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Civilization V + DLC's, G&K, BNW - Page 28

Forum Index > General Games
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CoFran
Profile Joined August 2010
Canada342 Posts
January 05 2011 19:33 GMT
#541
Jon Shafer (Lead Designer on Civ5) leaves Fireaxis to join Stardock -> http://arstechnica.com/gaming/news/2011/01/civ-v-designer-shafer-jumps-ship-to-stardock.ars

Fruscainte
Profile Blog Joined December 2009
4596 Posts
February 04 2011 23:32 GMT
#542
I feel like such a baller

Going for a Domination victory, and I only got like 4 Iron overall. I see a Asika near me about to die, so I go over and culture bomb one of his Irons, that has 6 Iron in it. Right before Montezuma took the city and got it.

*coolshades*
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4383 Posts
February 06 2011 07:04 GMT
#543
On February 05 2011 08:32 Fruscainte wrote:
I feel like such a baller

Going for a Domination victory, and I only got like 4 Iron overall. I see a Asika near me about to die, so I go over and culture bomb one of his Irons, that has 6 Iron in it. Right before Montezuma took the city and got it.

*coolshades*

lol i have got no idea what you are talking about
i'm going to download the demo and check civ5 out next weekend
https://www.youtube.com/watch?v=e7PvoI6gvQs
Karliath
Profile Blog Joined April 2010
United States2214 Posts
February 06 2011 07:16 GMT
#544
With these kinds of games, I usually find myself playing 1 massively great campaign, and then never touching the game again, unless I watch some historical movie. Not a worthy buy for me.
stk01001
Profile Joined September 2007
United States786 Posts
February 08 2011 22:41 GMT
#545
so what's the general sentiment toward this game nowadays? Any TL'ers still playing?? I think a majority of the Civ community is in agreement at this point that this game was a huge dissapointment and pretty much a bust.. they may try to salvage it with expansions/patches, but I think Firaxis needs to just move on and look toward Civ 6. At first I found myself defending the game, but the bottom line is it's just not fun to play. And I don't think it's something an expansion can fix.. the overall mechanics of the game are just flawed IMO. I switched back to Civ IV a while ago and that game really is so much better.. I was soo much looking forward to this game too this was probably the biggest dissapointment of the year for me..
a.k.a reLapSe ---
Millitron
Profile Blog Joined August 2010
United States2611 Posts
February 08 2011 22:54 GMT
#546
On February 09 2011 07:41 stk01001 wrote:
so what's the general sentiment toward this game nowadays? Any TL'ers still playing?? I think a majority of the Civ community is in agreement at this point that this game was a huge dissapointment and pretty much a bust.. they may try to salvage it with expansions/patches, but I think Firaxis needs to just move on and look toward Civ 6. At first I found myself defending the game, but the bottom line is it's just not fun to play. And I don't think it's something an expansion can fix.. the overall mechanics of the game are just flawed IMO. I switched back to Civ IV a while ago and that game really is so much better.. I was soo much looking forward to this game too this was probably the biggest dissapointment of the year for me..

What mechanics didn't you like? The fact that you can't stack units? The fact that tiles are now hexes instead of squares?

I love the fact that you can't stack units (military ones at least, its just irritating for workers) because it makes combat a much more strategic endeavor. You and your opponent don't just take your units, stack them up, and see who wins. There's actually thought involved with war now, and that's awesome.

Overall, I love the game. Here and there, there are some problems, but overall I think its great.
Who called in the fleet?
daytrippers
Profile Joined May 2010
Sweden223 Posts
Last Edited: 2011-02-08 23:12:11
February 08 2011 23:11 GMT
#547
the "call to power" mod for it fixes ALOT of the problems and adds alot of cool new units/features/ect. civfanatics.com(teamliquid for the civilization series) has alot of cool mods and stuff.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
February 09 2011 04:50 GMT
#548
Why the hell would they allow oil nodes to appear on lakes if the cities can't build boats to make a rig?!

I need that Oil!
"Smokey, this is not 'Nam, this is bowling. There are rules."
DystopiaX
Profile Joined October 2010
United States16236 Posts
February 09 2011 05:19 GMT
#549
On February 09 2011 07:41 stk01001 wrote:
so what's the general sentiment toward this game nowadays? Any TL'ers still playing?? I think a majority of the Civ community is in agreement at this point that this game was a huge dissapointment and pretty much a bust.. they may try to salvage it with expansions/patches, but I think Firaxis needs to just move on and look toward Civ 6. At first I found myself defending the game, but the bottom line is it's just not fun to play. And I don't think it's something an expansion can fix.. the overall mechanics of the game are just flawed IMO. I switched back to Civ IV a while ago and that game really is so much better.. I was soo much looking forward to this game too this was probably the biggest dissapointment of the year for me..

