Cmon, in one breath the guy complains about how civ4, G&K etc was all about infinite city sprawl b/c any city would end up being profitable, then in the very next breath he complains about how devs fixed this in BNW and how terrible it is that now you incur increased science costs with each founded city. You can't have it both ways and yeah i'm sorry that now you actually have to THINK AND PICK which city you want to start when you've got one city that gives you 3 desert hills, 2 copper, salt and iron and one that would give you 2 wheat, buncha floodplains but only one cotton
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1) One Unit Per Tile systems require a great deal of space for units to maneuver. The Civ5 maps are not big enough to make this work properly.
2) When large numbers of units are produced, the units wind up getting stuck in traffic jams, or forming the infamous "Carpet of Doom". This is a common issue on higher difficulties, where the AI units all get choked up on each other.
3) To keep army sizes small, the designers of Civ5 had to lower tile yields and slow down production. This had ripples throughout the entire rest of the game: forcing small empire sizes, more expensive buildings/units, creating a slower-paced game, etc. Civ5's design is entirely based around the One Unit Per Tile mechanic.
4) The AI has absolutely no idea how to use this system, which turns combat into a joke. It's very easy to fight entire wars without losing a single unit. Without the ability to stack units and brute force objectives, the AI becomes a punching bag on anything other than the highest difficulties.
1) this is just not true. I've watched countless deity playthroughs where this was not the case. Sure, it's
not easy and requires strategic planning, but isn't that a good thing?
2) Right, but on those higher difficulties, if the AI was proficient at combat you could almost never win a game (at least one where you get attacked somewhat early)
4) See above, also the game on non-highest difficulties is a joke anyway if you're decent. The game needs to be played on immortal+ once you get the hang of it, otherwise there's no challenge. Talking about any other difficulty when writing an article about the game is a joke to me.
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I would take the series in the complete opposite direction, trying to simulate armies with hundreds or even thousands of units by using stacking mechanisms in the Master of Orion style. (In that game, all ships of the same type stack and fight together, and having thousands of ships in a single battle is commonplace.) This would emphasize the strategic nature of the game - who can build a bigger and better army - over the tactical side of the game,
Besides the fact that strategy and tactics are synonyms, yes that's definitely making the game strategical: focusing on who can build the biggest army. LOL
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There also seems to be just enough happiness to support four cities in the first 100 to 150 turns of the game, as I experienced in my sample game.
Solid 12k word write-up based on one sample game
Last edited by Jah Onion; 12-20-2014 at 10:38 AM.