>Filters both?

>Filters both Ganker and /vst/
Right, I forgot, we're all mandated by the game to just sit at -5 happiness because you gays can't find luxuries

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UFOs Are A Psyop Shirt $21.68

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  1. 8 months ago
    Anonymous

    just play civ 6 instead

    • 8 months ago
      Anonymous

      No. It's a worse game, its art is worse, its civs are theme park experiences, and it's just not as fun as 5.

      • 8 months ago
        Anonymous

        if you definition of fun is tortuting yourself, go ahead i guess

        • 8 months ago
          Anonymous

          >Waah, waaah, I can't get luxuries
          Shut up. You got filtered by a game for elementary-school children.

          • 8 months ago
            Anonymous

            i'm not bad at civ 5 by any means, i'm prob better at it than 6
            it just sucks
            difficulty isn't fun when it's tedious

      • 8 months ago
        Anonymous

        Yes because going four city strat and tradition with Babylon every time is extremely fun.

        • 8 months ago
          Anonymous

          >Take Tradition
          >Build more than 4 cities
          Whoa.

          >pick tradition
          >build 4 to 5 cities
          >simcity to victory
          Go play Civilization 2 or 4 on deity and try using more than two braincells .

          >Huddling up to win
          Only works against the AI. You have to be proactive against other players.

          Civ is trash.
          Play Old World instead. Babylon is my personal favorite faction. Persecuting the israelites is fun as them.

          No one's going to play your game.

          • 8 months ago
            Anonymous

            Dont lie.
            If you pick anything else like Honor you are gimping yourself, if you go to early war you frick over yourself and the enemy you went to war against. meanwhile some third party will simcity to victory.
            Its an atrocious game with opposite world bizarre mechanics that are favoring mentally challenged culturall victory reddit animals.
            Frick you and and duck that panzer commander modder they hired to ruin the series forever.
            I shit in your hexes and in you grave so its warm when they put you down.

            • 8 months ago
              Anonymous

              >If you pick anything else like Honor you are gimping yourself
              Anon, I pick Honor every single game. It makes dealing with Barbarians so much easier.
              >if you go to early war you frick over yourself and the enemy you went to war against.
              I don't see how pillaging their tiles fricks me over, but okay.
              >meanwhile some third party will simcity to victory.
              They will try.
              >Its an atrocious game with opposite world bizarre mechanics that are favoring mentally challenged culturall victory reddit animals.
              As opposed to mentally-challenged domination victory Ganker animals?

            • 8 months ago
              Anonymous

              >If you pick anything else like Honor you are gimping yourself, if you go to early war you frick over yourself and the enemy you went to war against.
              You sound like you're shit at war in civ. Probably one of the morons that once you declare war you refuse to make peace until you've captures all their cities. Black person declare war, steal their closest most valuable city, pillage a bunch of nearby tiles to cripple them and then offer a peace deal they have to accept because they're so far behind now. How does that cripple you, the person declaring war?

              • 8 months ago
                Anonymous

                Eat shit dumb gay.
                In real Civilization games that are 2, 3 and 4 you must be good at war.
                You are playing simcity Civ dumbed down for dumb Black person animals.
                Your units magically become boats so your casual ass doesnt have to plan and build timely transports and similar stuff.

              • 8 months ago
                Anonymous

                We like dumbed down Civ because it's a relaxing game. Civ V is zen.

              • 8 months ago
                Anonymous

                I've played Civ since I got Test of Time as a little kid. You are a homosexual and I never said anything about V being better than the other games. Why the frick did you even go on this autistic tangent. I just made fun of you for being shit at using war in V. I never even said V was good. You can be shit at a bad game. You can also be good at a bad game. Calling you shit at a bad game in no way implies I think the older games are worse. Again, why the frick did you even go on this tangent? Givin me a genuine laugh at fricking autistic and stupid you are.

                We like dumbed down Civ because it's a relaxing game. Civ V is zen.

                The post I made that he responded to didn't even mention modern civ vs. older civ. You're both reatrds.

              • 8 months ago
                Anonymous

                ... Huh? I thought we were explicitly discussing how Civ V was dumbed down.

            • 8 months ago
              Anonymous

              >I shit in your hexes and in you grave so its warm when they put you down.
              Hexes are objectively superior to squares for tactical games.
              I agree with you on everything else though.

      • 8 months ago
        Anonymous

        Whats a good and STABLE modpack for Civilization V? I have the DLC.
        Is the community patch updated still?

        • 8 months ago
          Anonymous

          Now that's what I call Biblio

        • 8 months ago
          Anonymous

          The Community Patch

          Civ 5 won
          https://forums.civfanatics.com/threads/new-version-3-10-13-september-26-2023.685541/

      • 8 months ago
        Anonymous

        civ 6 is the best looking civ game

    • 8 months ago
      Anonymous

      Civ V and Civ VI are both shit, III and IV are the good ones.

      i remember when Civilization 5 was new and all homosexuals were like
      >this game is soooo shit Civilization IV was soooooo much better
      and now that there is Civilization VI all homosexuals are like
      >Civilization V was where the series peaked, literally the best game of all time

      can't wait for Civilization 7, Civ VI will become the game of the century then

      What happened is that Civ V casualized the series and brought in millions of morons who didn't play the earlier games, like this guy

      >Civics that you can change > social policies you are locked into forever the moment you pick them
      Anon, I'm looking at them and they're 5 sets of 5 policies, trying to vaguely illustrate some form of progression. This is awful.
      >Maintenance cost crippling your finances when overexpanding > global unhappiness cap that strangles you immediately
      It means basic gold management doesn't break the game.
      >Doomstacks > 1UPT
      This is wrong and you know it.
      >Research rate tied to finances + tech trading > whatever normalized bullshit V does that normalizes your research rate unless you do very specific strats
      You get science from tiles and buildings, mitigated by city count.
      >Attitude point based diplomacy > V's AI insanity
      This "Global coalition" mentality seems to be intended to match the ways actual players would avoid winning players.
      >City size capped by health and happiness > city size capped by exponential food requirements
      It's always just 2 x [number of pops] to sustain. Growth changes, and of course it should.
      [...]
      Sort of. I'm just mad that strategy vidya players are (broadly) so pathetic that even civ 5 filters them.

      who seems to have made walls of text all throughout the thread about V being better than IV without ever having played IV.

  2. 8 months ago
    Anonymous

    Hexagonal rts games aren't fun

    • 8 months ago
      Anonymous

      It must be a conspiracy of semitic bees.
      No other reason why so many games do them.

  3. 8 months ago
    Anonymous

    4 > 5 > 3 > 6 > nobody played the rest

    • 8 months ago
      Anonymous

      Agreed except I haven't played 6. Only ended up getting one expansion for 5 and didn't really care for it.

      • 8 months ago
        Anonymous

        >Only ended up getting one expansion for 5 and didn't really care for it.
        brave new world is the one that makes it a good game, so if that isn't the one you got, I dare say you haven't played the game

    • 8 months ago
      Anonymous

      2>other civ

      • 8 months ago
        Anonymous

        My man

    • 8 months ago
      Anonymous

      i played a lot of civ 2 by emulating it on my psp and vita, but civ 5 is just better

    • 8 months ago
      Anonymous

      2 was fricking awesome until 4 made it obsolete.

    • 8 months ago
      Anonymous

      SMAC is better than all of those combined

    • 8 months ago
      Anonymous

      37 yo boomer here civ 2 is best game of all times. of ALL TIMES

      • 8 months ago
        Anonymous

        Civ 4 follows the same legacy and principles with Civ 2, except the 4 is just objectively better and more improved.

  4. 8 months ago
    Anonymous

    Soft caps are better than hard caps and IV is better than V.

    • 8 months ago
      Anonymous

      >Soft caps are better than hard caps
      In certain contexts, yes.

      Hexagonal rts games aren't fun

      This is TBS.

  5. 8 months ago
    Anonymous

    Literally everything in 5+6 is inferior to 4. The only things I liked about them is the 2D mode.

    • 8 months ago
      Anonymous

      Expand on this. What's there in 4 that's worth paying mind to?