I think 5 is a lot better for civ newbies though. A lot cleaner and easier to pick up and understand. It's only when you get hardcore that the flaws start showing I guess.
stk01001
Profile Joined September 2007
United States786 Posts
February 09 2011 22:34 GMT
#550
On February 09 2011 07:54 Millitron wrote:
Show nested quote +
On February 09 2011 07:41 stk01001 wrote:
so what's the general sentiment toward this game nowadays? Any TL'ers still playing?? I think a majority of the Civ community is in agreement at this point that this game was a huge dissapointment and pretty much a bust.. they may try to salvage it with expansions/patches, but I think Firaxis needs to just move on and look toward Civ 6. At first I found myself defending the game, but the bottom line is it's just not fun to play. And I don't think it's something an expansion can fix.. the overall mechanics of the game are just flawed IMO. I switched back to Civ IV a while ago and that game really is so much better.. I was soo much looking forward to this game too this was probably the biggest dissapointment of the year for me..

What mechanics didn't you like? The fact that you can't stack units? The fact that tiles are now hexes instead of squares?

I love the fact that you can't stack units (military ones at least, its just irritating for workers) because it makes combat a much more strategic endeavor. You and your opponent don't just take your units, stack them up, and see who wins. There's actually thought involved with war now, and that's awesome.

Overall, I love the game. Here and there, there are some problems, but overall I think its great.


1UPT is actually way overrated and not this big breakthrough in gameplay people make it out to be... it was a good idea in theory, but it just doesn't play out well in the actual game IMO.. the thing I love about Civ is being able to build up huge powerful armies.. but with 1UPT once you get a huge army you just end up with clutter all over the map and very limited movement for your units.. also the AI does not work well at all with the 1UPT from what I saw. Maybe this has been improved with a MOD or something, but I really just dislike the excessive clutter in general caused by 1UPT. Early game I admit the battles & warfare are way more interesting, but early game warfare is the ONE aspect I feel improved over the other Civs. And it ends up being a detriment once army sizes get huge. Also, I don't see what's so great about the hex grids... yes they are better than square, but it's not like it's this HUGE improvement.. it's just a neat little feature which really doesn't make a huge difference.. honestly the most common two things Civ 5 defenders ever go to is the 1UPT and hex grids and it's a pretty weak argument...

City states is just a horrible mechanic IMO along with the fact they took away religion (how can you have a game about human civilizations and not have religion?) Also the fact that tile improvements aren't nearly as good. I liked the idea of building villages and having them develop into towns etc... now it's just markets? No workshops? Tile improvements in general in Civ 5 just aren't as good. Notice all the mods that alter tile improvements? You shouldn't need to dl mods to make tile improvement actually worthwhile...

It's nice to have more strategical battles early on, but it doesn't make up for the loss of some of the other gameplay features which I feel made Civ IV so much fun to play. I won't even get into the myriad of problems with multiplayer..

I understand people disagreeing with me this is all just my opinion, but I honestly tried sooo hard to like the game and I just can't. I found myself getting very bored while playing and losing the desire to finish games. That just doesn't happen when I play Civ IV. I realize there are people playing the game and having lots of fun, but juding from the fact that a lot of the Civ community has abondoned the game (just go read civfanatics forums) I still stand by my assertion that the game in general was a dissapointment.
a.k.a reLapSe ---
daytrippers
Profile Joined May 2010
Sweden223 Posts
February 09 2011 22:45 GMT
#551
On February 10 2011 07:34 stk01001 wrote:
Show nested quote +
On February 09 2011 07:54 Millitron wrote:
On February 09 2011 07:41 stk01001 wrote:
so what's the general sentiment toward this game nowadays? Any TL'ers still playing?? I think a majority of the Civ community is in agreement at this point that this game was a huge dissapointment and pretty much a bust.. they may try to salvage it with expansions/patches, but I think Firaxis needs to just move on and look toward Civ 6. At first I found myself defending the game, but the bottom line is it's just not fun to play. And I don't think it's something an expansion can fix.. the overall mechanics of the game are just flawed IMO. I switched back to Civ IV a while ago and that game really is so much better.. I was soo much looking forward to this game too this was probably the biggest dissapointment of the year for me..

What mechanics didn't you like? The fact that you can't stack units? The fact that tiles are now hexes instead of squares?

I love the fact that you can't stack units (military ones at least, its just irritating for workers) because it makes combat a much more strategic endeavor. You and your opponent don't just take your units, stack them up, and see who wins. There's actually thought involved with war now, and that's awesome.

Overall, I love the game. Here and there, there are some problems, but overall I think its great.


1UPT is actually way overrated and not this big breakthrough in gameplay people make it out to be... it was a good idea in theory, but it just doesn't play out well in the actual game IMO.. the thing I love about Civ is being able to build up huge powerful armies.. but with 1UPT once you get a huge army you just end up with clutter all over the map and very limited movement for your units.. also the AI does not work well at all with the 1UPT from what I saw. Maybe this has been improved with a MOD or something, but I really just dislike the excessive clutter in general caused by 1UPT. Early game I admit the battles & warfare are way more interesting, but early game warfare is the ONE aspect I feel improved over the other Civs. And it ends up being a detriment once army sizes get huge. Also, I don't see what's so great about the hex grids... yes they are better than square, but it's not like it's this HUGE improvement.. it's just a neat little feature which really doesn't make a huge difference.. honestly the most common two things Civ 5 defenders ever go to is the 1UPT and hex grids and it's a pretty weak argument...

