I think you are being too kind, Godspawn.
The conceptual thinness of the civilopedia, more than its design, is the real problem. Try finding irrgation or power, or look at the recent thread on bulding settlers (http://apolyton.net/forums/showthrea...hreadid=145590). How hard would it be to simply EXPLAIN this kind of stuff? I should be able to quickly access a LONG and THOROUGH list of every game concept, unit, building, whatever, and find a page that DETAILS, with the necessary numbers, what it does.
Civ is about choices, as Vel likes to say. This is a far more complex games than its predecessors (which is good), but opportunity costs cannot be measured without information.
The conceptual thinness of the civilopedia, more than its design, is the real problem. Try finding irrgation or power, or look at the recent thread on bulding settlers (http://apolyton.net/forums/showthrea...hreadid=145590). How hard would it be to simply EXPLAIN this kind of stuff? I should be able to quickly access a LONG and THOROUGH list of every game concept, unit, building, whatever, and find a page that DETAILS, with the necessary numbers, what it does.
Civ is about choices, as Vel likes to say. This is a far more complex games than its predecessors (which is good), but opportunity costs cannot be measured without information.
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