      • 8 months ago
        Anonymous

        nta, but
        >Civics that you can change > social policies you are locked into forever the moment you pick them
        >Maintenance cost crippling your finances when overexpanding > global unhappiness cap that strangles you immediately
        >Doomstacks > 1UPT since the game doesn't have to cripple your unit production rate
        >Research rate tied to finances + tech trading > whatever normalized bullshit V does that normalizes your research rate unless you do very specific strats
        >Attitude point based diplomacy > V's AI insanity
        >City size capped by health and happiness > city size capped by exponential food requirements

        • 8 months ago
          Anonymous

          >Civics that you can change > social policies you are locked into forever the moment you pick them
          Anon, I'm looking at them and they're 5 sets of 5 policies, trying to vaguely illustrate some form of progression. This is awful.
          >Maintenance cost crippling your finances when overexpanding > global unhappiness cap that strangles you immediately
          It means basic gold management doesn't break the game.
          >Doomstacks > 1UPT
          This is wrong and you know it.
          >Research rate tied to finances + tech trading > whatever normalized bullshit V does that normalizes your research rate unless you do very specific strats
          You get science from tiles and buildings, mitigated by city count.
          >Attitude point based diplomacy > V's AI insanity
          This "Global coalition" mentality seems to be intended to match the ways actual players would avoid winning players.
          >City size capped by health and happiness > city size capped by exponential food requirements
          It's always just 2 x [number of pops] to sustain. Growth changes, and of course it should.

          has this board really sunk so low with casualgays that civ players, of 5 no less, are trying to be elitist?

          Sort of. I'm just mad that strategy vidya players are (broadly) so pathetic that even civ 5 filters them.

          • 8 months ago
            Anonymous

            >This is awful.
            By what metric? It's way better than V's civics forcing you to pre-declare your playstyle 200 turns in advance.
            >It means basic gold management doesn't break the game.
            IV wasn't exactly broken in that regard. It's still better than hardcapping expansion until you get enough happy faces or luck out and ally a mercantile city state. Plus it allows for fun stuff like pivoting your entire economy towards a future war at the cost of doing zero research.
            >You get science from tiles and buildings, mitigated by city count.
            I shouldn't have to do unintuitive crap like delaying my expansion until after national college. It's infuriating how V penalizes expansion with slower research and how the only way to speed it up properly is with gimmicks like jungles and trade routes. You can't even trade techs anymore because god forbid someone gets too much ahead.
            >Doomstacks > 1UPT
            1UPT forces the game to cripple city production, and it still doesn't stop lategame from turning into carpets of doom.
            >This "Global coalition" mentality seems to be intended to match the ways actual players would avoid winning players.
            Okay? If I want multiplayer, I'll play multiplayer. Why remove an entire layer of strategizing against different civs in singleplayer?

            • 8 months ago
              Anonymous

              >By what metric? It's way better than V's civics forcing you to pre-declare your playstyle 200 turns in advance.
              Taking an Honor or Piety opener isn't "pre-declaring" your playstyle. If you just want one or two policies in a tree, that's the norm.
              >IV wasn't exactly broken in that regard. It's still better than hardcapping expansion until you get enough happy faces or luck out and ally a mercantile city state.
              Or you could get your jollies from a neighboring civ. Perhaps use the "Avoid Growth" button and combine Granaries and Water Mills to make up for the lack of pop.
              >Plus it allows for fun stuff like pivoting your entire economy towards a future war at the cost of doing zero research.
              We have that. It's called, "Building mines in jungle cities".
              >I shouldn't have to do unintuitive crap like delaying my expansion until after national college.
              You don't have to. It's just beneficial.
              > It's infuriating how V penalizes expansion with slower research and how the only way to speed it up properly is with gimmicks like jungles and trade routes. You can't even trade techs anymore because god forbid someone gets too much ahead.
              Research Agreements, anon. Use them.
              >1UPT forces the game to cripple city production,
              In what way?
              >and it still doesn't stop lategame from turning into carpets of doom.
              Then what's the issue?
              >Okay? If I want multiplayer, I'll play multiplayer. Why remove an entire layer of strategizing against different civs in singleplayer?
              Why would you play a game against players that aren't playing the game?
              The devs assumed their players would at least be competent enough to handle having other players.

              • 8 months ago
                Anonymous

                >Taking an Honor or Piety opener isn't "pre-declaring" your playstyle. If you just want one or two policies in a tree, that's the norm.
                At some point you have to pick a direction and then have to stick to it. BNW alleviated it slightly with ideologies, but only slightly.
                >Or you could get your jollies from a neighboring civ. Perhaps use the "Avoid Growth" button and combine Granaries and Water Mills to make up for the lack of pop.
                I accounted for that already. In IV you can do rapid expansion or a big war of conquest at the expense of a huge economic and research slump you have to crawl out of. In V it's impossible without an extra source of happy faces, and almost all of them take a bunch of time to build stuff or build up resources, which defeats the point.
                >We have that. It's called, "Building mines in jungle cities".
                IV also has that. It also has options to pivot your civ that don't take 50+ turns to prepare and another 50 to pay off.
                >You don't have to. It's just beneficial.
                There's a lot of things you "don't have to" do in a 4X. They'll just cripple you for half of the game. What's the difference?
                >Research Agreements, anon. Use them.
                Pale shadow of actual tech trading and yet another nerf to waging war.
                >Then what's the issue?
                Death carpets suck because they turn wars into traffic jam stalemates. V has to cripple city production to mitigate this until late game.
                >Why would you play a game against players that aren't playing the game?
                IV's civs also play to win and it's not like V's AI isn't dogshit at waging war.

              • 8 months ago
                Anonymous

                >At some point you have to pick a direction and then have to stick to it.
                You don't. Each bonus is mostly standalone. They just have prereqs to keep you from taking things like Theocracy on a whim.
                >I accounted for that already. In IV you can do rapid expansion or a big war of conquest at the expense of a huge economic and research slump you have to crawl out of. In V it's impossible without an extra source of happy faces, and almost all of them take a bunch of time to build stuff or build up resources, which defeats the point.
                Are you saying you can't win a war without extra happiness, or that you can't make a functional city because you get too caught up in trying to get circus points?
                >IV also has that. It also has options to pivot your civ that don't take 50+ turns to prepare and another 50 to pay off.
                So does V. They have civilian presets you can use to reorient your city.
                >There's a lot of things you "don't have to" do in a 4X. They'll just cripple you for half of the game.
                Perhaps you should time your libraries so you finish them before you get Theology.
                >Pale shadow of actual tech trading and yet another nerf to waging war.
                You use war to deal with noncompliant civs, not just because you felt like it. If you have a research agreement, you're using them.
                And tech trading just shouldn't be in the game.
                >Death carpets suck because they turn wars into traffic jam stalemates.
                Sounds like you can't manage unit movement. Perhaps you should invest in roads.
                >V has to cripple city production to mitigate this until late game.
                It doesn't "cripple city production". It gives defenders a fighting chance.
                >IV's civs also play to win and it's not like V's AI isn't dogshit at waging war.
                War isn't the only victory condition, and from the sounds of it, the Civ 4 AI can't coordinate.

              • 8 months ago
                Anonymous

                >You don't. Each bonus is mostly standalone. They just have prereqs to keep you from taking things like Theocracy on a whim.
                It's a commitment for the rest of the game all the same. You could be indecisive and pick whatever suits you at the time, but why would you when most bonuses at the end of the tree are really strong?
                >Are you saying you can't win a war without extra happiness, or that you can't make a functional city because you get too caught up in trying to get circus points?
                I'm talking about the orange frowny face crippling your city growth empire-wide, red frowny face stopping you from building settlers and crippling your production and red angry face spawning barbarians all over. 10 is not that much when expanding or waging a war. These are idiotic immediate penalties preventing you from chewing on more than the game graciously allows you to. IV at least allows me to conquer what I want, then struggle with the economic slump.
                >They have civilian presets you can use to reorient your city.
                What, specialists? It's a drop in the bucket compared to the kind of mobilizations you can pull off in IV with slavery, draft or unit upgrades.
                >Perhaps you should time your libraries so you finish them before you get Theology.
                Or maybe the game should have more than a single meta for not killing your science output.
                >And tech trading just shouldn't be in the game.
                Why?
                >Perhaps you should invest in roads.
                I'm sure they'll help when every single hex within 6 tiles of the frontline has a unit on it.
                >War isn't the only victory condition, and from the sounds of it, the Civ 4 AI can't coordinate.
                Yes it can. AI can dogpile on you when you're already at war, enemy civ's friends can declare war on you, a civ at war can bribe another civ to declare on you, and so on. It's much more nuanced that V's infinite denouncement spam after you conquer 2 cities.

              • 8 months ago
                Anonymous

                >It's a commitment for the rest of the game all the same. You could be indecisive and pick whatever suits you at the time, but why would you when most bonuses at the end of the tree are really strong?
                Because they only might be, and that depends on you playing into them. Getting both the Piety opener and Aesthetics' cheaper Opera Houses and Museums is a huge boon for production.
                >I'm talking about the orange frowny face crippling your city growth empire-wide, red frowny face stopping you from building settlers and crippling your production and red angry face spawning barbarians all over. 10 is not that much when expanding or waging a war. These are idiotic immediate penalties preventing you from chewing on more than the game graciously allows you to. IV at least allows me to conquer what I want, then struggle with the economic slump.
                If you're sitting at -10 unhappiness, either someone identified all of your luxury tiles and wanted you to suffer, or you're a massive tard who shouldn't be declaring wars in the first place.
                >What, specialists?
                No, civilian priorities. Food, production, gold, etc.
                >Or maybe the game should have more than a single meta for not killing your science output.
                I trust you're also obsessively settling observatory cities only, right?
                >Why?
                Scales too hard with player count, and only works because the AI is too stupid to use it against you.
                >I'm sure they'll help when every single hex within 6 tiles of the frontline has a unit on it.
                What "frontline"? You should be attacking everything, not just the part closest to your own civ.
                >Yes it can. AI can dogpile on you when you're already at war, enemy civ's friends can declare war on you, a civ at war can bribe another civ to declare on you, and so on. It's much more nuanced that V's infinite denouncement spam after you conquer 2 cities.
                The Civ 5 AI already does all of that.