City states is just a horrible mechanic IMO along with the fact they took away religion (how can you have a game about human civilizations and not have religion?) Also the fact that tile improvements aren't nearly as good. I liked the idea of building villages and having them develop into towns etc... now it's just markets? No workshops? Tile improvements in general in Civ 5 just aren't as good. Notice all the mods that alter tile improvements? You shouldn't need to dl mods to make tile improvement actually worthwhile...

It's nice to have more strategical battles early on, but it doesn't make up for the loss of some of the other gameplay features which I feel made Civ IV so much fun to play. I won't even get into the myriad of problems with multiplayer..

I understand people disagreeing with me this is all just my opinion, but I honestly tried sooo hard to like the game and I just can't. I found myself getting very bored while playing and losing the desire to finish games. That just doesn't happen when I play Civ IV. I realize there are people playing the game and having lots of fun, but juding from the fact that a lot of the Civ community has abondoned the game (just go read civfanatics forums) I still stand by my assertion that the game in general was a dissapointment.


The 1UPT is very much a hate or love it kind of thing. I personally love it as it adds soo much strategy compared to the "stack of doom" that made warfare so blunt.

I agree with you that trading religion for city states was not a good one. I think the city states are a cool idea, having spheres of influence adds a new element to the game. But the community response to religion in BtS was a generally negative one, as it was not fully fleshed out. In terms of relations with other civs, it was far too heavily weighted, and then conversely in online play it was just marginally influential.

Civ4 BtS is one of the most polished, complex, and interesting games. The scope of strategy is really incredible, especially if you get into some of the mods that explode the game into twice its original size in regards to technologies, units, buildings ect, as well as balancing/artwork/bugs. There was literally nothing to improve on, except adding a new idea, which was 1UPT as well as taking a new approach to the way the game is set up. Personally I think Civ5 has more potential, but Civ4 BTS is, at the moment, a better game.
Millitron
Profile Blog Joined August 2010
United States2611 Posts
February 10 2011 18:34 GMT
#552
On February 10 2011 07:34 stk01001 wrote:
Show nested quote +
On February 09 2011 07:54 Millitron wrote:
On February 09 2011 07:41 stk01001 wrote:
so what's the general sentiment toward this game nowadays? Any TL'ers still playing?? I think a majority of the Civ community is in agreement at this point that this game was a huge dissapointment and pretty much a bust.. they may try to salvage it with expansions/patches, but I think Firaxis needs to just move on and look toward Civ 6. At first I found myself defending the game, but the bottom line is it's just not fun to play. And I don't think it's something an expansion can fix.. the overall mechanics of the game are just flawed IMO. I switched back to Civ IV a while ago and that game really is so much better.. I was soo much looking forward to this game too this was probably the biggest dissapointment of the year for me..

What mechanics didn't you like? The fact that you can't stack units? The fact that tiles are now hexes instead of squares?

I love the fact that you can't stack units (military ones at least, its just irritating for workers) because it makes combat a much more strategic endeavor. You and your opponent don't just take your units, stack them up, and see who wins. There's actually thought involved with war now, and that's awesome.

Overall, I love the game. Here and there, there are some problems, but overall I think its great.


1UPT is actually way overrated and not this big breakthrough in gameplay people make it out to be... it was a good idea in theory, but it just doesn't play out well in the actual game IMO.. the thing I love about Civ is being able to build up huge powerful armies.. but with 1UPT once you get a huge army you just end up with clutter all over the map and very limited movement for your units.. also the AI does not work well at all with the 1UPT from what I saw. Maybe this has been improved with a MOD or something, but I really just dislike the excessive clutter in general caused by 1UPT. Early game I admit the battles & warfare are way more interesting, but early game warfare is the ONE aspect I feel improved over the other Civs. And it ends up being a detriment once army sizes get huge. Also, I don't see what's so great about the hex grids... yes they are better than square, but it's not like it's this HUGE improvement.. it's just a neat little feature which really doesn't make a huge difference.. honestly the most common two things Civ 5 defenders ever go to is the 1UPT and hex grids and it's a pretty weak argument...

City states is just a horrible mechanic IMO along with the fact they took away religion (how can you have a game about human civilizations and not have religion?) Also the fact that tile improvements aren't nearly as good. I liked the idea of building villages and having them develop into towns etc... now it's just markets? No workshops? Tile improvements in general in Civ 5 just aren't as good. Notice all the mods that alter tile improvements? You shouldn't need to dl mods to make tile improvement actually worthwhile...

It's nice to have more strategical battles early on, but it doesn't make up for the loss of some of the other gameplay features which I feel made Civ IV so much fun to play. I won't even get into the myriad of problems with multiplayer..

