Civ 5 AI battle – All 43 Civs on same map [video]
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Another thing that I also really like about the game is that you can get away with very little micro-management. However, some some micro-management gives you slight advantage. I think they struck a nice balance here.
And beating deity was great, it almost felt like playing chess. Sure, you have to have a bit of luck with your starting position. And you need some luck later-on when it comes to the distribution of certain resources. But apart from that, it's in your hands and everything you do has to be near-perfect in order for you to succeed.
https://store.steampowered.com/bundle/575/Sid_Meiers_Civiliz...
These are my preferred short list of addons / expansions:
Brave New World - https://store.steampowered.com/app/235580/Sid_Meiers_Civiliz...
Gods and Kings - https://store.steampowered.com/app/16870/Sid_Meiers_Civiliza...
Babylon - https://store.steampowered.com/app/16868/Civilization_V__Bab...
Korea - https://store.steampowered.com/app/99612/Civilization_V__Civ...
Several others that add more civilizations are good as well. However, again, the cost right now for all of those items is quite high for the age of the product ($70).
I think it's a good idea to subscribe to their newsletters.
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https://forums.civfanatics.com/threads/community-patch-how-t...
Its a turn based game that still has a small but active community of gamers and moders.
People playing here, can join a game. It makes it easy to play by web with downloading turns and gamefiles.
or probably better, on GOG https://www.gog.com/game/space_empires_iv_deluxe
that site I posted is independent of the sellers of SEIV. Just some ppl who like the game, make mods, and set up a system to handle playing by web
For example, you just spent the last 30 turns building a powerful ancient wonder. It's ready next turn! Oops, the computer builds that ancient wonder the turn before you do, you get nothing.
How's that well thought through? It's an extremely bad game mechanic, un-fun in the worst possible way. You have no visibility of the race. The old games at least let you switch to your 2nd choice or another building.
Also, generally speaking, the happiness mechanic sucks. It's such an unintuitive way of stopping people growing too fast. It's supposed to make a choice between lots of small cities Vs a few big ones, but it's only fun for a few big ones. So if you enjoy actually expanding and finding new places to put cities, it's not as good as the old games.
Also the entire city states mechanic is tedious.
As for the chess anecdote, the AI is bad, they give it massive bonuses, so it's like playing chess where you start with half the pieces of your opponent. This sucks a lot of the fun out of the game, as you get little opportunity to make wonders or other things early game as the computer simply brute forces past you.
(I should say: it's been a while since I played the earlier Civ's, but I'm fairly certain this is how it worked. It's certainly works this way in Alpha Centauri, the best game in the series!)
[1] https://gaming.stackexchange.com/questions/126105/how-to-cal...
It's a really frustrating mechanic. Some other commentators clearly didn't play the early games which didn't include this mechanic.
There's loads of really bad mechanics in Civ 5 that they made kinda ok with the DLC, but it doesn't make them "thoroughly thought through".
Like the other really frustrating mechanic for me is the puppet cities nonsense. You used to conquer stuff, now you sort of own it, but don't at all. It's to try and counter the steam-roller effect, but it's really obviously gamey and unsatisfying. For many play styles civ 5 was rubbish. If you accept the flaws, you can have fun, but it doesn't hide that there are loads of flaws still.
Honestly, the best Civ game is still Alpha Centauri by a long shot. I feel like the Endless series is doing a better job with the legacy than the Civ series, even though it has it's flaws (Endless Space 1 I found was competent but a bit boring, Endless Legend and Endless Space 2 are great).
A hardcore gamers view in what went wrong woth Civ 5:
I haven't followed the modding for Civ 6, but it looked quite modder-friendly when it launched.
If you don't, then the game is nicely balanced and a lot of fun. Lot's of great mechanics. And the idea that you can't be effective at the game unless you succumb to ICS is nonsense. Here is a turn 196 Science victory with one city:
It's not like the AIin Civ 4 was so much better, but it handled the game mechanics better. The change to 1 Unit Per Tile in Civ 5 and 6 basically brought to the forefront the weakness of the AI in Civ, because in 5 and 6 the enemy AI can't place military units worth a damn.
They can't take cities properly because they spend turns just moving siege units around aimlessly. They are easy to kite because they have no concept of effective unit placement.
You can win military victories in 5 and 6 against much stronger opponents and on harder difficulties because the AI just cannot cope with the 1UPT mechanics in any meaningful way.
