OK, so after my Demo review a lot of people disagreed with my statements about Civilization 5. It so happens that I got the full game as a gift from my girl, and I am just done with my first full game.
No time for a full description of my impressions due to the very late hour but just a few small pointers:
- The game feels a little unfinished. I achieved a scientific victory by launching all components into space. No preview for the spaceship, no nice animation of my colonists going towards Alpha Centauri. Additionally, by getting 4460 points I achieved a level of Augustus Ceasar, while the next guy under me was like 2200 points. I mean seriously, whats up with that? They never expected anyone to get more than 2200 points? Additonally the selection of the historical characters for point levels seems to be not entirely deliberate at best...
- It drowe me absolutely nuts that I needed like 3 more universities for a wonder and there was no overview screen where I could easy see all cities with all buildings to find what is missing where. I had only like 15 cities on a small map, I can just imagine what a horror it is on a big map with 50 or 60 cities.
- AI seemed retarded. That was actually not that obvious in the demo, but after you get out of Classical Era the AI has no idea what it is doing. I am not talking that the game was too easy to win, but the AI just does not seem like it has any direction. On an easy level AI is supposed to be a little slower, but it did not just slow down, it fell apart like if it had Alzhimer's...
- Longswordsmen ARE too powerful for too long. Playing as Russia I had double Iron and going for that resource as a top priority and L-sword research I overwhelmed my opponents very quicly.
That's it for now... Time to sleep...
The "have a copy of ___ building in every city" is one of the few ways this game punishes city spamming.
Increased cost of social policies and the small unhappiness penalties (easily overcome back making each city near a luxury resource).
The AI is really the big problem. Everything else if a fairly minor problem overall and can be fixed with a simple patch. But fixing the AI will be quite a bit more difficult and is what is most likely to prevent the game from reaching greatness.
If you no longer want the game I would take it... you can gift them on steam right?
Why should we be punished for city spamming? I call it empire building. It is one reason why I enjoy games such as this. I understand balance. And I am happy for systems which require me to make choices. If I build and conquer my way to a huge empire, then I expect that I am going to have to make certain decisions and sacrifices in order to maintain it. I'm cool with that. A huge empire has more gold, science, and culture producing oppurtunity than smaller nations. So yeah, add some systems to balance the runaway civs so nations of any size can be competive if they are crafty enough. But don't punish or otherwise discourage large empire building in an empire building game. In my opinion, systems such as Wonders requiring Improvement X to be built in N% of your nations cities is not a good way to balance large empries. City specialization is fun. Attempting to build costly universities in poor production cities, not so much.
When I first read the term city spamming, it was near ten years ago and was in relation to Civ3's AI spamming out 1 pop cities in absolutley worthless terrain. Cities with nothing but jungle terrain etc. Before mid-game, there would be no unsettled land. In that context I understand the term city spamming. Large numbers of worthless cities = city spam. But building and conquering your way to a huge empire of moderate to high worth cities is not, imo, city spamming. It is playing the game to the fullest. Balance it sure. Punish the player for playing the game in the way the want, no way!
It's just a couple of wonders, it's not like it's that big of a deal if you can't build them. Think of them as a bonus perk for small empires.
Wait, what? You beat game at 'easy' and claim that its... too easy?
This guys a retard just ignore the OP.
http://forums.civfanatics.com/showthread.php?t=390729 quote from John Shafer about the upcoming patch, whenever it gets released. More info to follow. Yes, 2k pushed it out the door. Yes, it is unfinished. Yes, the code stinks and needs work.
It should begin to be a good game in about a year. Yeah, I've got it. Sorry I do.
At the moment Civ III with mods is a better game, overlooking the graphics. Civ 4 BTS is a much better game and, just me, I really like the Civ IV graphics better. But they may improve the graphics somewhere along the way.
After trying my best to like the new combat system, I am sorry to report that I like stacks better. SoD FTW! But this can be fixed with mods.
The new combat system is the best part of the game, I can't imagine why anyone would want to add stacking to it. It would completely destroy all the game balance and strategy in the system. Granted the poor AI does a pretty good job of destroying a lot of the strategy as it is.
But it is true that you mod stacking back in, as there has already been a mod released that does so. But even the creator of the mod said he did it just to show that you could, not because he thought it was in any way a good idea.
Umm... I'm not advocating that the amount of cities in Civ V is off the wall or anything. Just that the "must have ___ in each city" wonders, the 3 or 4 of them (and I believe they are also all National Wonders, anyway) are one of the ways to give medium and small empires a way to catch up, to a limited extent, huge empires.
