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CiV (Demo) is out

Silellak

Cipher
Joined
Aug 19, 2008
Messages
3,198
Location
Tucson, AZ
Malakal said:
- like social policies very much, they dont give any penalties but instead, since You can afford all of them, some nice c&c
Some are also mutually exclusive, so it's not just matter of not being able to afford them all.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Malakal said:
Tiles still give different yields so Skyway was full of bullshit as always
Care to provide me a quote where I said that tiles didn't give different yields?

Combat is nice with way better resolution.
Yeah your forces don't die right away so you can always be careless when you attack and you have the outcome predicted for you and all you do is basically calculate your 1 stat vs. enemy one stat.

Global happiness is also very nice.
Thank god I don't have to deal with rebellions, managing civilians in each and every city or they will separate and work in cities coming to a halt anymore. This was detracting from my RTS experience!

Didnt notice any special cuts in techs too.
Compared to what? I'm playing Civ3 right now and Civ5 has like 50% of tech-tree cut out in comparison.

- like social policies very much, they dont give any penalties but instead, since You can afford all of them, some nice c&c
I can't believe moron used this shitty retarded meme in a Civ post :lol:
Yeah "c&c" like whether I get this big bonus that makes my game even more easier or get this bonus which does the same.

Silellak said:
Some are also mutually exclusive, so it's not just matter of not being able to afford them all.

Sounds like an improvement. I can have only 1000% bonuses to my economy that I don't need to care about anyway instead of 2000%. What's not to like? Not like in stupid SMAC where I had to deal with these shitty penalties making each policy unique, rewarding and punishing in something making the nation stand out - but it's fixed now.
 

1eyedking

Erudite
Joined
Dec 10, 2007
Messages
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Location
Argentina
I stopped playing the moment I noticed science requires no funding. That change right there kills the entire game. Dumbest Civ to date, no fucking doubt.

Malakal said:
- like social policies very much, they dont give any penalties but instead, since You can afford all of them, some nice c&c
OK, this is ridiculous.
 

Malakal

Arcane
Glory to Ukraine
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Poland
Even more things I noticed:
- there are buildings giving +% in something too, guess Skyway cant read, well not really suprising, also buildings provide bonus in military or social prodcution as an added 'dumbing down'
- there are new techs such as steel (medieval one) or accustics (?)
- new tile improvements that are improved further by tech (so farms start with +1 then get more for example)
- new world wonders, seem to be more balanced too
- new national wonders
- great people dont see to be as good as they were in 3, GS provide free techs though, academies now are a tile improvement, havent yet scored other GP so cant tell what they do
- trade routes between civs are present (at least with city states)
- new units, seems to be quite a lot of them actually considering that they were supposed to be somewhat cut
- borders do not expand without buying tiles so this makes them fugly
- new resources, I noticed pearls
- playing seafaring nations now seems more worth it due to social path for coastal civs

Hater gonna hate I guess but seems even more solid.
 

Malakal

Arcane
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1eyedking said:
I stopped playing the moment I noticed science requires no funding. That change right there kills the entire game. Dumbest Civ to date, no fucking doubt.

Malakal said:
- like social policies very much, they dont give any penalties but instead, since You can afford all of them, some nice c&c
OK, this is ridiculous.

Apparently You do not know that science funded by the state is a relatively new concept in history. And even now most advancements in, for example, USA are being made based on private grants. But sure, go whine like a little bitch cause one abstract concept was replaced by another one. WHAWHA I guess.
 

Elwro

Arcane
Joined
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Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
I'm pretty sure borders do expand with growing culture, but slower than you'd need them to expand, so typically some purchases are necessary.
 

Malakal

Arcane
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Messages
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Poland
MetalCraze said:

Nah, I'm done convincing someone that enjoys that POS Civ 3 and claims that setting queues in 30 cities is not micromanaging.

But few points: rebellions were never a problem, You bitched on streamlining and making everything the same (guess what its not), happiness was not a problem and now sometimes is (ie fast expansion drains it quick), maintaining armies is rather expensive and they need reasonable resources (rubber lol, needed for infantry in civ 3, speak about retarded).

Face it, mechanic that are not provinding any challenge and instead are annoying should be cut not expanded.
 

Malakal

Arcane
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Joined
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Messages
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Poland
Elwro said:
I'm pretty sure borders do expand with growing culture, but slower than you'd need them to expand, so typically some purchases are necessary.

