Having finished a game and clicked around in another couple, I thought now would be a good time to share my initial thoughts on Civ5. Having been invited to the beta I had some exposure sooner than some, but then put it aside at an early point for a variety of reasons. The result is that I knew about as much about the game as most people who bought the game on release day.
While ruminating on the subject of civ(s) playing civ, and civ players the tale of Gulliver's Travels comes to mind. Many of us have previously voyaged to many different lands and seen wildly different things. In our travels some of us have gained considerable experience. These experiences give us a broad frame of reference with which to measure this new installment, but they can also lead to hesitation in accepting some things new or different. Some may feel hostility to the novel.
I am not immune to the tendency to be fixed in my expectations. At a point where I was very busy personally, the ideas of 1UPT and how roads would be treated greatly lowered my attraction to the beta project. Among other things, the effect of overlaying a tactical combat system upon the strategic map of the world offended my sense of civ. I drifted away from the project.
Then release day arrived. I make no bones about it, I am a civ junkie. I was successful in avoiding any civ game for a considerable period of time, but the idea of a new civ being in the shop just down the road had an effect. My wanderlust awoke, and it was time to set sail on this new voyage of civ.
1UPT did not turn out so bad as I thought in some ways. No, it is not Caesar's legions gathered on the single field for the decisive moment of action to decide the fate of empires. It is more like Napoleon's or Lee's regiments arranged across the terrain each in their turn to play a part in the battle that rages over a larger space. 1UPT is fun enough for combat, but it does nag when there is congestion.
It is one thing to have to manage the movement of troops in combat. Manoeuvre is an integral part of such systems. That is part of the fun. It is another to have congestion combined with the dearth of roads make it harder to manage workers in the late game. That is unfun.
The happiness system is interesting. Empire wide effects of cities immediately led me to review my mental notes on 'camps' from Civ3. Who wants Joe burg to be using the happy cap from luxuries when the capital has nowhere to go but up? Especially when small settlements can produce buildings that may further add to the pool from which larger metropoli draw. Why throw pearls before the swine? Is it better to keep luxuries to make the people of larger cities content?
I initially thought that cash was less important than happiness, but reading of the adventures of some others leads me to reconsider. Perhaps cash and happiness are more like twins with different natures. You may favour one, the other, or treat them with equal measure. They can each be their own keys to growth, but of different sorts.
Removing road spam has been a long sought goal of civ players and designers. They've done it, but I'm not fond of the cure. I find the system of paying to make the surrounding countryside navigable too restrictive. Moving workers around cities on plains is fine, but hilly country is not. Especially when pathfinding for long trips will move workers off the road if it is blocked for their final tile of movement for a turn. Now, have the worker bail off the road in the hills. Argh!
Had I to do it myself, I would make roads integral to tile improvements. Units would take a half MP to move through farmlands, mining towns, and forest camps. Highways would link cities for trade, cost gold, and units would move over them for something like a third MP. Or, any tile with an improvement costs one MP, and leave roads as is. Something like that would preserve the combat system and make worker management and long distance travel easier.
City specialisation was given a large push with Civ4. Specialist factories, banking centres, etc. I'm thinking it's on steroids in 5. I'm not paying anything other than a happiness pip to build a new city? More cities build more units and seem to make larger armies cheaper, and they can build improvements that will make other cities reach larger size? Cha-ching!
I mentioned camp cities in Civ3. The idea was to build a few cities as filler, add a barracks, and build units. They were good things to link borders and make the stuff to preserve your civ against others. Now add in the multiple buildings that advance upon others as prerequisites, each costing cash, and I'm not so much looking at city sites on the map as I'm looking at places to build graneries, barracks, libraries and banks.
City States add greatly to the diplomatic game. Unfortunately, their larger cousins, civs, seem to have regressed greatly. I believe the technical term is 'they suck.'
I haven't looked at this too closely, so don't have much to say other than the impression I have at this point is that diplomatic relations are too easily managed with both CS's and civs. I am not seeing too many trade offs in choices of friends. I could trade with both sides of a war without penalty so far as I could see. In a completed game on Prince I never got the idea that any combination of civs would cooperate to block my running away with the game. This may be the intent of the designers, if they chose to avoid having players feel conspired against, but even then I would expect to be told off about selling iron or luxes to both sides in a war. And then there was Catherine offering me all her cities (six or seven) after I took the first one of hers in my only war of the completed game.
Diplomatic Victory is simply broken. CS's count for one vote each. A huge civ occupying most of Russia and China gets one vote. This may be a realistic reflection of the problems in the real General Assembly, but it sucks to be able to buy victory in the game for gold via being a City State pimp (or is that John?).
Bugs? Too numerous to go into here, and some real howlers for a game that was extensively tested. I'm left to conclude that a race was on to finish and fixing will come. I'd be very nervous if this were a studio other than Firaxis. I have no reason to say this other than the fact that they have been diligent in patching in the past. All I can have is faith and hope it is not misplaced.
My big concern right now has to be AI. How much better can they make it? It should not be hard to make an AI that should win 50% of the time at coin tosses. It took quite an effort to make AI that could compete with the best at chess. Imagine trying to make Big Blue when there are 50 different types of pieces and the board is a huge map.
Balance is an issue, or maybe it isn't? Experience and reading around leads to the thought that maybe this is the popcorn civ. Perhaps the intent was not to build the balanced game that earlier versions were intended to be. On the other hand the way gold, happiness, the terrain, unit costs, maintenance, etc all fit together leads me to look further. This may end up being the best civ for things like PBEM and diplo games.
