Kylearan Wrote:I hope Warlords will expand the range of options of how to play the game, because by now I feel CIV's gameplay becomes very formulaic once you know how the game works.
I think this statement is only true of a pure warmongering game, and that's a result of design flaws, namely - the lack of an early counter to axemen, and the AI being too predictable in its defensive unit mixes. This leads to a predictable human warmonger progression of axe -> catapult -> mace -> grenadier. Hopefully Warlords will introduce more diversity in pre-industrial warfare.
Quote:Things like expand to 4/5 cities then wait for currency
I don't think there is a magic number, and currency is only one of several things that enable further expansion (Code of Laws, early cottages, Plantations coming online for extra commerce, Great Lighthouse/Colossus to name a few.) Depending on the game situation any of these may be stronger or weaker than Currency.
Quote:or if you wage ancient war, a large stack of axes with a spear or two against horses is best (or if it's a modern war, apply the Sirian doctrine)
Axes are a balance/AI issue, I agree.
I think war in industrial age and later gets a lot more diverse, since most units from Grenadiers on get their chance to serve as the backbone of an army. I'm not sure what Sirian doctrine is. It's a shame the late game runs into performance issues.
Quote:research techs frequently ignored by the AIs (Alphabet, CS, Liberalism, Radio, ...) to stay ahead in the tech trading loop
Tech trading was infinitely more abusable in previous editions of Civ, and I think even if alpha/CS/liberalism are usually high priority techs, there is sufficient variety in tech choices between and after these points.
CS and liberalism are strong techs in their own right, and I think are pursued more for what they enable than trade value considerations. Similar trade value can be obtained for say, Philosophy and Astronomy if the player goes for them early. Sometimes these techs are better than CS/liberalism.
Quote:or switch to Free Religion as soon as you know Liberalism for research/diplo bonus
I don't agree with this one, OR and theocracy are still superior civics if you have lots of infrastructure or military builds in progress, and often having a couple of reliable allies and trading partners is better than everyone being cautious. Free religion is only an automatic switch if you were playing with no state religion anyway for diplomatic reasons.
Anyway I think there are plenty of strategic level decisions, and paths through the tech tree left in civ4 to keep the Epic/adventure scenarios interesting. My SP games do still play out differently from each other even at highest difficulty levels (and more importantly, I believe the divergent strategies to be the correct plays.)
Here's hoping Warlords will introduce more variety in early warfare.