Hmm my capital has some wonders and palace but still after getting to about 200 AD hasnt expanded even once or expansion was so small that I missed it. But I'll check it.
 

Elwro

Arcane
Joined
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Messages
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Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Open the city screen and check the detailed info in the upper-left corner; there's some violet (I think; I'm a daltonist) symbol depicting the progress towards next border expansion.

edit: it's only 1 tile so you can miss it; my experience is the game tries to go for the tiles I'd consider to be the best, but I'd prefer if you were given a choice since it's not always obvious
 

Quilty

Magister
Joined
Apr 11, 2008
Messages
2,377
Started playing EU3 again, and holy crap I forgot how addicting that game is. Played it for five hours straight today, right after I got home from work. I feel ill now. Just igrnore this Civ crap and do some manly unification of HRE.
 

1eyedking

Erudite
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Dec 10, 2007
Messages
3,606
Location
Argentina
Malakal said:
Apparently You do not know that science funded by the state is a relatively new concept in history. And even now most advancements in, for example, USA are being made based on private grants. But sure, go whine like a little bitch cause one abstract concept was replaced by another one. WHAWHA I guess.
I give a flying shit about that. It was the core mechanic of the series. Everything in Civilization was tied in some way or another to that slider.

Now beakers are mainly added by total population. There's no management of it whatsoever. What this does is a create an homogeneous global tech level where no civilization is considerably more advanced than the other (read: booooriiinggg); it also frees up gold revenue for other uses.

Money thus has become a sort of mana pool that lets you cast culture expansion spells, summon units out of nowhere, and charm enemies.

They basically broke the game.
:lol:

Next-gen? More like next-generic, amirite?
 

1eyedking

Erudite
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If you add the fact that cities can pretty much defend themselves for the first hundred turns, coupled with an extremely slow and homogeneous start, means early rushes are out of the question and any sense of danger of going 'full research' (except...you can't, LOL) - or rather 'full commerce' - is nonexistent. The fact that you can purchase units immediately (without even needing to research a technology to unlock the feature) makes it even more laughable.

Also city placement means shit since you can expand and work tiles that are very far away from it.

I can comfortably predict Civilization V, in good time, will be held as the worst the series has to offer (by players with a functioning brain, that is).
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
1eyedking said:
Now beakers are mainly added by total population. There's no management of it whatsoever. What this does is a create an homogeneous global tech level where no civilization is considerably more advanced than the other (read: booooriiinggg);

Still on the fence with this, the water walking and now this.... That's just fucking stupid.
 

Zed

Codex Staff
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Codex USB, 2014
I've played a couple of entertaining conquest games now on first Warlord difficulty and then Prince. Both were way easier than in CivIV, but then again Prince is labeled as "Normal" difficulty and Warlord "Easy" and there are a lot harder options to choose if you want a more challenging game.

I really like it though. Maybe they made conquest a little too fun because I rarely want to befriend the AI.
 

Silellak

Cipher
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Tucson, AZ
Jaesun said:
1eyedking said:
Now beakers are mainly added by total population. There's no management of it whatsoever. What this does is a create an homogeneous global tech level where no civilization is considerably more advanced than the other (read: booooriiinggg);

Still on the fence with this, the water walking and now this.... That's just fucking stupid.
While there's nothing as direct as a "slider" to management research, there are other ways to do so. There are Policies that focus and enhance research, there are City Buildings that add to research, and you can have individual cities focus on research (at the expense of other production). With the right technology, you can also have cities opt to "build" research, thus converting their production to research points.

So while there isn't a direct, empire-wide slider, to say there's no management of it whatsoever is patently false, as is the "homogenous global tech" claim. To end my first game, I nuked Seattle with a nuclear submarine while American spearmen watched in horror.

One thing I did notice, though, is that City-States do seem to advance in technology more-or-less with the player empire, though it may just be they automatically ascend to the "average" tech level of the game, and by the end I was so far ahead of everyone else that the "average" tech level was just below me. It's hard to say without playing a few more games on a larger scale. It was almost more amusing than annoying, especially to see my allied city-states burning through American crossbowmen (and cities) with mobile infantry units while.
 

Zed

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"water-walking" requires optics so it's not like civs have it instantly. moving in and out of water depletes all move points and only one civilization (forgot which) can actually defend their land units when in water. in the two games I've played so far I think it has worked well.
 