Overall, there are a lot of flaws, but my impression is that there is a game in there. I'm hoping that Firaxis has the time to bring it out.
While ruminating on the subject of civ(s) playing civ, and civ players the tale of Gulliver's Travels comes to mind. Many of us have previously voyaged to many different lands and seen wildly different things. In our travels some of us have gained considerable experience. These experiences give us a broad frame of reference with which to measure this new installment, but they can also lead to hesitation in accepting some things new or different. Some may feel hostility to the novel.
I am not immune to the tendency to be fixed in my expectations. At a point where I was very busy personally, the ideas of 1UPT and how roads would be treated greatly lowered my attraction to the beta project. Among other things, the effect of overlaying a tactical combat system upon the strategic map of the world offended my sense of civ. I drifted away from the project.
Then release day arrived. I make no bones about it, I am a civ junkie. I was successful in avoiding any civ game for a considerable period of time, but the idea of a new civ being in the shop just down the road had an effect. My wanderlust awoke, and it was time to set sail on this new voyage of civ.
1UPT did not turn out so bad as I thought in some ways. No, it is not Caesar's legions gathered on the single field for the decisive moment of action to decide the fate of empires. It is more like Napoleon's or Lee's regiments arranged across the terrain each in their turn to play a part in the battle that rages over a larger space. 1UPT is fun enough for combat, but it does nag when there is congestion.
It is one thing to have to manage the movement of troops in combat. Manoeuvre is an integral part of such systems. That is part of the fun. It is another to have congestion combined with the dearth of roads make it harder to manage workers in the late game. That is unfun.
The happiness system is interesting. Empire wide effects of cities immediately led me to review my mental notes on 'camps' from Civ3. Who wants Joe burg to be using the happy cap from luxuries when the capital has nowhere to go but up? Especially when small settlements can produce buildings that may further add to the pool from which larger metropoli draw. Why throw pearls before the swine? Is it better to keep luxuries to make the people of larger cities content?
I initially thought that cash was less important than happiness, but reading of the adventures of some others leads me to reconsider. Perhaps cash and happiness are more like twins with different natures. You may favour one, the other, or treat them with equal measure. They can each be their own keys to growth, but of different sorts.
Removing road spam has been a long sought goal of civ players and designers. They've done it, but I'm not fond of the cure. I find the system of paying to make the surrounding countryside navigable too restrictive. Moving workers around cities on plains is fine, but hilly country is not. Especially when pathfinding for long trips will move workers off the road if it is blocked for their final tile of movement for a turn. Now, have the worker bail off the road in the hills. Argh!
Had I to do it myself, I would make roads integral to tile improvements. Units would take a half MP to move through farmlands, mining towns, and forest camps. Highways would link cities for trade, cost gold, and units would move over them for something like a third MP. Or, any tile with an improvement costs one MP, and leave roads as is. Something like that would preserve the combat system and make worker management and long distance travel easier.
City specialisation was given a large push with Civ4. Specialist factories, banking centres, etc. I'm thinking it's on steroids in 5. I'm not paying anything other than a happiness pip to build a new city? More cities build more units and seem to make larger armies cheaper, and they can build improvements that will make other cities reach larger size? Cha-ching!
I mentioned camp cities in Civ3. The idea was to build a few cities as filler, add a barracks, and build units. They were good things to link borders and make the stuff to preserve your civ against others. Now add in the multiple buildings that advance upon others as prerequisites, each costing cash, and I'm not so much looking at city sites on the map as I'm looking at places to build graneries, barracks, libraries and banks.
City States add greatly to the diplomatic game. Unfortunately, their larger cousins, civs, seem to have regressed greatly. I believe the technical term is 'they suck.'
I haven't looked at this too closely, so don't have much to say other than the impression I have at this point is that diplomatic relations are too easily managed with both CS's and civs. I am not seeing too many trade offs in choices of friends. I could trade with both sides of a war without penalty so far as I could see. In a completed game on Prince I never got the idea that any combination of civs would cooperate to block my running away with the game. This may be the intent of the designers, if they chose to avoid having players feel conspired against, but even then I would expect to be told off about selling iron or luxes to both sides in a war. And then there was Catherine offering me all her cities (six or seven) after I took the first one of hers in my only war of the completed game.
Diplomatic Victory is simply broken. CS's count for one vote each. A huge civ occupying most of Russia and China gets one vote. This may be a realistic reflection of the problems in the real General Assembly, but it sucks to be able to buy victory in the game for gold via being a City State pimp (or is that John?).
Bugs? Too numerous to go into here, and some real howlers for a game that was extensively tested. I'm left to conclude that a race was on to finish and fixing will come. I'd be very nervous if this were a studio other than Firaxis. I have no reason to say this other than the fact that they have been diligent in patching in the past. All I can have is faith and hope it is not misplaced.
My big concern right now has to be AI. How much better can they make it? It should not be hard to make an AI that should win 50% of the time at coin tosses. It took quite an effort to make AI that could compete with the best at chess. Imagine trying to make Big Blue when there are 50 different types of pieces and the board is a huge map.
Balance is an issue, or maybe it isn't? Experience and reading around leads to the thought that maybe this is the popcorn civ. Perhaps the intent was not to build the balanced game that earlier versions were intended to be. On the other hand the way gold, happiness, the terrain, unit costs, maintenance, etc all fit together leads me to look further. This may end up being the best civ for things like PBEM and diplo games.
Overall, there are a lot of flaws, but my impression is that there is a game in there. I'm hoping that Firaxis has the time to bring it out.
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