I understand people disagreeing with me this is all just my opinion, but I honestly tried sooo hard to like the game and I just can't. I found myself getting very bored while playing and losing the desire to finish games. That just doesn't happen when I play Civ IV. I realize there are people playing the game and having lots of fun, but juding from the fact that a lot of the Civ community has abondoned the game (just go read civfanatics forums) I still stand by my assertion that the game in general was a dissapointment.

City states can be really cool depending on what you do with them. The ones that provide food provide a HUGE boost to growth throughout your empire. They give 2 food per city and 4 at the capital iirc which is amazing in the later stages of the game when you've pretty much got all the farms you can comfortably have, as it allows your cities to grow just a little larger in a little less time. The ones that provide culture are great early game for getting policies quicker, since when they provide like, 20 culture per turn, which is huge when you only have a few cities.

I agree getting rid of religion was dumb, same with getting rid of espionage, but they both needed work anyways. Religion weighed in way too heavily for diplomacy with the AI, and didn't really provide many benefits besides a little extra happiness. Espionage never really provided many benefits either when you consider how much it cost.
Who called in the fleet?
Fruscainte
Profile Blog Joined December 2009
4596 Posts
February 17 2011 17:52 GMT
#553
So, I got this overhaul mod. Fixes the game, 100%, completely. The OP of the post I am about to link gives a lot of crap, but there is even more changes spread out throughout the thread. It makes the game SO much more balanced, it fixes social policies, removed research agreements, fixes the tech tree, and brings uses to many things that used to have no use other than be sold for a million gold.

http://forums.civfanatics.com/showthread.php?t=399510

CIVILIZATION NiGHTS - Now available on HUB.
This mod is a complete overhaul of many of the systems currently in place in Vanilla CiV. It was created to give the player a greater variety of meaningful choices and to balance the ever popular ICS strategy.

Version 1.26 up on MOD hub.
Note - This will most likely be the last update, (barring massive bugs), before the new patch comes out as the next update deals heavily with diplomacy.

Changes in 1.26
1. Increased Tech Times to reduce sling-shotting.
2. Fixed problem where Large and Huge maps were getting City Unhappiness discounts. This mechanic doesn't apply in NiGHTS because, if anything, large and huge maps already get a bonus to unhappiness by being able to field an abundance of large cities which = Happiness.
3. Bug fix that was making Research Agreements 5X more powerful than average.


Features in Civilization NiGHTS:

1. New Happiness System
Citizens produce +1 Happiness instead of Unhappiness.
Initial Unhappiness for a new city is +5.
Unhappy and Extreme Unhappy growth decreased by 25%.
Military Units produce +0.5 Unhappiness based on what level of the Tech Tree they are on.
Luxury Resources all produce +1 Happiness and +5% towards Wonder Production.
All Happiness Buildings reduced to +1 Happiness and now produce Culture.

2. Single Unit CIV IV Style Over-sized Graphics
Initial mod load times increased to reload the new unit graphics (3-5 seconds).
New Ancient/Medieval Military Units that require Bonus Resources to build, (think of it as having to feed them, not requiring them to have a cow to ride into battle).

3. New Non-Linear Tech Tree
Branching paths / New Techs / Dead ends.
New Advanced Traits for all Leaders - Except DLC.

4. New Science System
Citizens in your Capital produce 1 Science.
Citizens in all other Cities produce 0.25 Science.

5. Economy Changes
Science / Wealth settings per city increased from 25% to 75%.
Purchase Costs increased/Building Costs decreased/Unit Costs remain the same
Maritime City-State Food bonuses only apply to Capital Cities.
Trading posts can ONLY be built on Plains.
All Wonders produce significantly increased Culture and are also much more expensive to build.

6. Government Policy Types - all unlocked at the start of the game.
5 new Government Branches / 4 Infrastructure Branches / 1 Taxation Branch
Government Branches are similar to Vanilla policies in the types of bonuses they provide but based on whether or not they benefit Units of Buildings, they all hit you with a slight 2-5% Building or Unit Maintenance Cost.
Taxation Branch alleviates your Maintenance Costs but at a hit to your overall Happiness. Each new Tax Bracket replaces the previous Tax Rate.
Infrastructure Branches improve Improvements by granting either Food/Science/Production/Wealth benefits making city placement more important.

7. Cities Level-Up!
1. City Tiles now provide bonus Production/Gold/Food based on their Population size.
2. This bonus is given to the core city tile at various size increments (1/6/13/20/27 etc).
3. The City tile will have a minimum yield of 2/2/1.
a. Yields of 2 are immediately granted +1 on a build.
b. Yields of 1 are immediately granted +1 on a build.
c. Yields of 0 are immediately boosted to their initial Vanilla level of 2, 2, or 1.
d. Every tile that has an initial yield of 2 will level up (+1) at Population 6.
e. Every tile that has an initial yield of 1 will level up (+1) at Population 6.
f. Every tile that has an initial yield of 0 will level up (+1) at Population 13.
g. Rivers still grant their bonus GOLD towards tiles as in Vanilla CiV.
h. Forests/Flood Plains are recognized as features and if a city is built on top of one, it will look at what the terrain underneath is to determine the bonus.