              • 8 months ago
                Anonymous

                >Because they only might be, and that depends on you playing into them.
                And for some of them, it's stupid not to commit all the way. Why would you ever not max out tradition for faith point great people if you already put some points in, for example? Or if you go for patronage, why wouldn't you go further if you're already committed to city states for the rest of the game?
                >If you're sitting at -10 unhappiness, either someone identified all of your luxury tiles and wanted you to suffer, or you're a massive tard who shouldn't be declaring wars in the first place.
                And here's the core of all the issues with Civ V. You're trying to play outside of very narrow boundaries mandated by the game? Then it's you who's moronic and not the game that's overly restrictive.
                >No, civilian priorities. Food, production, gold, etc.
                So worked tiles? That's not something you pivot to at a whim with any efficiency unless for some moronic reason half of all improvements around your city is designed to be unused 80% of the time.
                >I trust you're also obsessively settling observatory cities only, right?
                No, I just want the game to not arbitrarily cripple my science output because I dared build a few more cities early on.
                >Scales too hard with player count, and only works because the AI is too stupid to use it against you.
                IV has no such issues and their AIs will happily trade with one another if they're buddies, forcing you to turn them against one another if you want to keep up.
                >What "frontline"? You should be attacking everything, not just the part closest to your own civ.
                Assuming you have a nice long border with no obstructions, and not e.g. a mountain range in the way. Even naval warfare can have this issue.
                >The Civ 5 AI already does all of that.
                The argument wasn't that V's AI can't coordinate, but that with all their alleged "play to win" mentality they're still dogshit at actually fighting a war.

              • 8 months ago
                Anonymous

                >And for some of them, it's stupid not to commit all the way. Why would you ever not max out tradition for faith point great people if you already put some points in, for example?
                Tradition, because you wanted early culture and maybe a boost for getting Great Library, but have an aversion to Liberty. Those two are the trees everyone maxes.
                >Or if you go for patronage, why wouldn't you go further
                Because the opener alone gives you an easy way to slow CS favor loss, and you don't need more than that for whatever you had in mind for the lategame. Maybe you intend to go into Commerce and want Philanthropism, but don't need the 20 free CS loyalty points because you only want to keep a few CS up.
                >You're trying to play outside of very narrow boundaries mandated by the game?
                You're at the point where a frickton of people are rebelling in your civ and your soldiers don't want to fight. You cannot complain here.
                >So worked tiles? That's not something you pivot to at a whim
                During the midgame, it's common for your workers to outpace city pop growth. Sometimes, you need to move off from food tiles to rush a building you just unlocked, or because you've achieved equilibrium and don't want to grow a particular city.
                >No, I just want the game to not arbitrarily cripple my science output because I dared build a few more cities early on.
                Then build libraries. The flip-side of this is someone not having extra cities growing while he waits for fricking Theology.
                >IV has no such issues and their AIs will happily trade with one another if they're buddies, forcing you to turn them against one another if you want to keep up.
                Which only works because the AI is dumb and malleable.
                >Assuming you have a nice long border with no obstructions, and not e.g. a mountain range in the way.
                You find a way around and build a fort in an off position to threaten them.
                >but that with all their alleged "play to win" mentality they're still dogshit at actually fighting a war.
                So are you.

              • 8 months ago
                Anonymous

                >Those two are the trees everyone maxes.
                Liberty is specifically one of the trees that are not worth maxing, what the hell Golden age + one great person is almost nothing.
                >You're at the point where a frickton of people are rebelling in your civ and your soldiers don't want to fight. You cannot complain here.
                It's an arbitrary restriction that IV didn't have because V is deathly afraid of the player settling too many cities to fast. It's garbage.
                >During the midgame, it's common for your workers to outpace city pop growth. Sometimes, you need to move off from food tiles to rush a building you just unlocked, or because you've achieved equilibrium and don't want to grow a particular city.
                IV has all that, in addition to changing policies and drafting/whipping here and now. V is again too restrictive.
                >Then build libraries. The flip-side of this is someone not having extra cities growing while he waits for fricking Theology.
                Except that player will still be fine and reach theology on <4 cities, while an expanding player will be stuck with high science costs because god forbid having a large civ pays off.
                >Which only works because the AI is dumb and malleable.
                I'll take an AI you can interact and ally with over an inscrutable, unpredictable and sometimes insane one.
                >You find a way around and build a fort in an off position to threaten them.
                Doesn't solve the carpet of doom issue.
                >So are you.
                no u

              • 8 months ago
                Anonymous

                >Liberty is specifically one of the trees that are not worth maxing, what the hell Golden age + one great person is almost nothing.
                "One great person" means snatching a free wonder, and Representation is used for the decrease in future Social Policy culture costs. The golden age is just a nice bonus.
                >It's an arbitrary restriction that IV didn't have because V is deathly afraid of the player settling too many cities to fast.
                Yeah, because that's the difference between Civ 6 settler spam and actual city management.
                >IV has all that, in addition to changing policies and drafting/whipping here and now. V is again too restrictive.
                Those are momentum-shifting options. Civ 5 demands forethought.
                >Except that player will still be fine and reach theology on <4 cities, while an expanding player will be stuck with high science costs because god forbid having a large civ pays off.
                Perhaps you should expand in phases, instead of spamming settlers and praying your civ doesn't burn down the way it would IRL, or just stagnate and decline, as some large empires have.
                >I'll take an AI you can interact and ally with over an inscrutable, unpredictable and sometimes insane one.
                You can ally with the Civ 5 AI, and insanity is to be expected when dealing with people. Mastering interaction with irrational agents is just part of life.
                >Doesn't solve the carpet of doom issue.
                It does, because it opens up new fronts.
                >no u
                u2

              • 8 months ago
                Anonymous

                >Yeah, because that's the difference between Civ 6 settler spam and actual city management.
                IV already solved ICS. V shipped with the worst ICS ever that was later hastily patched, crippling the game in the other direction.
                >Those are momentum-shifting options. Civ 5 demands forethought.
                Yes, how dare I govern my civilization, all decisions should be made 100 turns in advance and if I get an opening because one AI declared war on another it should be verboten to take advantage and pivot to a war economy.
                >Perhaps you should expand in phases, instead of spamming settlers and praying your civ doesn't burn down the way it would IRL, or just stagnate and decline, as some large empires have.
                IV already does that with techs. Cottages, Sailing, Alphabet, Currency, Code of laws all open options to improve the economy and expand more. What it doesn't have is a moronic hardcap that stops me in my tracks, instead it just gradually cripples my research. I have a CHOICE. In V I don't.
                >Mastering interaction with irrational agents is just part of life.
                Cool, but in a videogame it's indistinguishable from playing a slot machine. I want strategy, not coin toss.
                >It does, because it opens up new fronts.
                Now I have 2 fronts packed 3 units deep instead of one 6 units deep. What an improvement. And it's all under V's inflated unit and building costs.

              • 8 months ago
                Anonymous

                >IV already solved ICS. V shipped with the worst ICS ever that was later hastily patched, crippling the game in the other direction.
                You call it crippling. I call it trimming.

                >Yes, how dare I govern my civilization, all decisions should be made 100 turns in advance and if I get an opening because one AI declared war on another it should be verboten to take advantage and pivot to a war economy.
                Perhaps you should've prepared units so you could intervene/defend before it became an immediate priority, dipshit. Make your own openings.
                >IV already does that with techs. Cottages, Sailing, Alphabet, Currency, Code of laws all open options to improve the economy and expand more. What it doesn't have is a moronic hardcap that stops me in my tracks, instead it just gradually cripples my research. I have a CHOICE. In V I don't.
                Yeah. Deal. This keeps "moron strength" builds in check. If you want to expand more, get some luxuries.
                >Cool, but in a videogame it's indistinguishable from playing a slot machine.
                This slot machine doesn't change its answer every time you roll. You can influence the outcome somewhat, but sometimes you just need to pillage to set expectations, going forward.
                >Now I have 2 fronts packed 3 units deep instead of one 6 units deep. What an improvement.
                Now, if you go a bit farther with that, and actually make an army before it gets to that point, you might have a few potent units just one tile deep, scattered around their empire because you didn't wait until the last moment to start playing the game.

