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I got this for Christmas and I feel kinda bad because I still just play Civ IV. I booted up CIv V a few times but wasn't captured, so to speak.
Yes I'm a noob and play against the AI on like the 4th setting.
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This game is Starcraft 2 of the Civilizations, except that the gamemakers are not making an effort to improve it like Blizzard successfully did.
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On February 18 2011 10:53 Hesmyrr wrote: This game is Starcraft 2 of the Civilizations, except that the gamemakers are not making an effort to improve it like Blizzard successfully did.
Implying modding doesn't fix a lot of that
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On February 18 2011 10:58 Fruscainte wrote:Show nested quote +On February 18 2011 10:53 Hesmyrr wrote: This game is Starcraft 2 of the Civilizations, except that the gamemakers are not making an effort to improve it like Blizzard successfully did. Implying modding doesn't fix a lot of that
But the game makers don't make the mods...
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On February 18 2011 10:53 Hesmyrr wrote: This game is Starcraft 2 of the Civilizations, except that the gamemakers are not making an effort to improve it like Blizzard successfully did. In many ways it's exactly the opposite. In SC2, Blizzard kept a lot of the things that worked in SC fairly much the same. They also spent a long time getting it up to scratch before releasing it, and did a good enough job that a functioning pro scene was able to start running within a couple of months of release.
By contrast, Civ 5 threw out most of the innovations that had been found to work well in Civ 4, released fairly hurriedly, and made such a hash of it that most of the best civ players gave up after a month or two and went back to the previous game.
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I just wish they had improved Naval Warfare and actually made it a factor.
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Well, it did meet the basic functionality considering it was well-recepted in South Korea and some other players, so the comparison could still work in that it was simply overshadowed by much better successor. SC2 also got a lot of flak on the earlier days (GSL1 and 2 was honestly a mess with balance discussions though I guess that's more community-related) but Blizzard's patches helped to address such concerns pretty well. I no longer pay attention to CIV 5 news anymore so maybe I am missing something but I am not seeing that commitment in Civ5's sides.
But I agree with what you said about the way it was published at the beginning, guess it kind of compliments each other since both essentially argues that potential of the game was ruined by game developer's poor handling of it.
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On February 18 2011 06:47 andrewlt wrote:Show nested quote +On February 18 2011 04:56 LaughingTulkas wrote:1UPT is actually directly responsible for breaking the game. You should check Sulla's site hereHe'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.
Agree that espionage was pretty lame. I mean, I've never turned that slider up, but managing where the points go at least is a reasonable way to implement espionage.
As for stacking, nobody likes the SoD, but mods like the BUG mod allow you to cap it, I usually cap it at about 5 per tile, seems to work well. With improved AI mods the computer can actually handle it. I guess I rarely play "vanilla" anymore, Rise of Mankind is sooooo good, and FFH2 is a must play as well.
All the civ pros seem to agree thought that Civ V is a reversion to ICS (infinite city sprawl) and despite some cool new mechanics and graphics, is ultimately a failed sequel to the Civ franchise. But what do you expect with a developer who came from Panzer General?
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not a worthy successor to civ IV :[ maybe after few expansions
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February patch notes/changes:
The upcoming patch will contain some significant balance adjustments to Civ V. We thought it would be a good idea to give everyone a quick run-down on our thoughts behind these changes and a look at what further balance work lies ahead….
This February patch comes at a great time for making balance changes; The five months since Civ V’s release has given us time to analyze reports of dominant strategies and implement and test deeper changes that will better balance the game in several key areas.
Working with our “Frankenstein” gameplay test group, we have been looking closely at the tradeoffs between building a Wide empire (one with lots of smaller cities sprawling across the map) and a Tall empire (one with just a few highly populous, highly productive cities). With this patch you’ll see a number of changes to the economic side of the game to bring these two play styles in closer balance with each other. City spacing, building effects and the Liberty and Tradition policy trees are where the most extensive changes have occurred. We’re now seeing games where a Tall empire can match or even exceed a Wide one in production and science output even deep into the game.
We wanted to improve the effectiveness of buildings. We also wanted to improve how cities interact with the map. Adjustments to terrain have increased production, while buildings that modify production have been adjusted in tune with these changes. You’ll find many buildings to be easier to build, with extra benefits, especially if you’ve settled near beneficial terrain and resources. We've continued to make improvements to pacing, diplomacy, turn times, the AI, and other aspects of the game.
With future patches we’ll continue to iterate through Civ V systems and fine tune the balance of each one. So far we’ve already identified combat, multiplayer, late-game policies, wonders and civilization-unique bonuses as additional areas that will benefit from this sort of attention. And as this journey progresses we promise to keep an ear to the ground for other areas the Civilization community may want us to address. Continued collaboration between community, our gameplay testers, and the development team will be nothing but a win for Civ V.
http://forums.2kgames.com/showthread.php?104604-February-Patch-Notes
STRATEGIC AI- Prevent AI from building too many AA units
- Don't allow CSs to build Manhattan Project
- AI calculation of enemy military might are tweaked based on size of enemy gold reserve
- AI calculation of enemy power now takes into account promotions
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IT'S LIKE I'M PLAYING CIV 4 ALL OVER AGAIN
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So after reading some of the posts in this thread it appears I shouldn't waste my money on Civ 5? = /
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On March 01 2011 03:40 1Eris1 wrote: So after reading some of the posts in this thread it appears I shouldn't waste my money on Civ 5? = /
I don't know if I would go that far. Civ games tend to take a little bit of time to properly balance and fix. Civ 4 had plenty of problems when it was released. Civ 5 eventually will be as good as its predecessors.
That said, when the hell are they going to fix the city-state road quest bug? WTF is taking them so long? It really messes up city-state relations. =(
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I can't stand the AI balance in this game, especially on Islands, Bismarck constantly expands, very much so when it is an advanced setup, he should be bleeding gold but when it hits negative output and nears 0 what happens he gets a couple hundred gold in pocket as well as output and there is no sane reason why that should happen. Especially with the army one needs to be fighting half the city states.
That's another thing when will city states actually become worth something rather than for, a limited time, resources and culture? I have only seen an allied city actually state attack an enemy and that was when I supplied him with 7 out of 10 of it's units and Japan shared the same Border.
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I wished they worked on the optimization of this game as well. I have an i7-930 with 12 Gb of RAM and this game just slows to a crawl on a huge map.
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Looks like the patch was just released! Time to say goodbye to the rest of this week...
EDIT: Getting an incomplete installation error, apparently the steam verification something something is busy so you just have to start civ V a bunch.
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After playing Civ 5 (my first Civ game), i'm noticing that the AI is fantastic at acquiring gold, at higher levels of difficulty, but piss poor at spending it. There are times i roll into a civ's capitol only to see they have over 30k gold stitting in the bank. Hell, i even started converting all my cities production to wealth, during a golden age, to trade all my gpt + luxury + strategic for this obscene amount of gold only to declare war right after that transaction to buy up a super army to immediately roll them. Some of the wonders/policy combos seem a bit to OP like Himeji + Oligarchy; virtually unconquerable. i hope that some of these bonuses aren't as generous in the coming patch.
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I don't get it, the patch installed for me but I notice no new change. What did they change?
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Patch notes: City-States now recognize when a road is connected for their road-connection quest.
Could it be, have they finally fixed it????
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So the next DLC Civ to be added is Polynesia, on March 3rd...
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