First of all, while you may know how to rush in warcraft, that doesn't transfer over into knowing how to rush in CIV. The idea does, but reality tends to put a few kinks in the hosepipe of though. My assessment is from your post about your rush, which I think is dead on, and it seems snoopy has the same assessment
AS t new players getting flung in at the deepend, I don;t think anyone can go into a game and having picked it up play perfectly and have flawless understanding of what to do in every situation. There will always be a learning curve. I don't know everything about civ, I'm still learning and improving. The best thing a games developer can do is to make the game interface intuitive and provide infomation about game mechanics and other rules ie via the civilopedia. Yes, alot of people will never bother to read and learn but there is a saying, "Noobs will be noobs". People who don't want to learn won't, but those who will, will. I don;t think a game such as civ should be simplified down to the lowest common denominator, which is the way it is going á la spies.
Fixing up start locations...the MP mapscripts are ok. Basically everyone should start with a similar amount of food (plains cow and unirrigatable bananas aren't food, they're just a bonus, but for some reason the game thinks they are), and a decent amount of land to grow into, preferable similar for everyone so that teamers function. TBG is pretty much perfect now. Then again, that and Inland sea are the only pure MP mapscripts around I think. Oh and Mirror for duels (that is basically chess but it's 1v1 so justified).
The reason I didn;t comment onthe cheap defensive unit is because I've played enough games onren and medi where everyne starts with an explorer which is frankly the best unit in the game in medi. it's cheap, it gets boni on hills and forests (so can be a great sentry) and the only way to kill it reliably in a city, on flat land is with a CR sword which basicaly rules out a rush as you need a barracks and to hook up iron. In ren they make great defenders for lone knights in enemy land (on hills or forest, as pikes don't get odds). If ancient were to get a cheap defender what would it's purpose be? You could use it again to choke, it'll defend great, and it'll be able to threaten you enemies worker, and it's cheap so it won;t affect your expansion too much. That seems like a no brainer to me. So you balance it...you make it so it dies easily out of cities, but then it can't protect a choke. Make it die to another unit? then it isn;'t a good defender is it? You just get the archer/quechua problem all over again. Make it impossible to attack with, and you make rushes fully impossible, removing a whole load of choice from the game, and as has been said the game better give every start a fair chance to win without being a chessboard.
How all this applies to CiV, I have no idea. I just hope Trip and Alex start showing some real class, because what they have been in charge of so far hasn't impressed me an awful lot. Left impressions, yes...
AS t new players getting flung in at the deepend, I don;t think anyone can go into a game and having picked it up play perfectly and have flawless understanding of what to do in every situation. There will always be a learning curve. I don't know everything about civ, I'm still learning and improving. The best thing a games developer can do is to make the game interface intuitive and provide infomation about game mechanics and other rules ie via the civilopedia. Yes, alot of people will never bother to read and learn but there is a saying, "Noobs will be noobs". People who don't want to learn won't, but those who will, will. I don;t think a game such as civ should be simplified down to the lowest common denominator, which is the way it is going á la spies.
Fixing up start locations...the MP mapscripts are ok. Basically everyone should start with a similar amount of food (plains cow and unirrigatable bananas aren't food, they're just a bonus, but for some reason the game thinks they are), and a decent amount of land to grow into, preferable similar for everyone so that teamers function. TBG is pretty much perfect now. Then again, that and Inland sea are the only pure MP mapscripts around I think. Oh and Mirror for duels (that is basically chess but it's 1v1 so justified).
The reason I didn;t comment onthe cheap defensive unit is because I've played enough games onren and medi where everyne starts with an explorer which is frankly the best unit in the game in medi. it's cheap, it gets boni on hills and forests (so can be a great sentry) and the only way to kill it reliably in a city, on flat land is with a CR sword which basicaly rules out a rush as you need a barracks and to hook up iron. In ren they make great defenders for lone knights in enemy land (on hills or forest, as pikes don't get odds). If ancient were to get a cheap defender what would it's purpose be? You could use it again to choke, it'll defend great, and it'll be able to threaten you enemies worker, and it's cheap so it won;t affect your expansion too much. That seems like a no brainer to me. So you balance it...you make it so it dies easily out of cities, but then it can't protect a choke. Make it die to another unit? then it isn;'t a good defender is it? You just get the archer/quechua problem all over again. Make it impossible to attack with, and you make rushes fully impossible, removing a whole load of choice from the game, and as has been said the game better give every start a fair chance to win without being a chessboard.
How all this applies to CiV, I have no idea. I just hope Trip and Alex start showing some real class, because what they have been in charge of so far hasn't impressed me an awful lot. Left impressions, yes...
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