So can someone summarize for me in a non-hyperbolic way just what the fuck is the problem with this game?

I got it as a gift and haven’t had a chance to play it much yet, but it’ll be my first Civ game (gasp!). This has been one of the worst cases I’ve ever seen at unbridled fanboy nerd rage, or at least what it appears to be. Everywhere I go, whether it’s a direct Civ 5 thread, a thread talking about other people who talked about Civ 5, or an Elemental thread, or a Jon Shafer thread, and on and on, it seems like the same 10 people who can’t stop talking about how Jon Shafer totally destroyed the series in a horrible, irrevocable, inexcusable way.

I’ve read a ton about the game - it seems like while certain elements like religion were removed, it’s not that big a deal since religion was extremely superficial in Civ 4 anyway. Other systems have been removed or changed, but just streamlined a bit, not necessarily “dumbed down”. I’ve heard that the AI had severe problems on release, but it recently got a huge patch which drammatically improved it.

So what’s left wrong with the game that’s oh so terrible? Is it really just super high-level gameplay that 99% of people won’t care about? Or is it stuff that affects everyone?

It’s not terrible. Especially if you have not experienced the wondermentedness of Civ IV Complete and the various free, lovely mods. Here’s what I would do, buy Civ IV complete for $6 to $10 dollars and play that and the mods (Fall From Heaven 2, Dune Wars, Planetfall; IN THAT ORDER… or not) for approximately 1.5 years. Then after the expansion packs, mods and AI have caught up to CIV IV levels add a garnish and enjoy CIV V and leave the forgotten, ugly debates on the Civfanatics forum.

No, the patch really didn’t improve the AI. It still does pretty much the same dumb stuff tactically it did before. Mostly the patch made the game better for the AI by making it much harder to get a huge technical lead via science specialists and a gazillion Great Scientists.

It’s not a super-awful terrible game. I personally don’t like the global unhappiness rule, but it’s not the kind of disaster that Civ III’s runaway corruption was. The global unhappiness rule affects every player, not just the expert ones, but you’re not going to notice its problems if you’ve never played any other version of Civ. The longtime fans bitch about it because Civ IV’s solution to runaway territory expansion was much better than global unhappiness, but the net effect is still a game that’s better than I-III, so in the grand scheme of things that’s good.

There are other problems, like the diplomacy being essentially worthless, but that’s true of a lot of other games as well. Again, if you take Civ V in isolation, it’s a good game. It’s only “bad” because Civ IV did so many things better. Except combat, and that’s a significant step forward that for some reason many people choose to ignore.

Sure thing.

-Tom

Just play it and make up your own mind. You aren’t going to get anywhere listening to a bunch of Civ fans debate the pros and cons of the game again if you’ve already read a tonne about it.

LMN8R - never played Civ? You’ll love it as long as you don’t play large/huge maps with lots of Civs/City-States from 4000 BC.

I made another two small Civ5 mods which should be the last for the foreseeable future. One’s for wider city spacing, another for cheaper workers (70 to 30 hammers, same as work boats), and the last one for greater yields from resource tiles, especially bonus resources. These are more important now, and cities grow noticeably faster near them. (Also, wheat farms now provide an extra food bonus, which Firaxis apparently forgot to add to the default rules!)

FYI to those who were wondering -

A hotfix released yesterday to fix a lot of (undocumented) crash problems. From all reports, you’ll need to start a new game for the changes to take hold - that old saved game that kept crashing on turn xyz won’t be fixed.

Patch Notes thread was updated with all recent patches, including yesterday’s hotfix. Here’s what it (hot)fixed:

Update 1.0.1.167 (20 January 2011)

[CRASHES]

  • Dead interceptor crash fix (occurred frequently in late-game, usually on the AI turn)
  • Movement limit crash fix (occurred when any high-movement unit, a gunship in this case, made use of the railroad bonus and moved beyond the engine visualization limits)
  • Crash fix for diplo AI. When the player witnesses an AI leader buy a minor ally, and aggressively purchased them back, the game would eventually crash when the AI leader would correctly try to complain to you about it.
  • The following crashes were all discovered via the Steam Crash Reporting system that Civilization V utilizes:
  • Crash - pCitizens->GetCityPlotFromIndex(iPlotLoop); is returning NULL in the CvPlayer::DoRevolt loop.
  • Crash - Occasionally strange values are sent to the movement cursor code. Wrap and clamp the values before they get to the pathfinder.
  • Crash - Fix to divide by zero crash with AI buying plots.
  • Crash - In RouteValid, the CvTacticalAnalysisMap cell thinks a plot is claimed, but the plot itself has no owner.
  • Crash - Era out of bounds during a reload.
  • Crash - During a resync, a crash happens when GameplayUnitCreated calls CvPlot::GetActiveFogOfWarMode apparently because the game’s ActiveTeam is NO_TEAM (-1).

[GAMEPLAY]

  • Fix to Golden Age length (for Reformation policy with both the Persian trait and Chichen Itza)
  • Corrected duration of golden ages generated from Taj Mahal and when a Persian player has Chichen Itza (Before the multiple 50% additions were “compounded” rather than added together into a 100% bonus.)

[UI]

  • Fix to blank science victory details screen

My Steam updated with the new hotfix and I started a new game with the Americans.

Crashed to desktop on turn 2.

Restarted and crashed again on turn 2.

Restarted and picked the Chinese and no problems after an hour of play and save.

Started a new game with the Americans and crashed at turn 2.

Restarted and loaded my Chinese game and things seem fine.

I actually never had a single CTD prior to this hotfix and only one lockup in the Mod Library Menu when the game first came out.

Strange…

Yep - my son was playing with mods and CTD a couple of times on the new hotfix. I had him start a vanilla game (to his chagrin) and it seems to be working okay thus far, although he only got to turn 150 or so before it got too late last night.

After the last patch I started getting CTD’s when playing huge maps - it could have happened earlier, because I hadn’t played huge maps for quite a while - wondering if that’s fixed now.

My son rolled off another 75 or so turns this morning with no crashes, and he’s using a huge map (he always does). No proof that it’s all cleared up minus any issues with mods, but it’s looking so in his vanilla run-through.

I have not played this in a while but since the most recent Steam update, my sound stutters like a motherfucker. I cant find anything about it on the 2k forums, and their image capture shit sucks so badly I can not manage to register an account to post. Any ideas?

Do you have onboard sound or a card? Either way, I suspect you have to update drivers (MB or card, that is). It could also be a memory management issue with an outdated (not precisely OS-supported) card, in which case I’d suggest going with onboard.

I haven’t heard such a problem with other people and the patch, so unfortunately I don’t think there’s an established workaround.

Olaf - try turning off the steam “in-game” community feature. Steam has been causing me a lot of problems lately. I suspect it’s not an actual sound problem, but is stuttering because of a video driver setting or STEAM because I’ve had the same thing in Portal.

I am getting old. After reading those two responses I updated my VIA onboard sound driver and the Nvidia drivers and my problem went away. I should have thought of that on my own, I dont do a whole lot of PC gaming these days and the last time I played it was fine so I assumed it was something in-game.

Thanks!

Ginormous balance patch incoming by end of February!

This patch pretty much obsoletes my own little balance mods. Greater city distance, more productive special resources, and a greater differentiation of buildings are just what I wanted. Also!

There was also an introduction to the patch notes that didn’t fit into the 10k characters post limit:

This sounds really encouraging. I’m glad to hear Firaxis is cracking down on ICS - I’m one of the folks who prefers compact, but highly developed, empires.

On a more trivial note, hah, I knew AA was being overproduced in my last Modern Age game…