              • 8 months ago
                Anonymous

                >Perhaps you should've prepared units so you could intervene/defend before it became an immediate priority, dipshit. Make your own openings.
                Or the game could give me an option to rape my economy in exchange for getting what I want when I think it's worth it. Fewer options < more options. And putting resources into a large army "just in case" there's a chance to use it is something that never happens. In 4X nobody sinks resources into a thing that has a chance of randomly either benefitting or crippling you later, you either go all the way or not at all.
                >If you want to expand more, get some luxuries.
                Or I can play a 4X that doesn't railroad me to a single playstyle.
                >You can influence the outcome somewhat, but sometimes you just need to pillage to set expectations, going forward.
                Or I can play a 4X where I have tools to know if an ally is an actual ally. IV had actual espionage to do that, V has a joke of a spy system.
                >Now, if you go a bit farther with that, and actually make an army before it gets to that point, you might have a few potent units just one tile deep, scattered around their empire because you didn't wait until the last moment to start playing the game.
                Scattered units don't take cities. If you're talking pillaging, then it's way more viable in IV anyway where cities don't have magical ranged defenses that kill your unit in 2 turns, pillaged improvements take more than 1 turn to rebuild, there's no ZoC and no ranged units to delete your raiders.

              • 8 months ago
                Anonymous

                >Or the game could give me an option to rape my economy in exchange for getting what I want when I think it's worth it.
                No.
                >And putting resources into a large army "just in case" there's a chance to use it is something that never happens. In 4X nobody sinks resources into a thing that has a chance of randomly either benefitting or crippling you later, you either go all the way or not at all.
                Because they savescum when this "All-or-Nothing" approach gets them reamed.
                >Or I can play a 4X that doesn't railroad me to a single playstyle.
                This one doesn't.
                >Or I can play a 4X where I have tools to know if an ally is an actual ally. IV had actual espionage to do that, V has a joke of a spy system.
                Civ 5 spies also do this.
                >Scattered units don't take cities. If you're talking pillaging, then it's way more viable in IV anyway where cities don't have magical ranged defenses that kill your unit in 2 turns, pillaged improvements take more than 1 turn to rebuild, there's no ZoC and no ranged units to delete your raiders.
                That means it's easier, not that it's better.

              • 8 months ago
                Anonymous

                >No.
                Then your 4X is reskinned Cookie Clicker. Reacting to events and changing things to adapt is better than planning your execution way in advance then having no tools to not stick to it.
                >Because they savescum when this "All-or-Nothing" approach gets them reamed.
                It's literally the other way around. You either commit to guarantee success or you don't start. Your "have a big army just in case you might attack" actually invites savescumming if an opportunity never comes.
                >This one doesn't.
                In terms of expansion, it does. No you can't build more than 4 cities, you already grabbed and traded all available resources. Wait 50 turns for those pagodas/circuses/money for mercantile civs to finish. No you can't continue this war, you have an orange angry face, wait for that courthouse or for money to rush it or for more pagodas.
                >Civ 5 spies also do this.
                Barely. You'll see production in maybe one city, and occasionally a useless "X wants to backstab Y" hint. Compared to IV's it's worthless.
                >That means it's easier, not that it's better.
                Of course it means it's better. What's the point of raiding when you can barely penetrate enemy cities' 2 tile radius and it can all be fixed in 3 turns, compared to IV city pillaging destroying tens of turns of development?

              • 8 months ago
                Anonymous

                >Then your 4X is reskinned Cookie Clicker. Reacting to events and changing things to adapt is better than planning your execution way in advance then having no tools to not stick to it.
                Prepare backup plans or miss out, buddy.

                >It's literally the other way around. You either commit to guarantee success or you don't start. Your "have a big army just in case you might attack" actually invites savescumming if an opportunity never comes.
                Why would I savescum myself from the industrial era to the classical age? Frick that.
                >In terms of expansion, it does. No you can't build more than 4 cities, you already grabbed and traded all available resources. Wait 50 turns for those pagodas/circuses/money for mercantile civs to finish.
                Yup. Balances it out nicely. Manage your city pops if you don't like it.
                >No you can't continue this war, you have an orange angry face, wait for that courthouse or for money to rush it or for more pagodas.
                You can continue the war. You'll just also run the risk of rebellion if you keep taking cities.
                >Barely. You'll see production in maybe one city, and occasionally a useless "X wants to backstab Y" hint. Compared to IV's it's worthless.
                Sure, but that's an improvement. You shouldn't be able to see into another player's mind. Having info about their units near their cities is enough.
                >Of course it means it's better. What's the point of raiding when you can barely penetrate enemy cities' 2 tile radius and it can all be fixed in 3 turns, compared to IV city pillaging destroying tens of turns of development?
                Because now you don't just pillage in a hit-and-run. You pillage to threaten civilians and worker units, ruining their happiness and city productivity.

              • 8 months ago
                Anonymous

                >Why would I savescum myself from the industrial era to the classical age? Frick that.
                You're the one advocating savescumming by preparing contingency plans for opportunities that might as well never come.
                >Yup. Balances it out nicely. Manage your city pops if you don't like it.
                Or again, I could play a 4X that doesn't dictate my exact playstyle.
                >You can continue the war. You'll just also run the risk of rebellion if you keep taking cities.
                Which is a false choice since going deep in the red will just kill you. Not the case in IV. Again, the game telling me to stick to a playstyle it demands.
                >Sure, but that's an improvement. You shouldn't be able to see into another player's mind. Having info about their units near their cities is enough.
                AGAIN, V's sorry excuse for a spy system is inadequate for that. You barely get any info compared to IV's spies, and I'm talking info on production and unit movements, not leader attitudes.
                >You pillage to threaten civilians and worker units, ruining their happiness and city productivity.
                Okay? You can't kill units in 1 turn in V, so any early harrassment is just thanks to AI idiocy. It takes one shit low tier unit protecting a worker and within city strike range to prevent any and all raiding. In cotrast to IV, where an early mid-tier unit stationed in the woods near an enemy city can massively cripple them.

              • 8 months ago
                Anonymous

                >You're the one advocating savescumming by preparing contingency plans for opportunities that might as well never come.
                I make those opportunities, myself.
                >Or again, I could play a 4X that doesn't dictate my exact playstyle.
                It doesn't. Pop spread is your choice, and if even that's not enough, the problem is you.
                >Which is a false choice since going deep in the red will just kill you.
                Perhaps you shouldn't try to take the city you can't afford, then.
                >AGAIN, V's sorry excuse for a spy system is inadequate for that. You barely get any info compared to IV's spies, and I'm talking info on production and unit movements, not leader attitudes.
                Why would they make spies that powerful? Anyway, that's what Armory-Scouts are for.

                >Okay? You can't kill units in 1 turn in V, so any early harrassment is just thanks to AI idiocy. It takes one shit low tier unit protecting a worker and within city strike range to prevent any and all raiding.
                ...In that tile. If you're running around with a horseman and pillaging farms, disrupting city connections (hell, building a fort on enemy roads), or just looking for anything possible to attack, you'll have a much easier time than you imply.
                >In cotrast to IV, where an early mid-tier unit stationed in the woods near an enemy city can massively cripple them.
                Anon, making civilians unable to work their most productive tiles, either by pillaging, or by stationing a threatening unit nearby, is disruptive.

              • 8 months ago
                Anonymous

                >I make those opportunities, myself.
                Then by definition they're not opportunities.
                >It doesn't.
                >Perhaps you shouldn't try to take the city you can't afford, then.
                Yes it does. It could just as well add a hard cap on the number of cities I can have. You stockholmed yourself into thinking that the game disallowing any gameplay outside of narrow parameters because it would fall apart otherwise is a good thing.
                >Why would they make spies that powerful?
                Because it's fun, gives you agenct and is a serious investment in IV anyway?
                >Anyway, that's what Armory-Scouts are for.
                Not for enemy interior with closed borders.
                >Anon, making civilians unable to work their most productive tiles, either by pillaging, or by stationing a threatening unit nearby, is disruptive.
                What "unable"? You won't station your unit closer than 3 tiles away from the city, have no answer to enemy ranged units, can't capture workers if not against morons, can't do lasting damage because fixing an improvement takes just a couple turns. You're only finding success because you're harassing a moronic AI.