Large empires will still way outproduce, probably outscience, and certainly be able to field a much larger army. The National Wonders are a small way to balance it out a bit. If you aren't really city spamming, and instead playing aggressively, I'm 80% confident that puppets don't count against you if they lack the building. Puppet states enable large empires by minimizing unhappiness penalties and city micro while maximizing the scientific and commercial output of the cities. Puppet states are a way of rewarding player choice.
So, you're only being punished if you either city spam (forced to make universities in low production cities) or if you annexed a large amount of cities.
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Calling people names does not add to the discussion, just shows your personal lack of class and good upbringing.
Can you read with understanding? Let me reiterate in case long sentences are a problem for you: "I am not talking that the game was too easy to win, but the AI just does not seem like it has any direction". I had the game pretty much won by turn 140 or so. But that is NOT the point.
After I made sure no remaining empire is a threat I went for a scientific victory and empire building. I left every other empire to its own devices. They did not try to expand, they did not try to compete with each other, or me - they did absolutely nothing. Diplomacy was a joke, a guy with bunch of pikemen and 3 cities made off-the-wall demands with the army of my BattleMechs at his gates, making a paceful resolution impossible, even though I really, really wanted to make it work.
AI, even on an easy level should still behave, well, intelligent. Otherwise it is taking away from the realism of the game. And what do you get on higher difficulty? AI cheats with stats, but still behaves retarded, taking away form the realism of the game.
You can balance any game so it is unwinnable, but that does not make it a challenge. It just makes it feel rigged. Good AI would give you a run for your money while on an equal playing field. After that many years of gaming industry they made enormous progress with graphics, but 0 progress with AI development.
Thats a total lie. Difficulty in Civ is difficulty of AI strategies and intelligence. You want intelligent AI - play on Prince and on sane map (it plays best on no-water maps right now. Try the one with lake in the middle, and you will be surprised by AI)
Heres some details on Prince AI from game developer: http://www.quartertothree.com/game-talk/showpost.php?p=2413267&postcount=3641
OK, I will do as you say. I was planning to do a large map first to see how the game plays with lots of room for expansion, but I suspect that with lack of empire management tools in the interface it would just annoy me to death.
My first game did show that after an initial phase, where micro-management really matters, there is no higher level, where you can do imperial management first, and micro-manage is special cases only (like border towns). It would help A LOT if it was possible to set a construction queue in a city with some rules how to behave when new buildings are availble (if it is there - I did not find it).
I am going to try the Price level and see what happens.
Ok. I'm playing on King, and it's still easy. All that happens past Prince is the AI gets ever increasing production bonuses. It gets to the point on Diety that the AI literally can't MOVE its units because there's so many of them (the "blob of death" is a unit in every single tile the AI controls). At that point the game just becomes tedious because they can produce units so fast that you can't kill them fast enough, no matter how bad the AI still is.
And the AI is really bad. It doesn't know how to handle terrain, or ranged units really. It barely builds a navy. It doesn't build airplanes at all. I won a game on King on a standard size map with a millitary of 5 units that I just upgraded as the game went on. There was no need for more, despite the AI having waves of troops. It simply doesn't know what it's doing.
It also tends to bankrupt itself in later eras by building too many buildings in its cities, which is a time where the production bonus works to make the AI worse.
In my last game, the AI sat around with an army of 30ish and let me and my 5 unit army win the space race by simply watching me and not doing anything about it. The really sad thing? Catherine needed only to take my capital to win the game. She didn't even try. For an AI "playing to win" on high difficulty, it was a total joke.
My intent to reply to your "punish city spamming" posting was to discuss this city spamming phenomena I've been seeing across the TBS genre. These are empire building games. What is the problem with building large empires? The only problem I see is from a balance standpoint. You don't want the formula for success to be reduced to 'who builds the most cities the quickest'. But you don't punish large empire building either. You reward it while at the same time balancing it such that successfully managing a large empire is a challenging achievement. You should gain an edge for doing it well. As should you pay a penalty for doing it poorly. I support game systems which allow for the risk/reward of going big. At the same time I support balance that allows victorious opportunity from empires of any size.
I've yet to read anything of substance explaining why city spamming (building lots of cities) is a bad thing for empire building games. I think the term is misapplied. I think it originally related to AI spamming out loads of cities in worthless and resource devoid locales that can't even support an initial population growth. Then the term developed to describe a balance exploit. And now people seem use it to blanket imply that building large empires should be a bad thing.
There are times where building a city in an otherwise worthless local is critical when doing so to gain a valuable resource or to plug a hole in your borders. These cities shouldn't pay for themselves and should be a drain on the empire. They provide something you need. So you balance that need with a cost. But the X Improvement in every city is the wrong way to go about this I think. I think it is a major fail to balance an empire building game in this way. There are other ways to achieve this particular balance. I'd rather deal with a modified Civ3 corruption mechanism than have to work around an X Building in every city method. But I think there is something better out there. Something relating to global logistical support tied to economy and luxury.
