Always been a big fan of these titles. My question is how much of a difference in gameplay is it from Civ IV? Is it worth the buy if I already have the fourth one?
if you have stram then you can try a free demo, but its really different
1) cities are now always manned and get a free ranged 2-3 square attack each turn so there harder to take
2) only 1 unit per square so sieges are easier to break and such
3) theres a different use for culture, now instead of just incr the border its used to buy civ upgrade (replaced govs) witch is a mechanic i love
4) there are neutral city-states witch you can but influence over for bonuses and can get to join you in a war, or just annex via invasion
5) ... well a whole lot moer... like hexagons instead of squares and better graphics
I've been playing since release and I really like this latest patch. Usually the end game consists of most of the dominant civs (or yourself) having a massive expansive empire after conquering your neighbors. I feel in this latest patch it gives the smaller, more concentrated approach better chances and this in turn gives more leverage to diplomacy options since everyone is more in balance.
The reduction of gold production was long overdue I would say - making gold was a little too overpowered given it's versatile use (buying units/building/tiles, trading leverage for lux/strat resources, research agreements, buying UN votes...)
I also really like the addition of the aqueduct as another bonus for concentrated empires.
It is an addictive game, based on a formula that has been refined over many years. Too bad about some annoying technical glitches.
idk about addicting, its got this impulse thing to me. i want to play it but afterwards ill get bored...then out of no where 5 months later, after ive uninstalled, i want to play it again.
how glitchy is this? i heard u crash a lot on the bigger maps.
Rollback Post to RevisionRollBack
Remember the String of Ears
"to the worm in horseradish, the world is horseradish."
The long AI turns is definitely my least favorite aspect of the game. Despite claiming to have improved that in the latest patch, the game seems to take up even more resources during the AI turn, slowing it down and making it impossible to find something to do during that time.
I can't imagine programming the AI for this game - there are some really complex decisions especially when it comes to combat that impress me. However, other simple strategies continue to baffle me. Like if an AI civ asks for help going to war with their neighbor civ and I happen to be on a different continent, the hostile civ will still send units all the way across the ocean. Usually by the time they trickle in they can easily be picked off or will have negotiated peace.
Also, if you want to get the most efficient development choices, don't automate workers I only automate them after I research railroads and I don't feel like build-to-pathing every road.
1) cities are now always manned and get a free ranged 2-3 square attack each turn so there harder to take
2) only 1 unit per square so sieges are easier to break and such
3) theres a different use for culture, now instead of just incr the border its used to buy civ upgrade (replaced govs) witch is a mechanic i love
4) there are neutral city-states witch you can but influence over for bonuses and can get to join you in a war, or just annex via invasion
5) ... well a whole lot moer... like hexagons instead of squares and better graphics
The reduction of gold production was long overdue I would say - making gold was a little too overpowered given it's versatile use (buying units/building/tiles, trading leverage for lux/strat resources, research agreements, buying UN votes...)
I also really like the addition of the aqueduct as another bonus for concentrated empires.
"to the worm in horseradish, the world is horseradish."
how glitchy is this? i heard u crash a lot on the bigger maps.
"to the worm in horseradish, the world is horseradish."
I can't imagine programming the AI for this game - there are some really complex decisions especially when it comes to combat that impress me. However, other simple strategies continue to baffle me. Like if an AI civ asks for help going to war with their neighbor civ and I happen to be on a different continent, the hostile civ will still send units all the way across the ocean. Usually by the time they trickle in they can easily be picked off or will have negotiated peace.
Also, if you want to get the most efficient development choices, don't automate workers I only automate them after I research railroads and I don't feel like build-to-pathing every road.