              • 8 months ago
                Anonymous

                >Then by definition they're not opportunities.
                They're opportunities because I can capitalize on them, even if I had a hand in making them.
                >Yes it does. It could just as well add a hard cap on the number of cities I can have.
                Then people would load up on luxuries, spread out all at once, and forget about luxuries for the rest of the game.
                >Because it's fun, gives you agenct and is a serious investment in IV anyway?
                Again, use the scout.
                >Not for enemy interior with closed borders.
                It is. 4-tile sight range from a hill near them.
                >What "unable"? You won't station your unit closer than 3 tiles away from the city
                It means their civilians cannot work the tiles adjacent to my units.
                >have no answer to enemy ranged units, can't capture workers if not against morons
                Just shoot back or use cav.
                >can't do lasting damage because fixing an improvement takes just a couple turns.
                Opportunity cost is damage in a game like this.
                >You're only finding success because you're harassing a moronic AI.
                And because I know what to target. That plantation 2/3 tiles away from the enemy? He now has to stand a military unit on it to have a worker repair it. I can shoot that. I can send a horseman at that. I can block off farms, mines, or whatever. He can't do a thing. If he has a large army, target his trade and undermine it.
                This isn't just an AI thing.

              • 8 months ago
                Anonymous

                >Then people would load up on luxuries, spread out all at once, and forget about luxuries for the rest of the game.
                Or you could have a sensible soft cap like IV did. Why ruin what already works?
                >Again, use the scout.
                >It is. 4-tile sight range from a hill near them.
                It only works because enemy AI doesn't build more than like 5 cities lmao. Still doesn't tell you enemy production anyway and kind of defeats the purpose of closed borders. IV's system is still way better.
                >It means their civilians cannot work the tiles adjacent to my units.
                Quote me a source for this mechanic, I see nothing anywhere about zone of control denying tile yields.
                >Opportunity cost is damage in a game like this.
                You said yourself that in mid game there's more workers than tiles to improve. You paid the cost by building the raider, and the enemy's cost is almost nil.
                >That plantation 2/3 tiles away from the enemy? He now has to stand a military unit on it to have a worker repair it.
                And that's the extent of your "raiding", a couple exposed tiles at the boundary. Big whoop. Anything closer to the core is untouchable, so slightly less greedy city placement can easily protect everything of value.

              • 8 months ago
                Anonymous

                >Or you could have a sensible soft cap like IV did. Why ruin what already works?
                This works better.
                >It only works because enemy AI doesn't build more than like 5 cities lmao. Still doesn't tell you enemy production anyway and kind of defeats the purpose of closed borders.
                If your enemy has to maintain and position units (easily killed) to scope out your civ's units, it works around the limitation of closed borders.
                And no, it doesn't matter how many cities they build. Unless they're all covering each other, which is a legitimate way to hide information, you should easily be able to make enough scouts for whatever you need.
                >Quote me a source for this mechanic, I see nothing anywhere about zone of control denying tile yields.
                Have you ever played the game? You know how, when barbarians are near one of your farms, you can't work the farm? That also applies to other players' units.
                >You said yourself that in mid game there's more workers than tiles to improve.
                Yeah, usually. The issue is that you can't work the tiles, and risking workers is a waste that doesn't solve your problem.
                >And that's the extent of your "raiding", a couple exposed tiles at the boundary.
                Anon, that's literally everything but the one tile under your city, and if they position an archer on the third tile out, it covers everything short of the city itself.

              • 8 months ago
                Anonymous

                >This works better.
                No it doesn't. You just don't know better.
                >easily killed
                You mean "units you can do absolutely nothing about in peacetime", which is a shit mechanic.
                >Unless they're all covering each other
                Yes, this lines up with my memory of how V's AI was incapable of playing wide.
                >Anon, that's literally everything but the one tile under your city
                From two directions at most, which is maybe 25% of all tiles. Again, made moot by strategic city placement.
                >Yeah, usually. The issue is that you can't work the tiles, and risking workers is a waste that doesn't solve your problem.
                You don't risk workers if you have a cheap unit that doesn't get one-shot to protect them, especially when it takes literally a single turn to repair the damage.

              • 8 months ago
                Anonymous

                >No it doesn't. You just don't know better.
                Forcing people to engage with fixed objectives on the map to continue expanding? It's better than a ramping maintenance cost, yes.
                >You mean "units you can do absolutely nothing about in peacetime", which is a shit mechanic.
                Declare a war then.
                >Yes, this lines up with my memory of how V's AI was incapable of playing wide.
                If you're just building cities in concentric rings around your capital, then I completely understand why Civ 5 has you ass-blasted.
                >From two directions at most, which is maybe 25% of all tiles. Again, made moot by strategic city placement.
                That's per archer. The only thing preventing me from doing this all over your base is your army. If your army sucks, your tiles aren't going to be worked. "Strategic" placement really won't fix this.
                >You don't risk workers if you have a cheap unit that doesn't get one-shot to protect them, especially when it takes literally a single turn to repair the damage.
                Between arriving and repairing, it takes 2-3 per tile. And that's both idle time and a dead unit you now can't upgrade.
                You're taking losses to repair a tile instead of just chasing out the army that has your capital starving.

              • 8 months ago
                Anonymous

                >Forcing people to engage with fixed objectives on the map to continue expanding? It's better than a ramping maintenance cost, yes.
                You said you never played IV. How would you even know?
                >Declare a war then.
                You realize this sucks as a solution, right? You could've had IV's complex peacetime espionage rivarly, instead you have uncounterable peacetime scout spam where the "fix" is worse than the problem.
                >If you're just building cities in concentric rings around your capital, then I completely understand why Civ 5 has you ass-blasted.
                Right, you just brought up yet another absolutely moronic point about V: borders that don't act as your fricking borders unless you went tradition and are 300 or so turns in. That's just a consqeuence of completely broken city and culture expansion that leave half the map unclaimed two thirds of the game in.
                >That's per archer. The only thing preventing me from doing this all over your base is your army. If your army sucks, your tiles aren't going to be worked. "Strategic" placement really won't fix this.
                Your opponent's army has to REALLY suck for this to work, which is not the case if you're not fighting a moron. Contrast it to IV, where you can make and send out a smaller army dedicated to raiding instead of sieging and if your opponent didn't build up a proper force to counter it they'll be pillaged to the ground.
                >Between arriving and repairing, it takes 2-3 per tile. And that's both idle time and a dead unit you now can't upgrade.
                You're taking losses to repair a tile instead of just chasing out the army that has your capital starving.
                Or I just retreat the cheap unit that survived and replace it with another one while your raider stays damaged. And if you are chased off, you still didn't inflict any lasting damage beyond the time it took for your enemy to get his shit together and chase you off.

              • 8 months ago
                Anonymous

                >You said you never played IV. How would you even know?
                That's it's better to have people compete over fixed objectives, rather than have them scale based only on their wealth? It's a matter of interactivity, and the basis for the above complaints of Civ 5 having a SimCity meta.
                >You realize this sucks as a solution, right? You could've had IV's complex peacetime espionage rivarly, instead you have uncounterable peacetime scout spam where the "fix" is worse than the problem.
                That exists, but it's centered on City-States and tech theft. If you just mean vision into a neighboring civ, I don't think that's worth having a full "rivalry" over.
                >Right, you just brought up yet another absolutely moronic point about V: borders that don't act as your fricking borders unless you went tradition and are 300 or so turns in.
                Get writers and amphitheaters if monuments aren't enough, or Choral Music.
                >That's just a consqeuence of completely broken city and culture expansion that leave half the map unclaimed two thirds of the game in.
                It bothers you, but there's nothing inherently wrong with it.
                >Your opponent's army has to REALLY suck for this to work, which is not the case if you're not fighting a moron.
                Or if you've defeated much of said army, and are now digging in to maintain the threat.
                >Contrast it to IV, where you can make and send out a smaller army dedicated to raiding instead of sieging and if your opponent didn't build up a proper force to counter it they'll be pillaged to the ground.
                Sounds like horsemen.
                >Or I just retreat the cheap unit that survived and replace it with another one while your raider stays damaged.
                Makes too many assumptions.
                >And if you are chased off, you still didn't inflict any lasting damage beyond the time it took for your enemy to get his shit together and chase you off.
                Caravans/Cargo ships, dropping luxury trade deals, killing enemy military, and idling pops while forcing you to invest in replacements? That's a lot of mileage.

              • 8 months ago
                Anonymous

                >That's it's better to have people compete over fixed objectives, rather than have them scale based only on their wealth?
                This is not what I'm talking about, moron. I'm talking about how V makes rapid expansion nigh impossible instead of making it a difficult tradeoff like IV does. It can be global happiness for all I care, sure, but hardcapping kills gameplay diversity.
                >If you just mean vision into a neighboring civ, I don't think that's worth having a full "rivalry" over.
                Knowing how large the enemy army is and where it's headed? Absolutely.
                >Get writers and amphitheaters if monuments aren't enough, or Choral Music.
                "Don't want shit on your plate? Just eat it while holding your breath". What if I want my civilization's borders to act like fricking borders?
                >Or if you've defeated much of said army, and are now digging in to maintain the threat
                If you defeated the enemy army, then there's no longer point in raiding, making all your arguments so far moronic. Other than V's inherent city defense made for morons that garrisoned their cities in IV with warriors.
                >Sounds like horsemen.
                Except it pillages everything, and not an odd tile or two like in V.
                >Caravans/Cargo ships, dropping luxury trade deals, killing enemy military, and idling pops while forcing you to invest in replacements? That's a lot of mileage.
                Internal trade routes are the OP ones, so who cares. Trade deals are dropped in any civ, in IV it hurts more since you also kill off commerce from trade routes, especially if you block routes to other civs. Killing enemy military is a zero-value proposition since yours is dying too.

