Announcement

Collapse
No announcement yet.

Ars on Civv

Collapse
X
Collapse
  •  

  • Ars technica reviews Civ5 City States and Combat

    Ars technica played around a bit with Civilization V and wrote up some things that 'grabbed us in our brush' about City States and Combat. So not a full review (which is promised to be released later) but only a focus on these two subjects. Some interesting bits is that "the game will tell you, in plain English, how it expects your attack to go—safely, major victory, major loss, and so forth.". So no numbers to tell you how big the odds are that you may win a battle (like 95% or 34%) but a written indication. Approaching a city to attack it may be a very difficult job, according to ars technica: "cities can also now defend themselves at a distance (...) using a bombardment attack. A city can bombard units that are a couple of tiles away, meaning that before a melee unit can even really arrive to attack a city, it may be worn down to half its strength or even less."

    This obviously raises some questions regarding the difficulty in Civilization V to attack! Many players of Civilization IV agree that the defender has an advantage. Will this also be the case in Civ5? Or will this be leveled out by the fact that cities can now only contain 1 unit, and is this bombarding feature a way to balance out the odds for defenders because most of the battle happens on the field now?

    Move on to ars technica to read the article.


    • Jaybe
      #14
      Jaybe commented
      Editing a comment
      Wyrda, when the BUG mod=equivalent comes out with detailed percentages of combat outcomes, I will probably not use it. I prefer a little more mystery (or realism, if you will).

      You seem to be taking the perspective of the game player. Mine was from the leader on the battlefield.

    • Wyrda Edocsil
      #15
      Wyrda Edocsil commented
      Editing a comment
      Either the percentages and statistics should all be there for you (like CivIV), or only the units' individual strengths and bonuses should be shown (similar to Total War). An average amount of damage inflicted is completely useless. I could go without any of the extra numbers, or with them, but the with and the without are directed toward completely different styles of gameplay. A system halfway in between the two is just annoying to the parties that like each. I was leaning towards a system where all statistics are shown, simply because the developers had begun to go down that path. If one is given half of a thing that they could go without, they want the other half.

      If you really want to play a battlefield command simulation, I recommend Rome: Total War (Medieval II was reasonable, but the later ones were horrible). It's a great game, and I play it quite a bit, along with Civilization. Civilization, though, IMO, is more focused on the development of an empire as a whole, which, IMO, is more suited to a system in which all of the statistics are given.

      BTW, I just read your signature. Your math is faulty. 30% damage at full strength is equivalent to 60% at half strength, not 15%. When the total halves, the percent of that number that another number is doubles. Run it through a calculator if you want. If I misread your signature, then please rephrase it for me.

    • Jaybe
      #16
      Jaybe commented
      Editing a comment
      BTW, I just read your signature. Your math is faulty. 30% damage at full strength is equivalent to 60% at half strength, not 15%. When the total halves, the percent of that number that another number is doubles. Run it through a calculator if you want. If I misread your signature, then please rephrase it for me.
      I believe an area-effect weapon such as artillery or aircraft should have its effect reduced as the ground-target density declines. To totally eliminate a unit, you should have to occupy the area with ground forces. Assumes that it would take several turns for an almost-destroyed unit to be rebuilt. Would not apply to naval targets, of course.

      If you really want to play a battlefield command simulation, I recommend Rome: Total War
      Tried that a few years ago; I couldn't get a handle on it in the RTS tactical battlefield.
    Posting comments is disabled.

Latest Articles

Collapse

  • PolyCast Episode 216: "What's Next"
    by DanQ
    Bring it on. The two-hundred-and-sixteenth episode of PolyCast, "What's Next", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" are joined by returning guest co-host "DarkestOnion". It carries a runtime of 59m59s.

    Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.
    December 13, 2014, 12:42
  • Steam Sale: Civ Titles up to 75% off!
    by Aeson


    If there's any games you're missing in your collection ... It's time to buy!...
    August 20, 2014, 19:33
  • Do you Ever Move Your First Settler?
    by Aeson
    An interesting article at The Escapist about Civilization and some of the goings-on behind the scenes at Firaxis:

    http://www.escapistmagazine.com/arti...s-Civ-V-Studio



    I have a lot of problems with the methods Firaxis tested this with. Turning off barbs, limiting AI expansion ... those are two critical factors for how big an impact waiting to found your first city will be.

    I myself like to move the other unit first, see if there's a good spot to move the Settler to in a couple of turns or less. A river hill is is hard to pass up moving to. The extra production from the hill will pay off the first move very quickly.

    How about you? In what circumstances do you feel moving the Settler is a good idea?...
    March 1, 2014, 00:41
  • Possible new expansion for Civ5: One World
    by Robert
    joystiq reports that Civilization V may get another expansion, based on a listing in the Steam Apps Database. Neither Firaxis nor 2K Games commented on this finding.

    ...
    January 16, 2013, 01:03
  • Civilization 5 Patch 1.0.2.13 has been released
    by Orange46
    Civilization 5 Patch 1.0.2.13 has been released. That is the big patch announced for this fall. It contains many fixes and tweaks and also support for Windows 8 touch screen support. Here is the list with full patch notes highlighted are the things that were not in the announcement earlier this year:

    BUG FIXES

    General

    • Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay.

    Civilizations and Traits

    • Ottoman naval upkeep is now fixed. Save games that were started before the fix will not be corrected.
    • German UA and Oligarchy social policy now work together correctly.

    City States

    • Mercantile CS now only get a unique luxury for their first city (and not the cities they conquer). Unique luxury is removed upon capture (players can no longer get it by taking over a CS). Unique luxury is given back upon liberation.
    • Prevent double counting of resources when an improvement is gifted to a minor civ, then the minor civ techs up to activate the improvement.
    ...
    November 6, 2012, 18:47
  • Civilization 5 patch officially announced for this fall
    by Martin Gühmann
    A new Civilization 5 patch has been announced by 2K Greg on 2K Games Forums. Here are the Civ5 patch notes and what 2K Greg says about: Here's a fun surprise for you guys to read over the weekend: Patch notes for the upcoming "Fall Patch!" There's no ETA for this patch at the moment other than "fall" There are some popular requests in here that I bet will make some of you very happy. And so without further ado: Modding Addendum The DLL source code will be released with the fall patch, allowing modders to compile modified DLLs for their Civilization V mods. BUG FIXES General Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay. ...
    September 29, 2012, 20:20
Working...
X