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  • 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.
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