Our forum has seen plenty of debate on the subject of overall game experience with Civ5, often leading to heated discussions. Firaxis' Dennis Shirk finds that fans had "high expectations", and he is happy to conclude that the Civ community "feel[s] [that] we've delivered another great Civ game." (p.25).
This quote comes out of this month's issue of "Game Developer", which narrates the development of Civ5 from perspective of the lead producer, Dennis Shirk. He explains which issues Shafer's team faced, and some of the solutions that they came up with to counter these. We will be covering varying aspects of this issue later, in the spotlight.
We find ourselves exactly six months since the release of Civilization 5. Following this event, several patches, hotfixes, and DLC's have emerged to improve on and extend game functionality. Do you agree with Shirk's assessment? Which gameplay aspects are urging you to go 'one more turn'? Which overall changes might improve on that experience?
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Civ community euphoric about Civ5?
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- Created by: Zoetstofzoetje
- Published: March 20, 2011, 14:43
- 169 comments
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Civ community euphoric about Civ5?
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#167Myrddin commentedMarch 13, 2012, 19:06Editing a commentOne of the biggest AI issues seems to be pathfinding for its units, and limits on the number of units on a tile reduces the number of valid paths. This was an issue with the Call To Power series and so should not have been a surprise to the game designers. One of the solutions is an extensive road network, so that there are readily available alternative pathways. Guess what else the Civ V designers decided to do?
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#168jocgrtgvds commentedApril 11, 2012, 03:37Editing a commentNo. No we do not feel that they delivered "another great game". In fact,
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#169tera gold commentedApril 21, 2012, 03:28Editing a commentNo big deal I have a coup
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by DanQBring 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.-
Channel: Civ5
December 13, 2014, 12:42 -
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by AesonAn 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?...-
Channel: Civ5
March 1, 2014, 00:41 -
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by Robertjoystiq 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.
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Channel: Civ5
January 16, 2013, 01:03 -
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by Orange46Civilization 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.
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Channel: Civ5
November 6, 2012, 18:47 -
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. ...
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Channel: Civ5
September 29, 2012, 20:20 -