              • 8 months ago
                Anonymous

                >It can be global happiness for all I care, sure, but hardcapping kills gameplay diversity.
                I think it gives happiness sources an appropriate urgency.
                >Knowing how large the enemy army is and where it's headed? Absolutely.
                You would need quite a few scouts for that, and once you grab Scientific Theory, you can't make more.
                >What if I want my civilization's borders to act like fricking borders?
                Play a different game. This one chose a practical border model.
                >If you defeated the enemy army, then there's no longer point in raiding, making all your arguments so far moronic.
                If you aren't dealing economic damage, your enemy isn't pressured to accept terms.
                >Other than V's inherent city defense made for morons that garrisoned their cities in IV with warriors.
                Should've been limited to the capital, sure.
                >Except it pillages everything, and not an odd tile or two like in V.
                That means it's balanced differently in IV.
                >Internal trade routes are the OP ones
                After Economics, sure.
                >Trade deals are dropped in any civ, in IV it hurts more since you also kill off commerce from trade routes, especially if you block routes to other civs.
                And we have road pillaging to cause significant damage to the enemy's finances.
                >Killing enemy military is a zero-value proposition since yours is dying too.
                Possibly.

              • 8 months ago
                Anonymous

                >I think it gives happiness sources an appropriate urgency.
                And zero ways outside of waiting N turns to satisfy this urgency. Trade can only get you this far and anything else requires building up infrastructure. Exactly what I meant by being forced by the game to play within narrow parameters. It sucks. The game is holding your hand telling you how to play it right.
                >You would need quite a few scouts for that, and once you grab Scientific Theory, you can't make more.
                Which is ass-backwards if that's the case. IV has Physics unlock zeppelins, which gave you more vision as expected of new techs.
                >Play a different game. This one chose a practical border model.
                How the frick is it "practical" to have zero zone of control outside your city to the point enemy scouts can scout you anyway with closed borders and enemy army can just walk straight up at peacetime? Culture is one thing, but even ancient empires could control their borders.
                >If you aren't dealing economic damage, your enemy isn't pressured to accept terms.
                And if you defeated an army and V didn't have moronic superfortress cities, you'd do damage immediately. All this time I thought we were talking about actual pillage-oriented wars, but no, you're just a moron who thinks nibbling tiles around enemy cities after killing an entire enemy army is "pillaging".

              • 8 months ago
                Anonymous

                >And zero ways outside of waiting N turns to satisfy this urgency.
                Construction, starvation, CS investments/quests, trade, tile improvements, and extortion.
                >Trade can only get you this far and anything else requires building up infrastructure. Exactly what I meant by being forced by the game to play within narrow parameters. It sucks. The game is holding your hand telling you how to play it right.
                You have options. You just keep waiting until the problem is knocking on your door to address it.
                >Which is ass-backwards if that's the case. IV has Physics unlock zeppelins, which gave you more vision as expected of new techs.
                You have to switch to a horseman-line equivalent for mobile vision in that case.
                >How the frick is it "practical" to have zero zone of control outside your city to the point enemy scouts can scout you anyway with closed borders and enemy army can just walk straight up at peacetime?
                You have to maintain that threat for yourself. If the enemy wants to walk up with an army, get crossbows in forts on hills overlooking the city, and use your units to threaten tiles. Cover the approach.
                >Culture is one thing, but even ancient empires could control their borders.
                No, they really couldn't. They could only control common routes of entry, but civ doesn't have a logistics model, and most people wouldn't accept one.
                >And if you defeated an army and V didn't have moronic superfortress cities, you'd do damage immediately.
                Anon, what is a "siege"? The real issue is the fact that siege units only have two tiles of range here.
                >All this time I thought we were talking about actual pillage-oriented wars, but no, you're just a moron who thinks nibbling tiles around enemy cities after killing an entire enemy army is "pillaging".
                It's denial of resources. You can do it by pillaging improvements, by pillaging roads, by stationing units on your enemy's tiles, etc. Maybe you'll even raze cities. All up to you.

              • 8 months ago
                Anonymous

                >You have options. You just keep waiting until the problem is knocking on your door to address it.
                No I'm not. If I want to expand right fricking now, then I have to spend X turns getting shit like circuses, pagodas and other stuff to not go in the red, or else I CANNOT BUILD SETTLERS. In IV I can just work the coast, or make cottages, or make trade routes, then turn down the slider. I can cause as much of a crisis as I want and recover as I see fit, I don't have the game designer forbidding me from expanding.
                >You have to maintain that threat for yourself.
                Okay, so I wait for him to walk right up, declare war and have the first strike with zero strategic depth? Or do I declare first and suffer penalties instead of him? Great fricking deal.
                >Anon, what is a "siege"? The real issue is the fact that siege units only have two tiles of range here.
                The real issue is that cities can fire back.
                >It's denial of resources. You can do it by pillaging improvements, by pillaging roads, by stationing units on your enemy's tiles, etc. Maybe you'll even raze cities. All up to you.
                And if cities didn't have moronic defense buffs and 1UPT + ZoC wasn't a thing, you could have pillaging that doesn't start with killing the enemy army.

              • 8 months ago
                Anonymous

                >If I want to expand right fricking now
                There's your issue. You waited until the problem was at your door. Solve it before it gets to that point.

                >Or do I declare first and suffer penalties instead of him? Great fricking deal.
                That's an AI diplomacy issue.
                >The real issue is that cities can fire back.
                So says you.
                >And if cities didn't have moronic defense buffs and 1UPT + ZoC wasn't a thing, you could have pillaging that doesn't start with killing the enemy army.
                And you can. Just find an exposed road or trade route and have a blast.

              • 8 months ago
                Anonymous

                >There's your issue. You waited until the problem was at your door. Solve it before it gets to that point.
                It's a problem right at the very start of the game, so technically you got that right. No matter what you do, it's literally impossible to expand quickly even if you wanted because you NEED to wait x turns to get happiness other than the few easy sources available from the start.
                >That's an AI diplomacy issue.
                Meaning it's the Civ V being shit issue. I know multiplayer has its own rules, but then you get into how IV's rock-paper scissors stacks are strictly superior to boring doom carpets.
                >So says you.
                >Just find an exposed road or trade route and have a blast.
                If nibbling at a road here and there far away from enemy core is your definition of pillaging and "having a blast", then I'm not surprised you don't see the problem here. You just don't know better because V is the first civ you played.

              • 8 months ago
                Anonymous

                >It's a problem right at the very start of the game, so technically you got that right. No matter what you do, it's literally impossible to expand quickly even if you wanted because you NEED to wait x turns to get happiness other than the few easy sources available from the start.
                That's just a common sense balancing move. They didn't want aggressive land-grab (Mining-Workers-3pop Granary into eternal settler spam) openings like those, and even if they allowed them, you'd complain because you ran out of global happiness by the time you put down your third city.
                Instant happiness would be a mistake. Plan ahead.
                >Meaning it's the Civ V being shit issue. I know multiplayer has its own rules, but then you get into how IV's rock-paper scissors stacks are strictly superior to boring doom carpets.
                Wouldn't be a doom carpet if you used workers outside your borders.
                >If nibbling at a road here and there far away from enemy core is your definition of pillaging and "having a blast"
                You're defending a position in the middle of the enemy civilization to hack away at his finances. He has every reason to drop much of what he's doing to fix that.
                >You just don't know better because V is the first civ you played.
                This conversation has revealed the fact that you have trash taste.

              • 8 months ago
                Anonymous

                >They didn't want aggressive land-grab (Mining-Workers-3pop Granary into eternal settler spam) openings like those
                If you ever played IV you'd know that you're full of shit.
                >Wouldn't be a doom carpet if you used workers outside your borders.
                Not what I'm talking about. I'm talking about the boring unit-line-versus-unit-line of V versus actual unit composition and positioning in IV. Again, you didn't play IV so you have no reference.
                >You're defending a position in the middle of the enemy civilization to hack away at his finances. He has every reason to drop much of what he's doing to fix that.
                IV has that in the early game. It also has rolling over the enemy civ with an army that pillages all the cottages and improvements and doesn't touch cities. Again, you don't have a frame of reference because V's "pillaging" is all you ever did.
                >This conversation has revealed the fact that you have trash taste.
                I played both IV and V. You didn't, pseud.

