on it like it's a battlefield into a representation of a battlefield that incorrectly has cities and nations on it like a world map.

The most direct way this expresses itself is the idea of "unstacking" which they first executed on with units in Civ5 and then expanded to cities in Civ6. I find that whole approach misguided - in my opinion it was never really a problem that units were "stacked", only that some rules of the combat system as implemented in Civ4 made unit stacks powerful under certain conditions (if you ever look at how multiplayer Civ4 is played it is not that people steamroll each other with huge stacks) but somehow it has taken for granted in the community that stacks are inherently bad, and that idea worked itself into the design staff unquestioned.

My main problem with this is that executing on the unstacking idea inherently makes the game world feel small. The number of tiles on the map has not increased, but now everything is crowded with city tiles and units to the point where you sometimes struggle where to put them. That's just not a vision of the world and of history that I find very appealing or compelling. It does not feel true as a representation of history.

I am not emotionally invested in stacking either, but it bothers me that "unstacking" is seen as an obvious improvement because "stacking" is unquestioningly taken for granted as an obvious problem. This leads to negative effects of unstacking such as small cramped worlds filled with "carpets of doom" not being addressed or even acknowledged because they are seen as the price you have to pay to "solve the problem" of stacking. We have maneuvered ourselves into such a strange discourse. Does anyone know that other video games exist that have solved this problem on the same scale?

And what is even more frustrating is that the commercial success of Civ5 (which in my view has little to do with its design and more with the name recognition and being the first Civ game to be released on Steam in an era where a Steam release was a guaranteed success) led to its design principles becoming the default for other 4X games, which is why you see unstacking in Humankind and Old World as well. It is frustrating that it's impossible to escape bad designs from a mainstream series when even its competitors ape it. I wish these games provided an actual alternative rather than being a copy with some variation. I don't mean to be unkind to Old World, which has some really good ideas in it, but it's just a waste that its starting point still was "what if Civ5 with X".

Maybe this is what you need to do in the 4X genre, which seems less and less like a genre now and more just one game: Civilization. The rest of the genre only seems to exist by virtue of being basically Civilization with some minor mechanical differences, or via a variation on the setting. No wonder the "genre" is shrinking and the audience it originally captured has moved away to grand strategy games e.g. of the Paradox variety. All that's left is an increasingly conservative old guard who just wants to play the same thing over again without any of the familiar conventions being questioned and overturned.

You can see that in some game design choices that have been made since Civ5 that mostly seem to be geared towards turning the game more into a Skinner box. There is a difference between the original meaning of "one more turn" that was all about having multiple interlocking, mutually supportive goals that you could advance on different time scales (I need to conquer the Aztecs but for that I need gunpowder but for that I need research and for that I to grow my cities but for that I need happiness but for that I need to capture that silver resource etc.) and just cramming more and more mechanics into the game that only seem to exist to give you something to do and a little reward every turn (e.g. eureka events and city state interactions and collecting works of art). When I am being rude to modern Civ and call it a Facebook game this is what I mean. Artificial induced engagement rather than organic engagement that comes from interacting with complex game system. It's unsurprising that people turn to Paradox games to deliver them the latter because Firaxis has given up on doing so.

I mean that, and some really baffling choices in graphic and UI design that make the game look flat and simplistic and actually like it could run in a browser window. It's a minor annoyance in the grand scheme of things but also so baffling considering that they have the resources to do better. Does anyone remember when someone figured out that all tech buttons for Civ5 were just downloaded images from the internet with minor touch ups? How.

I used to think that the 4X genre needs a revolutionary game from outside the Civ series to challenge a lot of its entrenched assumptions, but at this point I am not sure. I do not think you can make such a game and still be in the 4X genre because the genre IS the Civ series.
You put this in a way that summarized how I feel about modern Civ. I admittedly only played a small amount of Civ V and VI but I couldn’t get into it because of OUPT and the way the UI felt like a mobile game.

Also one thing to touch on is the AI. The AI is a huge threat in Civ IV. To this day, I still struggle with Immortal and I’ve only beaten Deity once. Meanwhile I have friends who have beaten Deity on Civ VI with a few dozen hours.
 
Also one thing to touch on is the AI. The AI is a huge threat in Civ IV. To this day, I still struggle with Immortal and I’ve only beaten Deity once. Meanwhile I have friends who have beaten Deity on Civ VI with a few dozen hours.
Yes, this also seems to be a trend in strategy games as a way to make them more "approachable".

The most frustrating implementation of this is modern generation Paradox games having the difficulty levels of "normal", "easy", and "very easy". At least they are honest about it, unlike Firaxis.
 
I really liked the Civ2 WW2 scenario. It did not play out very realistically but it was still fun to start right away into a game with so many cities and units, especially because in actual gameplay you'd rarely run into a competitive modern era war.
20th century scenario on the way?
I've played that WW2 scenario several times as adolescent and I totally agree with you.
 
I don't want to lump in Old World with Humankind and Civ5+ but I do wish I enjoyed it more. It was the kind of game where I was pulled along by the turn-to-turn business but ended up asking myself why I even played it.
 
It only has a couple weak points but one of them is the lack of finality upon victory. That is partially I think because victory is so self-directed by the ambitions, which I like, but it does feel like the game just kinda stops at the end.
 
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