Originally posted by Donegeal
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Civ V Announced
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You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Yeah... but most people play SP and didn't have to worry about it much. Now they do.Founder of The Glory of War, CHAMPIONS OF APOLYTON!!!
'92 & '96 Perot, '00 & '04 Bush, '08 & '12 Obama, '16 Clinton, '20 Biden, '24 Harris
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Originally posted by Donegeal View PostYeah... but most people play SP and didn't have to worry about it much. Now they do.
(Unless playing a citadel defense strategy, but seems like the same situation will apply in ciV.)
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Originally posted by Krill View PostUm, you had to defend the land in CIV. letting someone walk up to your city and collateral it meant you died very quickly in MP (against competent players). This isn't some huge change that has just happened out of hte blue.
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Originally posted by gribbler View PostSure, counterattacking an enemy stack was usually the best defense. But the amount of firepower you could bring to bear on your opponent simply depended on how many units you could throw at them, while in civ5 it looks like the amount of tiles you control matters. So war isn't just about taking down enemy units and cities anymore, but also controlling territory. Front lines spanning the entire border instead of stacks. I think that's a pretty big change.
In CiV I can see roads playing a massive importance, with you trying to flank the enemy to bring as many units to bear at once. All the 1 unit per tile rule does is increase the value of fast movers (so that you can flank the enemy in terms of width on the map), which means fast movers and resources need to be balanced to perfection, no one should have multiple easy horse resources (due to the 1 resource = 1 unit rule), and the value of workers with which to road. If there is a public works system, then I'm reserving judgement to see how it works, but that could be either beautiful or fugly depending on the implementation. The way units themselves are balanced becomes important, but rock/paper/scissors type combat would be utterly broken and the defender (or whoever gets to attack first in neutral land) should have a very large advantage.
EDIT: Examples of how to interdict land in CIV:
MTDG on CFC, SANCTA v. Kaz, the power of a combat settler and truly mind numbing stupid research order.
Realms Beyond PB1, 11 player FFA. I had to take on a 3v1 and take out a specific city. I got the city, even though we were basically equally matched unit wise (yeah, I managed to slave out a pretty big army...) but I had to position the units in a very specific order to hold off any attack on my stack while it was out in the open.Last edited by Krill; February 21, 2010, 11:31.You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Okay, I think I see what you mean, civ4 does have situations where controlling land helps with maneuvering a stack into position or intercepting an enemy stack. But I wouldn't say "the tactics are identical" when stacks are being done away with. To me it seems like war will have a very different character.
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I read that Civ5 was announced, and had to run back to this site to read more about it
The changes sound very good. Hexagonal squares, awesome. Better AI and being able to trade land. Gimme!
I'm a bit worried though. The game has only been in development since 2009? That's about a year. Sounds like a horrible rush-job.
Also, finite resources? This brings back nightmares from civ3. It was one of the worst features there.
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Originally posted by Diadem View PostAlso, finite resources? This brings back nightmares from civ3. It was one of the worst features there.
But they better be careful. I can understand how you want to make resources an important part of the game, but you have to balance availability of the critical resources. You can live without many resources, but playing with no copper or horses early in a game in Civ IV is a pretty big handicap.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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Originally posted by Ming View PostPlus, I'm sure they have been thinking about Civ IV "unofficially" for a long time already."Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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Originally posted by Diadem View PostI'm a bit worried though. The game has only been in development since 2009? That's about a year. Sounds like a horrible rush-job.
Also, finite resources? This brings back nightmares from civ3. It was one of the worst features there.
2) Civ 3 didn't have finite resources; it did have depleting and reappearing resources though. PTWDG2, with one continent (half the map) had 1 horse, and 1 iron, which depleted. Retarded on the part of the map makerYou just wasted six ... no, seven ... seconds of your life reading this sentence.
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Originally posted by Ming View PostBut they better be careful. I can understand how you want to make resources an important part of the game, but you have to balance availability of the critical resources. You can live without many resources, but playing with no copper or horses early in a game in Civ IV is a pretty big handicap.
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