              • 8 months ago
                Anonymous

                >If you ever played IV you'd know that you're full of shit.
                Are you saying that's an opening in IV?
                >Not what I'm talking about. I'm talking about the boring unit-line-versus-unit-line of V versus actual unit composition and positioning in IV.
                Are you talking about the same game as before? Anyway, the slowed movement, city-defenses and lack of stacking have only increased the importance of positioning.
                It's not a simple matter of unit lines. You can brute force your way through, or invalidate army comps via rough terrain. You have to manage that with workers.
                >IV has that in the early game. It also has rolling over the enemy civ with an army that pillages all the cottages and improvements and doesn't touch cities.
                So, making multiple horsemen and rushing a neighboring enemy.
                >Again, you don't have a frame of reference because V's "pillaging" is all you ever did.
                And you assume the thing I described earlier is the only way to pillage.
                >I played both IV and V. You didn't, pseud.
                Knew you were going to play that. Your arguments are running head-first into each other and your own inability to plan is being shown, but inferring from everything you've said, you sincerely just have trash taste.

              • 8 months ago
                Anonymous

                >Are you saying that's an opening in IV?
                I'm saying it's *not* a viable opening amd that IV already solved a problem that V tried to solve again for some reason.
                >Are you talking about the same game as before? Anyway, the slowed movement, city-defenses and lack of stacking have only increased the importance of positioning.
                No it didn't. It completely crushed any strategy. It's just a slog of focusing enemy units, rotating your wounded units back and hoping you have enough to bruteforce city capture.
                >So, making multiple horsemen and rushing a neighboring enemy.
                Not nearly comparable. Just go play IV instead of making moronic comparisons you don't understand.
                >Knew you were going to play that. Your arguments are running head-first into each other and your own inability to plan is being shown, but inferring from everything you've said, you sincerely just have trash taste.
                Of course I was, because it's a perfectly valid complaint. You don't even understand what you're defending, it's the only thing you know. If you played a civ that's an actual 4X and not a puzzle to be solved in a specific way the game designer wants you to, you wouldn't be.

              • 8 months ago
                Anonymous

                >I'm saying it's *not* a viable opening amd that IV already solved a problem that V tried to solve again for some reason.
                Civ IV didn't do a good enough job. It tied the opening to wealth. Civ V instead wanted to use luxuries as the basis.
                >No it didn't. It completely crushed any strategy. It's just a slog of focusing enemy units, rotating your wounded units back and hoping you have enough to bruteforce city capture.
                That's only one way fights can go. You know there are positions people don't attack into, especially with flight techs on the table.
                >Not nearly comparable. Just go play IV instead of making moronic comparisons you don't understand.
                An army that quickly marauds, pillaging improvements without taking the city?
                That's an early 3-horsemen.
                >Of course I was, because it's a perfectly valid complaint.
                Would be if you knew what you were talking about.
                >You don't even understand what you're defending, it's the only thing you know. If you played a civ that's an actual 4X and not a puzzle to be solved in a specific way the game designer wants you to, you wouldn't be.
                I've also played Oriental Empires, but that game has its own issues.

              • 8 months ago
                Anonymous

                >Civ IV didn't do a good enough job. It tied the opening to wealth.
                You didn't play IV you dumb frick, how would you know if it's good or not?
                >That's only one way fights can go. You know there are positions people don't attack into, especially with flight techs on the table.
                Imagine having to wait until flight before combat gets good.
                >An army that quickly marauds, pillaging improvements without taking the city? That's an early 3-horsemen.
                Presumably gets shut down if the enemy has more than a couple units in his own civ, AKA past early game. 1UPT and ZoC stop any serious marauding, unlike IV.

              • 8 months ago
                Anonymous

                >You didn't play IV you dumb frick, how would you know if it's good or not?
                Because it's wealth they tied it to. This goes back to my point earlier about set points on the maps being the objectives.
                >Imagine having to wait until flight before combat gets good.
                You shouldn't be declaring wars against nations with decent access to strategic resources without a plan to flood in anyway.
                >Presumably gets shut down if the enemy has more than a couple units in his own civ
                No. Horsemen can fight for themselves very convincingly, and even perform respectably against spears if, in one location, you have a decent mass. You can easily pillage your way through and be a menace without committing, and in the worst-case scenario, you just bring them home or send them away to heal. The horsemen remain useful for something, even if that fails.
                >1UPT and ZoC stop any serious marauding, unlike IV.
                Can. Chariot archers come earlier and provide a ranged arm to raids.

              • 8 months ago
                Anonymous

                nta but liberty is a good tree to finish in my opinion but i just do so later in my run. the reduced social policy cost for cities is really good if you arent playing tall

              • 8 months ago
                Anonymous

                >inscrutable, unpredictable and sometimes insane one

                That's how an human thinks in singleplayer games, a good AI would be an AI that will betray another player because it sees a potential path to victory, it doesn't matter if it seems chaotic, its thinking "like a human"

                >is the superior 4x game in you're path

                Since we are talking about bad AIs, that game has capable tactical AI but its pretty damn shite for everything else, it even needs to cheat on basic stuff like logistics

        • 8 months ago
          Anonymous

          >Doomstacks > 1UPT since the game doesn't have to cripple your unit production rate
          I can agree with the rest of your points, but I just think 1UPT added an interesting component to unit positioning, which made for some pretty fun scenarios, such as Scramble for Africa as the Boers.

      • 8 months ago
        Anonymous

        >better combat system (one unit per tile is a disaster and the AI is too stupid to use it)
        >better diplomacy
        >one of the GOAT soundtracks
        >great mod scene
        >superior art style, at the very least graphics are a wash even though 4 came out 15 years earlier

        • 8 months ago
          Anonymous

          >one unit per tile is a disaster and the AI is too stupid to use it
          I hate this meme so much.
          1UPT allows you to use terrain better, to have tactics like flanking, ambushes, choke points, to have a swarm, or fast units rushing from behind the lines, and blocker units to defend siege, and so on.
          And the AI is about as good at using it as its good at using stacks. As in, its shit. The actual reason people don't notice AI is shit at stacks, is because people are shit at stacks. You are so bad at Civ4's combat, that you aren't noticing how bad the AI is at it. Because its so convoluted, you can't even comprehend it, and can't comprehend how the AI can't comprehend it.
          So its good.... because its so shit... that you can't notice how shit it is.... since it so shit, you can't understand it. Whoa!

      • 8 months ago
        Anonymous

        It's old therefore it's better than new, as is the boomer code. Ignore the fact that it looks and plays like shit, it's just better okay?!

      • 8 months ago
        Anonymous

        The mods.

  6. 8 months ago
    Anonymous

    has this board really sunk so low with casualgays that civ players, of 5 no less, are trying to be elitist?

  7. 8 months ago
    Anonymous

    Humankind ruined Civ for me because I just can't go back to boring flat maps.

    • 8 months ago
      Anonymous

      The varied terrain is nice but god damn Humankind is the buggiest, unwieldiest piece of shit. Horrible UI and navigation controls, genuinely broken mechanics, fricked up balance, and not a balance patch in sight.

    • 8 months ago
      Anonymous

      The terrain is quite possibly the only good thing about Humankind.
      It's dreadfully dull gameplay-wise and most of its mechanics amount to nothing, even the titular one of being able to change cultures just means you have no real gameplan as you will simply adjust on the fly. Unless they fixed the game from how it used to be last time I played it, it doesn't match Civ. At least the T-shirt they gave out at Gamescom is nice.

    • 8 months ago
      Anonymous

      now if only the rest of Humankind wasn't shit

  8. 8 months ago
    Anonymous

    the hate for 6 on this board just feels like the classic "new is bad" shit that Ganker always does

    • 8 months ago
      Anonymous

      6 is objectively good and has the best mods.

  9. 8 months ago
    Anonymous

    Yeah, I think it's Civ: Call To Power 2 time.
    (I like the wonder videos)

  10. 8 months ago
    Anonymous

    Civ 5 won
    https://forums.civfanatics.com/threads/new-version-3-10-13-september-26-2023.685541/

  11. 8 months ago
    Anonymous

    >pick tradition
    >build 4 to 5 cities
    >simcity to victory
    Go play Civilization 2 or 4 on deity and try using more than two braincells .

    • 8 months ago
      Anonymous

      >has to increase the bonuses the AI gets to the extreme to be challenged

      Again Civ 5 won

      • 8 months ago
        Anonymous

        >theres 0 challenge at any difficulty its all gamified to the max for casual dumb mutts and Black folk
        >Civ 5 won
        You sound like that homosexual wienersucker Flthyrobot. he made acareer of pretending Civ 5 has any semblance of difficulty.
        >analyze the start and never play shitty starts game dealt you
        >build a blocker city that magically defends itself agaisnt the predetermined waves of shit units ai thoraws in a predetermined hex grid broken line
        >kite and shoot with 4 archer/longbow units you will use troughout most of the game

        I shit in your life and your beloved casual game and your hole in your head where your brain was once upon a time.