Examples:

0/0/0 = 2/2/1
1/2/1 = 2/3/2
1/1/1 = 2/2/2
1/1/2 = 2/2/3
1/1/3 = 2/2/4
2/1/0 = 3/2/1
2/2/0 = 3/3/1
3/1/0 = 4/2/1

Building on a tile that is already good for food gives increasing food bonuses a la the 3/1/0 tile. Conversely, building on a jack-of-all-trades tile like a 1/1/1 will provide more immediate balanced bonuses. On turns (1)/6/13/20/27 etc, ALL tiles with at least an initial yield of 1 will receive a +1 bonus. Any tiles that have an initial yield of 0 will not receive their first bonus until turn 13.

This new system means that city placement is ever more important as cities can be guided towards which direction you want to take them. Build on a 2 Food/1 Production tile = Immediate 3 Food/2 Production/1 Gold for a fast growing city. [B]The added yields at population sizes (1)6/13/20/27/34 mean that there is incentive to grow your cities.
[/B]
andrewlt
Profile Joined August 2009
United States7702 Posts
February 17 2011 19:25 GMT
#554
On February 11 2011 03:34 Millitron wrote:
Show nested quote +
On February 10 2011 07:34 stk01001 wrote:
On February 09 2011 07:54 Millitron wrote:
On February 09 2011 07:41 stk01001 wrote:
so what's the general sentiment toward this game nowadays? Any TL'ers still playing?? I think a majority of the Civ community is in agreement at this point that this game was a huge dissapointment and pretty much a bust.. they may try to salvage it with expansions/patches, but I think Firaxis needs to just move on and look toward Civ 6. At first I found myself defending the game, but the bottom line is it's just not fun to play. And I don't think it's something an expansion can fix.. the overall mechanics of the game are just flawed IMO. I switched back to Civ IV a while ago and that game really is so much better.. I was soo much looking forward to this game too this was probably the biggest dissapointment of the year for me..

What mechanics didn't you like? The fact that you can't stack units? The fact that tiles are now hexes instead of squares?

I love the fact that you can't stack units (military ones at least, its just irritating for workers) because it makes combat a much more strategic endeavor. You and your opponent don't just take your units, stack them up, and see who wins. There's actually thought involved with war now, and that's awesome.

Overall, I love the game. Here and there, there are some problems, but overall I think its great.


1UPT is actually way overrated and not this big breakthrough in gameplay people make it out to be... it was a good idea in theory, but it just doesn't play out well in the actual game IMO.. the thing I love about Civ is being able to build up huge powerful armies.. but with 1UPT once you get a huge army you just end up with clutter all over the map and very limited movement for your units.. also the AI does not work well at all with the 1UPT from what I saw. Maybe this has been improved with a MOD or something, but I really just dislike the excessive clutter in general caused by 1UPT. Early game I admit the battles & warfare are way more interesting, but early game warfare is the ONE aspect I feel improved over the other Civs. And it ends up being a detriment once army sizes get huge. Also, I don't see what's so great about the hex grids... yes they are better than square, but it's not like it's this HUGE improvement.. it's just a neat little feature which really doesn't make a huge difference.. honestly the most common two things Civ 5 defenders ever go to is the 1UPT and hex grids and it's a pretty weak argument...

City states is just a horrible mechanic IMO along with the fact they took away religion (how can you have a game about human civilizations and not have religion?) Also the fact that tile improvements aren't nearly as good. I liked the idea of building villages and having them develop into towns etc... now it's just markets? No workshops? Tile improvements in general in Civ 5 just aren't as good. Notice all the mods that alter tile improvements? You shouldn't need to dl mods to make tile improvement actually worthwhile...

It's nice to have more strategical battles early on, but it doesn't make up for the loss of some of the other gameplay features which I feel made Civ IV so much fun to play. I won't even get into the myriad of problems with multiplayer..

I understand people disagreeing with me this is all just my opinion, but I honestly tried sooo hard to like the game and I just can't. I found myself getting very bored while playing and losing the desire to finish games. That just doesn't happen when I play Civ IV. I realize there are people playing the game and having lots of fun, but juding from the fact that a lot of the Civ community has abondoned the game (just go read civfanatics forums) I still stand by my assertion that the game in general was a dissapointment.

City states can be really cool depending on what you do with them. The ones that provide food provide a HUGE boost to growth throughout your empire. They give 2 food per city and 4 at the capital iirc which is amazing in the later stages of the game when you've pretty much got all the farms you can comfortably have, as it allows your cities to grow just a little larger in a little less time. The ones that provide culture are great early game for getting policies quicker, since when they provide like, 20 culture per turn, which is huge when you only have a few cities.

I agree getting rid of religion was dumb, same with getting rid of espionage, but they both needed work anyways. Religion weighed in way too heavily for diplomacy with the AI, and didn't really provide many benefits besides a little extra happiness. Espionage never really provided many benefits either when you consider how much it cost.