I've had entire games as well where the AI just never built naval or aerial units at all. All I needed to do in that situation was be England and build some ships and I'd basically won.
This was on the difficulty one notch below Deity as well.
Civ 4 is still the pinnacle of the series, not because it has better AI, but because that AI can simply deal better with the mechanics in the game. Stacks of units, while having their own problems, at least allowed the enemy Civs to pose a challenge.
Red alert 2 flashbacks HARD.
It is unbalanced to the point that only tradition is viable and anything other then a ranged units is a joke(minus for capturing)
It also ha some of the worst game mechanics ever seen in a 4x:Global happiness.It is designed to curve both tall and wide play style yet does neither.All it does is annoy the player while the ai does n't care about it.
Speaking of ai,it is a joke.The ai is absolutely useless at playing the game,especially the combat.It will dance around cities,send workers at you,etc.
Civ 4,hell even civ 6 offer a much better experience.
I know these are personal preferences so no sense to debate much. Can't resist giving my anecdotal observations though: a) I don't know anyone who went back to 4 after 5 came out, and b) most people who wanted to play Civ after 6 came out gave up on it and went back to 5 with Vox Populi mod.
May not account to much, but from my vantage point Civ 5 is currently the highlight of the series.
/r/civbattleroyale is generally a lot more interesting given a lot of civs are selected specifically to try to play to their terrain strengths.
I was a little surprised just how easily Greece rolled the map once they brought those cannons to bear. Ashurbanipal's large empire collapsed practically overnight. Those obsolete siege towers and crossbowmen were no match for Alexander’s cannons and riflemen. The Ottomans put up a better fight, but the AI loves the UU a little too much and they were obsolete by the time the Greek army showed up, but at least they put up a fight. More aggressive targeting of the cannons and they might have prevailed, or at least delayed the inevitable a bit longer.
Also, LOL at the AI for building so many settlers.
I'm a little disappointed he turned off religion, but I'm guessing the missionaries would be unable to move through enemy territory very well due to all of the military units and they would clutter the map.
Warsaw changed hands 18 times. At that point the residents have to check out the window every morning to see which flag is flying.
source: I'm from Warsaw.
- A corner is the best place
- Side comes second
- Carnage in the middleWhat typically annoys me is the AI in these games: never challenging enough, or challenging in the right way. Years and years, and the only hope is that the AI team at Google will figure out a way to apply their ML/DL AI to many games at once. (they did it for DotA 2, with remarkable results).
Total War, on the other hand, is not so good. Too many times I've thought "I'll just finished this turn up", and then when the AI has their turn, I end up stuck in half a dozen battles and 2 hours later I'm still playing.
Do you remember the commercial ads for this game? Many of us will keep telling ourselves "just one more turn", "no really the next turn is the last one" until day breaks.
Lots of fun, though.
My preferred solution is to drink a couple of beers while I play, I forget quickly!
Start state: https://youtu.be/NdpX_2OZJZY
End state: https://youtu.be/xxfCxUB4VMQ
Plus all of their code is on github
There's this open-source game, Battle for Wesnoth, which is sort of like Civilization without the civilization part, so it's pretty much just hexgrid- and turn-based strategy warfare (and that part much more fleshed out). Would be interesting to do the same with that.
At least in Civ 1, even if there was only a handful of different forms of government, they had massively different effects. I've played every Civ game except four and six.
Certain elements in the map in Civ 1 gave good bonuses. Now everything's watered down. I feel it's a cop out way to balance something by making everything have a tiny effect.
The automation also leads to you playing by reacting to popups, which is not fun. Oh, this city state now wants this random thing. Your game totally hangs on the ability to get them on your side.
It's fun to make plans and try to follow them through. It's fun (and harrowing) to make interesting decisions. You can't do it with just such random elements. It's not fun calculating cumulative bonuses. And it's also not fun even if it's automated. Have less gameplay elements!
Civ V is a game for coupon hunters and bean counters.
- what Civ is next to each other: each civ has unique units, buildings, etc. this can be decisive during an engagement.
- resources
- what alliances form
There is also another factor in play here: you will see that the last civilizations to lose are the ones that secured the corners. This is because they have a smaller border to protect. In this sense it's similar to game of Go, were openings often start with corner enclosures.
It receives messages like a connecting client application does and sends messages to the server as well.
The downside of this is that you are trying to honor an unpublished API that no one promises not to change and no one will tell you when it does.
Like maybe 8 civs, bigger map with varying features etc