        • 8 months ago
          Anonymous

          Civ 5 Vox Populi has the best AI of any 4X game period, try it and only then you can express your opinion

          Should I get into Realism Invictus or Fall From Heaven 2? Or some other mod
          t. Civ 4 chad

          FFH2 with Ashes of Erebus

          • 8 months ago
            Anonymous

            Get cancer lying animal.
            >ai on the hex grid
            ROFL

            • 8 months ago
              Anonymous

              I can guarantee that CIV5 VP AI is much better than Civ 4 AI even if its 1UPT.

              • 8 months ago
                Anonymous

                Dont make me laugh dumb Black person cattle homosexual.

                >If you pick anything else like Honor you are gimping yourself
                Anon, I pick Honor every single game. It makes dealing with Barbarians so much easier.
                >if you go to early war you frick over yourself and the enemy you went to war against.
                I don't see how pillaging their tiles fricks me over, but okay.
                >meanwhile some third party will simcity to victory.
                They will try.
                >Its an atrocious game with opposite world bizarre mechanics that are favoring mentally challenged culturall victory reddit animals.
                As opposed to mentally-challenged domination victory Ganker animals?

                If you need honor to deal with barbs you are like mentally challenged.
                What are they gonna do? Attack your city? ROFLMAO

              • 8 months ago
                Anonymous

                >If you need honor to deal with barbs you are like mentally challenged.
                It's a matter of efficiency. Killing enemy Galleys on the water, clearing Barbarian camps near your base with minimal units, clearing camps for City-States half a map away, etc.
                Your military unit positioning is important. Timely coordination for raids against neighboring civs is made or broken by the few extra turns you waste fighting Encampment spears with the knight you could spare.

          • 8 months ago
            Anonymous

            VP is all right but slowly being eroded by morons and the "voting" system

            • 8 months ago
              Anonymous

              What are some changes that you didn't like?

              Eat shit dumb gay.
              In real Civilization games that are 2, 3 and 4 you must be good at war.
              You are playing simcity Civ dumbed down for dumb Black person animals.
              Your units magically become boats so your casual ass doesnt have to plan and build timely transports and similar stuff.

              >you must be good at war
              >stacks

              Lmao, listen sweetie its obvious that you are mad, calm down

  12. 8 months ago
    Anonymous

    Civ is trash.
    Play Old World instead. Babylon is my personal favorite faction. Persecuting the israelites is fun as them.

  13. 8 months ago
    Anonymous

    It's not bad but 1UPT is ultimately grindy and cancerous

    • 8 months ago
      Anonymous

      Basically every single strategy/4x game ever uses 1UPT, people obsessed with stacks clearly don't enjoy tactics.

      • 8 months ago
        Anonymous

        The problem is that the AI churns out so many units, it just gets boring. Stacks of death are more strategic than tactical I guess but I find them cool.

        • 8 months ago
          Anonymous

          >The problem is that the AI churns out so many units, it just gets boring.
          Defeat them before it gets to that point.

    • 8 months ago
      Anonymous

      It's "grindy and cancerous" if you treat it like HOI4 and only care about having a unit on the tile in the first place.

  14. 8 months ago
    Anonymous

    Should I get into Realism Invictus or Fall From Heaven 2? Or some other mod
    t. Civ 4 chad

  15. 8 months ago
    Anonymous

    Everytime I hear the Civ 6 ost it makes me want to play again. I gave Humankind another try and it was sorta fun. It has the same problem as civ 6 where the AI is braindead. You can win but just spamming picking food and production civ's.

    • 8 months ago
      Anonymous

      Yeah most 4X games have bad AI. AI is hard and doesn't really sell games.

  16. 8 months ago
    Anonymous

    I like civ 5 but I get it has flaws. I only did babylon 4 city tradition opening once, idk how people do it every run. Doing a wide liberty/ exploration Carthage domination victory on an island map was utter kino, one of the most fun runs I've ever done

  17. 8 months ago
    Anonymous

    >is the superior 4x game in you're path

  18. 8 months ago
    Anonymous

    I've only liked 1 and 6, 5 isn't fun.
    Colonization is more fun than Civilization and I find it sad it didn't really take off.

  19. 8 months ago
    Anonymous

    >none of the action and real time strategy of a total war game
    >none of the more cerebral and creative elements of a city builder or colony sim
    >none of the interactivity of a god game
    >looks and feels like a mobile game

    yucky

  20. 8 months ago
    Anonymous

    I like it

  21. 8 months ago
    Anonymous

    Civ 5 killed this series, dead franchise ran by clueless diversity hires, strategy players go elsewhere.

    • 8 months ago
      Anonymous

      >diversity hires
      When did this nonsensical boogeyman take off? Gamergate

      • 8 months ago
        Anonymous

        My choice of words is based on me watching some interview videos during development of Civ 5 and noticing they had different people etc.

      • 8 months ago
        Anonymous

        >boogeyman

      • 8 months ago
        Anonymous

        >Gamergate
        When did this nonsensical boogeyman take off?

  22. 8 months ago
    Anonymous

    4x are just bad MUDs with visuals, stat autism, and no content. The gameplay is on the same tier as VNs so they barely qualify as vidya

    • 8 months ago
      Anonymous

      RPGprostitute OUT

  23. 8 months ago
    Anonymous

    I like how Civ 6 had Hard Times as the US theme. I love that old timey song.

    • 8 months ago
      Anonymous

      Also should say I was quite surprised they included a Steven Foster song, but I guess it's just wasn't on anyone radar on release. Maybe I shouldn't have mentioned that here, as well.

  24. 8 months ago
    Anonymous

    They should hurry up and make Beyond Earth 2 already.

  25. 8 months ago
    Anonymous

    >I am fond of pigs
    >MONEH
    -Sean Bean

  26. 8 months ago
    Anonymous

    more like civ6 filters all civ5 shitters cause they cant handle more than 4 cities and ANY empire building

  27. 8 months ago
    Anonymous

    i remember when Civilization 5 was new and all homosexuals were like
    >this game is soooo shit Civilization IV was soooooo much better
    and now that there is Civilization VI all homosexuals are like
    >Civilization V was where the series peaked, literally the best game of all time

    can't wait for Civilization 7, Civ VI will become the game of the century then

    • 8 months ago
      Anonymous

      >i remember when Civilization 5 was new
      Civ 5 actually was shit back when it was new.

    • 8 months ago
      Anonymous

      Civ V was fricking dogshit on release and the guy that developed it got sacked, it's only the expansions that saved it. And at best Civ V seems controversial here and OP is even trying to claim that it "filters" most of Ganker. Why make a post where you're both lying and apparently don't even know the first thing that you're talking about?

  28. 8 months ago
    Anonymous

    Somehow never played Civ, but I am interested in the series. Which one should I try? Assume I'm only going to be playing solo.

    • 8 months ago
      Anonymous

      Start with IV, then V, then VI, and make up your own mind instead of falling for a bunch of memes around here. I personally like II and III too but I think they'd feel more outdated to someone just getting into the series today.

      Remember to always get them with all the DLC, the DLC always improves Civ games tremendously and some of them are basically unplayable without them.

    • 8 months ago
      Anonymous

      I like Civ III and I don't like to recommend starting at "best in the series" type games like IV so I'd start with III. If you don't like III, I don't see why you'd like IV, but starting with the most complete experience will spoil you.

  29. 8 months ago
    Anonymous

    Play Civ 5 with the Vox Populi mod

  30. 8 months ago
    Anonymous

    i like making walls of units and marathon

  31. 8 months ago
    Anonymous

    so why the frick did they add this "1 unit per tile" limitation?

    • 8 months ago
      Anonymous

      Because the guy that designed it had worked on tactical wargames where that works just fine.

  32. 8 months ago
    Anonymous

    >game is so easy you can sit on 20+ pop surplus and dominate
    Ebin. Imagine if you will an expansion mechanic where one city going over the threadhold of happiness did not cause your entire empire to stop fricking. Then you wouldn’t need to keep a surplus in the first place and could just address individual cities when they grow unhappy instead of worrying that San Francisco will grow one more and put you into negative which will cripple New York.

    • 8 months ago
      Anonymous

      >Then you wouldn’t need to keep a surplus in the first place and could just address individual cities when they grow unhappy instead of worrying that San Francisco will grow one more and put you into negative which will cripple New York.
      Or you could use the "Avoid Growth" button to control where that happiness goes.

  33. 8 months ago
    Anonymous

    I stay at 4 cities so it isn't a problem.

  34. 8 months ago
    Anonymous

    Does anyone here have a Steam Deck and tried civ/humankind/Stellaris/whatever else on it? Idk if it would be enjoyable unless there is some way to play with controller so you don't have to use the touchpad for hours.

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