I actually love the decisions to implement 1UPT, hexes and removing religion and espionage. What I dislike is the changes to the economy of the game. There's too many limits on number of cities and size of cities. Earlier, cheaper buildings are also disproportionately more powerful and beneficial compared to later buildings. And I got tired of how laggy the game is even on a new PC. It's a turn based game.
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
February 17 2011 19:56 GMT
#555
1UPT is actually directly responsible for breaking the game. You should check Sulla's site

here

He's one of the dev's from Civ 4 and one of the all around best players of both civ III and civ IV. He examines in detail how they ruined the game, 5 major reasons, but the number one is probably 1UPT. Here's the critique.

+ Show Spoiler +
"I believe that these problems stem directly from the decision to make civ V a one-unit-per-tile (1UPT) game. 1UPT allows a lot of flexibility in how you arrange your army; however, it only works if your army has empty space to move in. It requires an army smaller than the map. 1UPT led to small army sizes, which led to lower production and faster science, which led to the broken economy system that this game has now. The combat in civ V was based on panzer general, but that doesn't work well in a civ style game. I tried to explain why that is in this post: (In PG, England is about 500 hexes. That's enough room for very large armies to maneuver around in (and even so, things get pretty congested when you're fighting over london). In Civ V, England is only 6 hexes! What am I supposed to do there? That's not even enough room to build a proper city! The English channel is only 4 hexes and one hex wide, so you can shoot across it with archers. Poor Italy has it worst though- only 2 hexes for the Italian peninsula! And the mediterranean is only 1 tile wide! Now that's an earth map, but the same sort of problems happen on any map I play. Tight spaces, bottlenecks, absolutely no room to maneuver. Civ V warfare is just a traffic jam.)

Clearly this was a decision made early on, since it's such an important part of the game. At the same time, they wanted to keep the "civ" feel to the game, where you settle new cities, build improvements and city buildings, and go in to the city screen to adjust your citizens. Combined, this meant that they had to limit the total number of tiles in the game, and so they tried to force army sizes to be very small. A typical civ 4 army of ~50 units would be incredibly annoying to manage in the Civ V style, so they wanted to encourage armies of only 5~10 units. I hope this succession game showed how clunky warfare becomes in this game when the army sizes get large (I enjoy the early wars with small army sizes). The AI can't handle it, and the player doesn't enjoy it.

In order to do that, they had to limit production. You can see that in the decreased yields- production and food yield have been decreased compared to civ 4, whereas the food required to grow a city was greatly increased. The early units like warriors don't take very long to build, but the cost of units quickly increases. The high upkeep costs for units, buildings, and roads factor in to this as well (see my sig: Civ5 is the first Civ game that is about NOT building instead of building. Don't build troops since support is so high, don't build buildings because support is too high, don't build roads because.... yada yada yada). The idea was, I think, that every new military unit would take about 10~20 turns to build, just enough to replace your losses while you continually upgraded your original army. As a result, your army size would stay almost constant throughout the game.

Also, it's worth pointing out that there's two ways of effectively decreasing production. Either decrease hammer yields while increasing costs- which they did- or to make science go faster- which they also did. The beaker cost of techs decreased, great scientists became more powerful, and research agreements were added. All of these accelerated the tech pace, giving less time to build the units/buildings for each technology, which effectively decreased production.

So now the developers are stuck with a game that has greatly reduced production values. That's fine, except for one thing- what do they do in the early game? They can't expect us to just sit around clicking "next turn" for 40 turns waiting for our worker to finish, or 100 turns for a library to finish. It's bad enough that it already takes up to 15 turns to finish that first worker. So, they had to make the early stuff a bit cheaper. You can build a warrior in ~6 turns, and you can build a horseman or a library in ~10. Even a coloseum only takes ~20. The idea was that a small city was efficient enough to produce the early game stuff in a reasonable amount of time, and as the city grew, it would produce the later stuff in the same amount of time- keeping army size constant while the cities grew and built infrastructure. There would be no massive increases in the power of a city with its size (like civ 4 had) because if a city became really powerful, it could create huge armies which would break the 1UPT system. If large cities were only modestly more powerful than small cities, the army sizes would stay small. That's pretty much what I discovered when I tried a game limited to just 3 large cities.

What the developers overlooked was that we're not limited to just a few large cities- we can build as many small cities as we want! Granted, we're limited a bit by happiness, but there's a lot of ways to solve that little problem (like keeping the city size small). And since small cities are so efficient at building the early game stuff, and large cities never become vastly more powerful, the many small cities with their trading posts (even without any multipliers) will quickly outproduce the large cities with their mines, despite their forges and workshops.

The game is in an awkward situation where large cities can't be too good because it would imbalance the middle and late game, but small cities have to be good or else the early game would be boring. And of course science is shared between all cities, so the more cities you have, the faster science goes, without any corresponding increase in city production. The result is what we've got now- a large number of small, undeveloped cities can produce a collossal amount of gold and science, which allows us to outtech even a large deity AI, while producing anything we want.

I know a lot of people will suggest balance tweaks to fix this. But I don't think this can be solved adequately without somehow addressing the issue of 1UPT at civ scale. You can't give an incentive to make large, developed cities better because that will just make that late game even faster and more unit-clogged than it is now. You can't make small, undeveloped cities weaker because than the early game will just be excruciatingly slow and boring.

