There are some notable improvements in this new patch release. By far the best is the return of research overflow, eliminating the need for incredibly tedious research micromanagement to avoid waste. This greatly speeds up the rate of technology in the first 50 rounds of the game, as you`ve consistently lost cup-colored cups due to waste while researching every new technology. Thanks for Firaxis, although I`m not sure how much credit I should give for a feature that obviously should have been in the final version of the game! I also really like the change in the circus building: – There is no way to ping the map in Civ5, a basic feature of almost all online games, so have fun typing instructions to your teammates in the chat. Due to the way Civ5`s interface is designed, it`s also not possible to see your teammates` searches. 2) Non-existent multiplayer: I felt that Civ5`s multiplayer (MP) was in poor condition long before the game was released. The writing was on the wall: From the developer interviews, it was clear that MP was receiving very little attention. Whenever they were asked MP, the developers would give a no-response formula and quickly move on to the next topic. It`s also worth noting that none of the elite talents in the Civ3/Civ4 MP leadership community were part of the pre-release testing group, unlike Friedrich Psitalon`s massive contribution to the Civ4 testing process. Almost all of the new features promoted for Civ5 were solo in the design. For example, how exactly would city-states fit into an MP ranking game? Yes, you could always disable them, but what about civilizations that had city-state-based capabilities? Would they be left in the cold? During the summer months of 2010, the silence on MP Civ5 was deafening.
When the first and only mp preview was released less than two weeks before the release of Civ5, it could be seen that the developers were making an effort to sell a defective product. Read this MP preview of the time, it`s quite short. So four journalists played a game, they built a few cities in the desert, no one fought against anyone, and then the game ended after two hours. And it was to give Civ5 MP the best face possible. Ouch. Investments in research agreements are lost if they are broken. That`s why you should never go to war with your research partners if you can help them – because you lose both. * Forced steam installation. We can discuss Steam all day, and the forums were full of back and forth. Personally, I would just like it to be an option and not mandatory. I don`t think it does much to stop piracy, and I hate the fact that when Steam goes bankrupt, I`ll never be able to play the game I bought again. I think the downloadable content system that sells additional civilizations one by one is a tasteless business model.
Ugh. Sometimes AI leaders appear in diplomacy just to insult your civilization in some way. What for? Is it of any use? I can`t imagine anyone thinking it would be fun to have random insults like this. 1) One unit per tile: Yes, the biggest change in Civilization 5 is ultimately the biggest design flaw. This will be a controversial point because I know that many people really appreciate the new combat system, but it must be said: the restriction of one unit per tile is the central problem of the design of the Civ5. Everything is based on this limitation. All. It determines the functioning of urban production, it determines the pace of research, it explains why tile yields are so low. Civilization was written from scratch to take advantage of the “one unit per tile” limit for gameplay. Luddite wrote the best summary of how and why this system doesn`t work, so I`ll let it explain further before continuing: There`s only one problem: overall happiness is a complete failure to stop expansion in Civ5. It just doesn`t work. Civ5 returns to the old empire management system, where more cities are always better for your empire.
Keep in mind that there are no sliders for science/gold/culture in Civ5. Science is mainly population-based, with the basic formula of 1 population point = 1 cup/revolution. Gold is also largely population-based; Much of your income comes from internal trade routes between cities based entirely on population (the trade route formula is gold/tower = 1.25 times the urban population). Most of the remaining income comes from working with the trading posts, and more population means that more citizens manage these trading posts. In other words, unlike Civ4, where planting additional cities increases your costs and slows down science (at least initially), in Civ5, the exact opposite happens. Your gold and searches will increase as you have more cities, regardless of the quality of the land in question. There is no compromise between expansion, war and research. Stretch out and the war will increase your number of cups. An additional city will always be a net positive in terms of gold and research.
“I believe these problems are directly due to the decision to make civ V a one-unit game per tile (1UPT). 1UPT allows a lot of flexibility in the organization of your army. However, this only works if your army has empty space to settle in. This requires an army smaller than the map. 1UPT trained small army sizes, resulting in lower production and faster science, resulting in the broken economic system that this game now has.. .