Annonchinil

Scholar
Joined
Mar 12, 2007
Messages
844
Everytime I try to play EU3 it seems like there is nothing really to do but watch the game play.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Silellak said:
Jaesun said:
1eyedking said:
Now beakers are mainly added by total population. There's no management of it whatsoever. What this does is a create an homogeneous global tech level where no civilization is considerably more advanced than the other (read: booooriiinggg);

Still on the fence with this, the water walking and now this.... That's just fucking stupid.
While there's nothing as direct as a "slider" to management research, there are other ways to do so. There are Policies that focus and enhance research, there are City Buildings that add to research, and you can have individual cities focus on research (at the expense of other production). With the right technology, you can also have cities opt to "build" research, thus converting their production to research points.

So while there isn't a direct, empire-wide slider, to say there's no management of it whatsoever is patently false, as is the "homogenous global tech" claim. To end my first game, I nuked Seattle with a nuclear submarine while American spearmen watched in horror.

One thing I did notice, though, is that City-States do seem to advance in technology more-or-less with the player empire, though it may just be they automatically ascend to the "average" tech level of the game, and by the end I was so far ahead of everyone else that the "average" tech level was just below me. It's hard to say without playing a few more games on a larger scale. It was almost more amusing than annoying, especially to see my allied city-states burning through American crossbowmen (and cities) with mobile infantry units while.

Ahh ok thank you.. disinformation/lying again.. I should know better. ;)

Zed said:
"water-walking" requires optics so it's not like civs have it instantly. moving in and out of water depletes all move points and only one civilization (forgot which) can actually defend their land units when in water. in the two games I've played so far I think it has worked well.

OK interesting, thank you.
 

1eyedking

Erudite
Joined
Dec 10, 2007
Messages
3,606
Location
Argentina
Jaesun said:
Silellak said:
Jaesun said:
1eyedking said:
Now beakers are mainly added by total population. There's no management of it whatsoever. What this does is a create an homogeneous global tech level where no civilization is considerably more advanced than the other (read: booooriiinggg);

Still on the fence with this, the water walking and now this.... That's just fucking stupid.
While there's nothing as direct as a "slider" to management research, there are other ways to do so. There are Policies that focus and enhance research, there are City Buildings that add to research, and you can have individual cities focus on research (at the expense of other production). With the right technology, you can also have cities opt to "build" research, thus converting their production to research points.

So while there isn't a direct, empire-wide slider, to say there's no management of it whatsoever is patently false, as is the "homogenous global tech" claim. To end my first game, I nuked Seattle with a nuclear submarine while American spearmen watched in horror.

One thing I did notice, though, is that City-States do seem to advance in technology more-or-less with the player empire, though it may just be they automatically ascend to the "average" tech level of the game, and by the end I was so far ahead of everyone else that the "average" tech level was just below me. It's hard to say without playing a few more games on a larger scale. It was almost more amusing than annoying, especially to see my allied city-states burning through American crossbowmen (and cities) with mobile infantry units while.

Ahh ok thank you.. disinformation/lying again.. I should know better. ;)
No. It's not misinformation/lying. It's no longer directly tied to corruption and commerce, so it no longer stalemates.

You also had those things in previous Civs, but what really cut the deal was the slider (unless you count the Great People tech strat in Civ 4). What I'm saying, and ultimately what's important, is you can't stalemate your science output. You'll either have lots, or very lots of it. Never low/zero levels.

Also the laughably bad AI doesn't upgrade its units, so that's why you keep seeing lots of spearmen even during the Industrial Era.
 

Malakal

Arcane
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Poland
Since specialists are IN that means that player still has to choose either a balanced approach economy (ie building cities roundly everywhere) or specialist economy with scientists. So yes, I agree that in the beginning everyone techs about the same but soon many strategies are avaiable.
 

attackfighter

Magister
Joined
Jul 15, 2010
Messages
2,307
Annonchinil said:
Everytime I try to play EU3 it seems like there is nothing really to do but watch the game play.

Funny, that's how I feel about civ... the AI doesn't really do anything and the only 'decision' is whether I should make buildings or military. Sadly even that choice is rendered obsolete since everything's so easy it doesn't matter what I do. The game consists of me tapping the space key and performing predetermined tasks wondering when it'll all end.

CrimsonAngel said:
well aren't you edgy.

blow it out yer ass XDDDDDDDDDDDDD
 

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