So what do we have now? Thanks to 1UPT, we've got a game that tries hard to limit production because large armies break the 1UPT system. To limit production as the game goes on, large cities increase their production very slowly relative to science. This means that small cities remain competative throughout the entire game. This, combined with the many loopholes in the happiness system, allow an empire of many small cities to massively outproduce and outtech an empire of a few large cities, so the 1UPT is broken anyway with a massive clog of advanced units, early in the game. In my opinion, this is not fixable without severe changes to the game, such as bringing back stacks or greatly increasing the minimum distance between cities


tl:dr 1UPT allows a lot of flexibility in how you arrange your army; however, it only works if your army has empty space to move in. It requires an army smaller than the map. 1UPT led to small army sizes, which led to lower production and faster science, which led to the broken economy system that this game has now.

Thanks to 1UPT, we've got a game that tries hard to limit production because large armies break the 1UPT system. To limit production as the game goes on, large cities increase their production very slowly relative to science. This means that small cities remain competitive throughout the entire game. This, combined with the many loopholes in the happiness system, allow an empire of many small cities to massively outproduce and outtech an empire of a few large cities, so the 1UPT is broken anyway with a massive clog of advanced units, early in the game. In my opinion, this is not fixable without severe changes to the game, such as bringing back stacks or greatly increasing the minimum distance between cities.
"I love noobies, they're so happy." -Chill
andrewlt
Profile Joined August 2009
United States7702 Posts
February 17 2011 21:47 GMT
#556
On February 18 2011 04:56 LaughingTulkas wrote:
1UPT is actually directly responsible for breaking the game. You should check Sulla's site

here

He's one of the dev's from Civ 4 and one of the all around best players of both civ III and civ IV. He examines in detail how they ruined the game, 5 major reasons, but the number one is probably 1UPT. Here's the critique.

+ Show Spoiler +
"I believe that these problems stem directly from the decision to make civ V a one-unit-per-tile (1UPT) game. 1UPT allows a lot of flexibility in how you arrange your army; however, it only works if your army has empty space to move in. It requires an army smaller than the map. 1UPT led to small army sizes, which led to lower production and faster science, which led to the broken economy system that this game has now. The combat in civ V was based on panzer general, but that doesn't work well in a civ style game. I tried to explain why that is in this post: (In PG, England is about 500 hexes. That's enough room for very large armies to maneuver around in (and even so, things get pretty congested when you're fighting over london). In Civ V, England is only 6 hexes! What am I supposed to do there? That's not even enough room to build a proper city! The English channel is only 4 hexes and one hex wide, so you can shoot across it with archers. Poor Italy has it worst though- only 2 hexes for the Italian peninsula! And the mediterranean is only 1 tile wide! Now that's an earth map, but the same sort of problems happen on any map I play. Tight spaces, bottlenecks, absolutely no room to maneuver. Civ V warfare is just a traffic jam.)

Clearly this was a decision made early on, since it's such an important part of the game. At the same time, they wanted to keep the "civ" feel to the game, where you settle new cities, build improvements and city buildings, and go in to the city screen to adjust your citizens. Combined, this meant that they had to limit the total number of tiles in the game, and so they tried to force army sizes to be very small. A typical civ 4 army of ~50 units would be incredibly annoying to manage in the Civ V style, so they wanted to encourage armies of only 5~10 units. I hope this succession game showed how clunky warfare becomes in this game when the army sizes get large (I enjoy the early wars with small army sizes). The AI can't handle it, and the player doesn't enjoy it.

In order to do that, they had to limit production. You can see that in the decreased yields- production and food yield have been decreased compared to civ 4, whereas the food required to grow a city was greatly increased. The early units like warriors don't take very long to build, but the cost of units quickly increases. The high upkeep costs for units, buildings, and roads factor in to this as well (see my sig: Civ5 is the first Civ game that is about NOT building instead of building. Don't build troops since support is so high, don't build buildings because support is too high, don't build roads because.... yada yada yada). The idea was, I think, that every new military unit would take about 10~20 turns to build, just enough to replace your losses while you continually upgraded your original army. As a result, your army size would stay almost constant throughout the game.

Also, it's worth pointing out that there's two ways of effectively decreasing production. Either decrease hammer yields while increasing costs- which they did- or to make science go faster- which they also did. The beaker cost of techs decreased, great scientists became more powerful, and research agreements were added. All of these accelerated the tech pace, giving less time to build the units/buildings for each technology, which effectively decreased production.

