TheArchduke Wrote:Actually I could not care less about slavery.
Am I seriously all alone liking some of the new mechanics?
Definitely not the only one
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I like a lot of things with the new game though there are a lot of areas that need polishing and outright fixing. I think overall it's a good step forward. I think a lot of the 'complaints' come from it not being civ4 and/or people just not knowing how to play it that well yet. Typically takes months for people to learn the ins and outs of a game for some advanced play and strategy and typically people who like those advanced strategies moan at the start about how it's too simplistic compared to the game they've been playing for years. Starcraft2 is a good recent example of it.
Things I like atm:
- Single unit stacks. Makes for much more interesting battlefields. I think in multiplayer it will lead to some rather complex maneuvers
- Hex map, this was long overdue change
- The many uses for gold. Love the number of options it opens up and the decisions it forces.
- Seems that different aspects of play are more balanced than civ4 though may just be because I haven't played much and I'm sure there are tweaks that could be made. I mean that difference between laying down lot of cities vs a few and building them up, building infrastructure, workers, science vs food vs hammers vs gold etc... All doesn't seem quite as one sided.
- City states. I don't agree with the opinion that they're just another random goody hut since they are not a one off bonus for first to find them. I think they open up a lot more strategic options though perhaps their quests don't really fit for multiplayer. To me they seem more like another resource to fight over or try and deprive the other of.
- Graphics. Especially liking the strategic overview hex map dealio.
Things I don't like
- AI doesn't really know how to fight it seems. Something I was worried about as combat is a bit more advanced strategically now and it didn't do an amazing job before either. Admittedly I haven't been playing higher difficulties though so perhaps the cheating makes up for it. Probably not good practice for doing against a player.
- Interface design in areas is pretty horrible for presenting info. City screen doesn't bother me all that much but isn't great and is certainly clunky for assigning work tiles. Diplo overview screen seems pretty horrible.
- Missing documentation and inconsistent tooltips. Pact of Secrecy and cooperation being good examples of both these. If you go to diplo window yourself with somebody you don't have those for you can mouse over them for a description (though vague). When somebody puts them on the table for you you get no tooltip though. Plus things like that need to be a bit more clear as to what they are and the ramifications. People will figure it out eventually so there's no point to purposefully being vague.
- I'm getting some graphics glitches but may be simply due to my crappy laptop.
- No easy way to see how much of a luxury resource you have without opening diplo talks.
- Certain missing game options.
- Missing multiplayer options (PBEM, sequential turns etc...)
Things I'm on the fence about:
- Civ traits. The one you mention is a good example. By civ4 standards barbary corasairs is absolutely horrible. In civ5 I'm not 100% certain. I'm sure they have tweaking that needs doing but using this one as an example I've noticed that barbarians seem to be present much more in my games than in civ4 which means more opportunities to use this. Also gold is much much more useful and can actually be easily converted to culture. Besides that you could be getting free naval units as well. Can't forget that +2 culture in a city is a lot less than what it was in civ4 as well. I'm not saying they are necessarily equal but I don't think it's quite as obvious as it seems coming from civ4.
- Victory conditions. Haven't played enough to test whether any are much too easy or two hard compared to the others.
- Tech trading or lack thereof. Leaning towards not liking it as it's just blind chance to what you get and don't want to see multiplayer games decided like that. I do understand why they were experimenting with stuff like it though.
- Faster unit movements. At first glance I liked it but as the map gets more built it up it makes for a lot more thought to try and figure all that could occur and easy to be surprised or caught off guard.