And particularly in Civ5; the options you present as a way of assuaging the requirement is at this point broken. Puppets drain the empires economy by spamming pointless buildings which increase the empires per turn maintenance costs. And they use up critical resources in the building of units which further pressures the player to extend out to pick up more resources. The arctic iron city is a bigger deal in Civ5 than it was in previous Civ games. You can only build so many units per resource. Having puppet states wantonly consuming these limited resources only adds to the need to extend out to collect more.
Furthermore, a small empire is penalized just as much as the larger empires. And chances are that the smaller empires will be even more pressured to go out and found a production poor city to pick up a vital war resource so they can survive against their aggressive neighbors. The 'require x building in every city' requirement just makes no sense to me. It even makes even less sense since these are National Wonders vs World Wonders.
Well usually when people talk about punishing city spam they aren't talking about punishing large empires. They are talking more about punishing one of 2 things.
1) Early colonist rushes where you try to grab as much land early on as humanly possible so that you have many times the number of production centers. Most games want this to be a viable strategy but also want it to come with a heavy cost so you don't have exponential growth.
2) Dotting your existing territory with dozens of little tiny cities.
Punishing city spam has nothing to do with punishing someone for having a very large empire, although sometimes it might do so as a side effect of this. I never really thought of the wonder thing as a city spam punishment mechanic. I just imagined it as a bonus for extremely well developed empires. The more cities you have the less you care about national wonders in an individual city anyway.
I dont like city spam simply because its so hard to manage, you know because most games can't do interfaces very well...
If civ had a real city interface I would spam until the cows come home (I don't know why the cows arn't home tbh but whatever).
Well, there is 300 reviews of Civilization V on Amazon and most of them are not flattering. In a lot of cases people seem to agree with me that Civ 5 is really just Civ: Revolutions 2 for PC.
I will play on a large map and higher difficulty. Actually on a small map the game seems to be fun to a certain point, where it seems the AI just cannot handle all the options it has at its disposal and falls apart.
One thing that worries me is the performance: my custom built PC that eats Crysis Warhead for breakfast at max detail seems to be not good enough for running Civ 5 fast. I am a little afraid how it is going to work on a large map...
I was playing on huge maps on my notebook. I've got some graphics glitches sometimes, but otherwise performance was good. Oh, and occasional OOMs, but it autosaves.
If you look through a large enough message board you will always find some people who agree with any opinion.
Civ 5 is getting pretty mixed user reviews at the moment, but the primary reason is the AI. Other issues people have mirror things people complained about in every edition of Civ (and yes every edition of Civ had a very vocal minority that hated it).
I havent played CIV V and wasnt going to comment on this thread, but you just convinced me
I have followed strategy gaming for many many years and clearly remember the forums of MOO III, CIV IV, Elemental (not hard to remember, hehe), Kings Bounty just after launch. In all cases there are whiners, but in some of them the whining is very justefied.
The CIV IV forum was flooded by people having graphical issues after launch and people were angry. STILL, the game was not described as too easy, hollow, shallow and simplified. There were endless discussions between people who would only believe that the game was best won through pursuing religion and people who went for differnt tech slingshots. Where are these discussions for CIV V?? I read forums (Apolyton, Celestial Heavens, Civfanatics, Kings Bounty and Elemental) every day, and CIV V seems to be pretty badly received compared to expectations.
The average rating is 2 and a half star out of 5. Positive reviews (5 and 4 stars combined) are only about 30% of all. It has a large segment of 1-stars due to technical issues, but almost all long and level-headed reviews (meaning people who care and can articulate) place it at 3 stars out of 5.
I still have a few games to play before passing a final judgement, but this game just did not blow me away like some others. Heck, on my computer Master of Magic was crashig every 10 turns on average and it was still an awesome game... I still play it on DosBox and aside of atrociously outdated interface and pixels the size of Texas (320x240 res on my 24" 1900x1200 monitor) the game still rules...
Well note (to both you and the previous poster) that I never said that civ 5 was a great game or that it was as good as previous Civ games (at least in it's current form). 3 stars is probably pretty fair. It has the potential to be a great game, but the AI problems kill it.
However outside of AI the other problems it has are comparible to previous games. Every version of Civ has had people who thought it was awful for one reason or another, and none of the things people complain about in Civ 5 are any worse. But when you add Civ 5's AI problems to the mix, it makes it harder to enjoy the good things about the game and easier to focus on the bad things.
See my post above where I mention that I don't necesarily thing Civ 5 is as good as previous games. With that being said, I disagree that complaining for other games was not as bad. If you had gone by the Apolyton board forums even a few years after Civ 3 came out, you would have been lead to believe that the entire world was in agreement that it was the worst game ever.
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