So now the developers are stuck with a game that has greatly reduced production values. That's fine, except for one thing- what do they do in the early game? They can't expect us to just sit around clicking "next turn" for 40 turns waiting for our worker to finish, or 100 turns for a library to finish. It's bad enough that it already takes up to 15 turns to finish that first worker. So, they had to make the early stuff a bit cheaper. You can build a warrior in ~6 turns, and you can build a horseman or a library in ~10. Even a coloseum only takes ~20. The idea was that a small city was efficient enough to produce the early game stuff in a reasonable amount of time, and as the city grew, it would produce the later stuff in the same amount of time- keeping army size constant while the cities grew and built infrastructure. There would be no massive increases in the power of a city with its size (like civ 4 had) because if a city became really powerful, it could create huge armies which would break the 1UPT system. If large cities were only modestly more powerful than small cities, the army sizes would stay small. That's pretty much what I discovered when I tried a game limited to just 3 large cities.

What the developers overlooked was that we're not limited to just a few large cities- we can build as many small cities as we want! Granted, we're limited a bit by happiness, but there's a lot of ways to solve that little problem (like keeping the city size small). And since small cities are so efficient at building the early game stuff, and large cities never become vastly more powerful, the many small cities with their trading posts (even without any multipliers) will quickly outproduce the large cities with their mines, despite their forges and workshops.

The game is in an awkward situation where large cities can't be too good because it would imbalance the middle and late game, but small cities have to be good or else the early game would be boring. And of course science is shared between all cities, so the more cities you have, the faster science goes, without any corresponding increase in city production. The result is what we've got now- a large number of small, undeveloped cities can produce a collossal amount of gold and science, which allows us to outtech even a large deity AI, while producing anything we want.

I know a lot of people will suggest balance tweaks to fix this. But I don't think this can be solved adequately without somehow addressing the issue of 1UPT at civ scale. You can't give an incentive to make large, developed cities better because that will just make that late game even faster and more unit-clogged than it is now. You can't make small, undeveloped cities weaker because than the early game will just be excruciatingly slow and boring.

So what do we have now? Thanks to 1UPT, we've got a game that tries hard to limit production because large armies break the 1UPT system. To limit production as the game goes on, large cities increase their production very slowly relative to science. This means that small cities remain competative throughout the entire game. This, combined with the many loopholes in the happiness system, allow an empire of many small cities to massively outproduce and outtech an empire of a few large cities, so the 1UPT is broken anyway with a massive clog of advanced units, early in the game. In my opinion, this is not fixable without severe changes to the game, such as bringing back stacks or greatly increasing the minimum distance between cities


tl:dr 1UPT allows a lot of flexibility in how you arrange your army; however, it only works if your army has empty space to move in. It requires an army smaller than the map. 1UPT led to small army sizes, which led to lower production and faster science, which led to the broken economy system that this game has now.

Thanks to 1UPT, we've got a game that tries hard to limit production because large armies break the 1UPT system. To limit production as the game goes on, large cities increase their production very slowly relative to science. This means that small cities remain competitive throughout the entire game. This, combined with the many loopholes in the happiness system, allow an empire of many small cities to massively outproduce and outtech an empire of a few large cities, so the 1UPT is broken anyway with a massive clog of advanced units, early in the game. In my opinion, this is not fixable without severe changes to the game, such as bringing back stacks or greatly increasing the minimum distance between cities.




Maybe. I agree with some of Sulla's points but disagree on others. I detested stacking and it was one of the primary reasons I stopped playing the early Civ games when I did. The civfanatics community vastly overrates Civ 4 and the features of that game. I thought that espionage was a tacky, gamey add-on to an empire building game and religion was terrible for diplomacy but lots of people there are saying that removing those features dumb down the game.

Gak2
Profile Joined September 2010
Canada418 Posts
February 17 2011 21:56 GMT
#557
This is my first civilization game (I never even touched any before this) and I need to say once the original addiction wears off I realized that it's a pretty bad game.
-the time between turns take too freakin long
-the only real fun way to win is to conquer everything
-the AI civilizations are retarded
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2011-02-17 23:17:00
February 17 2011 23:16 GMT
#558
On February 18 2011 06:56 Furios wrote:
-the time between turns take too freakin long
-the only real fun way to win is to conquer everything


1) The mod I posted earlier (Civilization Nights) replaces military units from formations to a single unit, reducing lag times late game significantly

2) Hahahahaha, no. That's the stupidest thing I ever heard. I have to literally stop myself from getting Culture victories because they are so easy to get, I get them even when I'm not going for them. Almost every single game (on King, by the way) I play, I have Utopia Project ready to burst out in case I begin to lose. Culture Victory is the best way to win, not Domination. Plus, it's super fun to get 300+ gold a turn non golden age. If you're only fun is killing shit, Civ is not a game for you.
Millitron
Profile Blog Joined August 2010
United States2611 Posts
February 17 2011 23:47 GMT
#559
On February 18 2011 04:56 LaughingTulkas wrote:
tl:dr 1UPT allows a lot of flexibility in how you arrange your army; however, it only works if your army has empty space to move in.

And stacking was somehow better? Oh what's that? You've forced me to attack through an easily defended mountain pass? LOL I'll just stack my 80 modern armor and roll through there no problem.
Who called in the fleet?
Entertaining
Profile Joined September 2007
Canada793 Posts
February 18 2011 00:15 GMT
#560
they add hotseat yet? not buying it untill there hotseat T.T
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