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I am going to disagree with folks a bit here city placement does matter, you really want to make sure you get as many luxury resources as possible in your first 3 or 4 cities and have access to iron. Beyond that it doesn’t matter much. Gus and Sulla’s point is that having lots of cities (because of the benefits of higher population, the production advantage of the city square, and for the AI better defense) is better than a having a few well placed and well developed cities. Making smaller empires competitive with larger empires has been the holy grail of Civ design (and many 4x games) for decades. It is probably never going to happen because historically bigger empire are more powerful cause they are bigger.
. It almost feels like some options were “change for the sake of change” as opposed to the evolution of the series. Civ V is to Civ IV as Simcity Societies is to Simcity 4. If this were called “Civ Generals” instead of knowing it was supposed to be “Civ V” many of us would have accepted the changes and differing game-play as we’d know the Civ series would still continue to evolve and become more immersive… feeling like a true Historical World Leader.
I definitely agree with this. I also wanted Civ V not Civ IV+. As it were some of the Civ IV expansion additions were of little value. I was genuinely excited about tactical combat in Civ V. It added a lot to MOO2, although like Civ V it made it hard for the AI to compete.
As it turns out, and many of us feared, global happiness was mistake. The latest patch recognizes this and adds the kludge of restricting a city to having no more building happiness than a city population. This gives us the worst of both worlds. We not only have to deal with global happiness, but understand the happiness rating of each city. Even for a so called power gamer like myself, I got bit by this as I rush bought a Colosseum expecting to see happiness turn from red to green but it didn’t. For the casual gamers this is a bad design because there is no feedback that says buying this building isn’t going to solve your problem. So my friend who got the game for Xmas is almost certain to miss this subtly.
Similarly if you want to penalize big empire than you make the cost of new cities go up exponentially a mechanic that Civ IV used. In Civ V they abandon this in favor of a linear penalty of -2 happiness per city. This can be reduced to a trivial -.5 happiness with forbidden palace and 2 social policies. Moving back from exponential penalty to a linear penalty is good idea because??
One of the more important points that Sulla made was this.
Too Many Penalties: This is a bit of a broad statement, so let me explain what I mean. The most important thing to keep in mind when designing a game is that it should be fun and engaging for the player. Sure, you can go ahead and make that indie game with the deep existentialist plot that investigates man’s place in the universe… but if it’s not fun to play, no one is going to care about it. In general, it’s not a good idea to penalize players too much. When players are confronted by decisions, it’s better to let them pick between different good options, rather than forcing them to choose the lesser of two evils. You could have the player pick between a sword (more damage) or a shield (more protection) but not let them have both. The key thing is to have meaningful, balanced decisions where the player chooses between several different “good” alternatives. Getting back to Civilization terms, you can have Montezuma and an army of bloodthirsty Aztec warriors, or you can have Gandhi and the path to spiritual enlightenment. Both are good options, and if a game is sufficiently entertaining, players will want to return to it again and again to experience different, alternative paths to victory. (This is pretty much the hallmark of the Civilization series.)
Many of the complaints I hear about Civ V is that everything is too meh. Once I have my monument, library and happiness building in a city. It is pointless to build to units as I explained. I often find there is nothing I really want to build, so I build a market or latter a bank not because I think the 2 extra gold will be meaningful, but because of the zero maintenance.
I didn’t reach this stage until very late in the game in Civ IV where I have taken over the continent and I am just grinding away toward a space victory. There was a deliberate nerf of almost all building in Civ V and again I have to ask why was this change made.
I think overall the pacing of Civ V feels wrong, science advance wiz by, while the building of things crawls by. Very earlier in the thread somebody said, I wish things were built about 25% faster. I’ll go further than that I wish I could build stuff twice as fast, alas that would make too many units for a 1UPT game.
At GDC I attended Soren Johnson talk about sequels. He said that good sequels were a bit like a weddings, something old, something new, something borrowed, something blue. Sequels should be One part old, one part new, one part improved. The UI is definitely improved, but they threw away a lot of the old, with the new, it just isn’t better for us long time fans of the series.