Well I finally bothered to go read the info thread over at Civfanatics.
Hmm. That's what I have to say. I'm glad you guys are getting all excited about this, but I see potential for things to go wrong quite quickly here. I hope they manage to pull this off, and I am sure they will succeed in making a game that some people will enjoy. I'm just worried I might not be one of them.
When I see things like a zillion different terrain improvements to manage, I think, will the worker AI be up to sorting all that out or will I have to hand-manage it again? With a lot more diplomacy options on the table, what are they going to do to make turn-by-turn diplomatic checking less of a chore? They say they're working on improving the city governor AI, which is fine as far as it goes, but that's only a very small part of the micromanagement complexity in the game, and the most easily addressed to boot.
I don't think it's possible to design an AI that can manage workers in a truly intelligent fashion or assemble a quality military force at a well-selected staging area, let alone fight effectively. There are just too many options. Moreover, from a certain point of view, such things would be undesirable in any case. After all, those are some of the key things that let human players win when starting at a disadvantage.
They say they are focusing on killing micromanagement, but with all the new stuff they are adding... well I'll believe it when I see it. If they manage to keep the micromanagement down to what it was in Civ3, I'll be impressed. But the micro in Civ3 was what ultimately drove me away in the first place, and overall it got worse with the expansions, rather than better. The game would need to have less micro than Civ3 to make me really happy, and from what I've read I don't see it happening.
I'll wait for it to come out and the reports from the rest of you guys to come in. If it turns out to be really slick and easy to play, I'll jump on it with both feet. But I'm not holding my breath.
Hmm. That's what I have to say. I'm glad you guys are getting all excited about this, but I see potential for things to go wrong quite quickly here. I hope they manage to pull this off, and I am sure they will succeed in making a game that some people will enjoy. I'm just worried I might not be one of them.
When I see things like a zillion different terrain improvements to manage, I think, will the worker AI be up to sorting all that out or will I have to hand-manage it again? With a lot more diplomacy options on the table, what are they going to do to make turn-by-turn diplomatic checking less of a chore? They say they're working on improving the city governor AI, which is fine as far as it goes, but that's only a very small part of the micromanagement complexity in the game, and the most easily addressed to boot.
I don't think it's possible to design an AI that can manage workers in a truly intelligent fashion or assemble a quality military force at a well-selected staging area, let alone fight effectively. There are just too many options. Moreover, from a certain point of view, such things would be undesirable in any case. After all, those are some of the key things that let human players win when starting at a disadvantage.
They say they are focusing on killing micromanagement, but with all the new stuff they are adding... well I'll believe it when I see it. If they manage to keep the micromanagement down to what it was in Civ3, I'll be impressed. But the micro in Civ3 was what ultimately drove me away in the first place, and overall it got worse with the expansions, rather than better. The game would need to have less micro than Civ3 to make me really happy, and from what I've read I don't see it happening.
I'll wait for it to come out and the reports from the rest of you guys to come in. If it turns out to be really slick and easy to play, I'll jump on it with both feet. But I'm not holding my breath.