KevinC
5761
Perhaps PR departments aren’t contemporary, either.
That’s a welcome surprise. I wonder what those “much bigger plans” might be… though I’m guessing CivWorld integration, just to keep my expectations down.
Well, their PR department isn’t, at least ;)
(as an aside, most companies now have a CCO who handles such things in conjunction with other members of the company, and Greg2K may indeed be such a person - I’m just having a little fun here)
In that line of thinking, I’m guessing they’re going to announce a new online-only mutiplayer arena mode where each player gets one unit on a 2-tile map.
At this point, Civ V desperately needs an expansion, so I’d be disappointed if “much bigger plans” turns out to be anything less.
Free to play microtransaction online-only version using Civ V engine.
Quitch
5767
I just want a playable Huge setting. Tried a game on it the other day and late turns were taking so long I just had to quit :(
KevinC
5768
That’s the forum equivalent of kicking someone in the balls, man. Stop.
Janster
5769
I dig this idea, maybe now I can use real money to buy that settler early!!
Update: The patch is currently in QA and will focus on multiplayer stability.
Quitch
5771
Focus on, what, 1% of the playerbase? Zzzzzzzzz
Do we really need more SP updates? The game seems to play really well at this point from my point of view? Are there other single player/balance updates that the hardcore fans are clamoring for? I’m sure there are, I suppose. What are they, though, out of curiosity?
Yeah, I think Quitch nailed it - turn speed is probably the biggest single issue I’ve got with the game. Anyone here can make a wishlist including desired features, AI shortcomings, and minor bugs, but that’s got to be at or near the top of each one.
KevinC
5775
Stability is nice, but what about functionality? Still can’t run mods in MP, still can’t even have unit animations in MP. The fucking diplomacy AI doesn’t even work, when it comes to players.
Quaro
5776
No mods in multi =(
There will never be a FFH like mod in this thing.
Take heart, while this patch is reported as focused mainly on SP, perhaps they’ve improved turn-speed for both modes after all. /shrug
I hope it has a Facebook portal as well!
I’m not sure about out-and-out balance issues, but there are two flaws with the SP game that made me put the game down awhile back:
-
Research pacts & slingshotting technologies. Establishing research pacts with as many players as possible, and then researching all the undesirable technologies just enough to disqualify them from being picked by the finished pact got tedious. Really tedious. And yet, the human player pretty much needs to do that in order to remain competitive with the AI on higher levels. Unfortunately, simply playing on lower levels doesn’t really solve the problem; on lower levels the AI just can’t keep up, even if the human player ignores the research pact exploit/strategy.
-
Make horsemen stronger (or better yet, cities weaker) in order to spice up the early game. Right now, horsemen are almost a novelty item; they’re completely unable to take over cities, no matter how many you have. So instead, you might build one or two of 'em, but you focus on producing the infantry units, with a siege weapon or two thrown into the mix when you can build 'em. The unbalance becomes worse in the later ages; I don’t think I’ve ever built a cavalry, while at the same time slingshotting to the 18 strength iron-requiring infantry (can’t remember their names… the ones right before musketeers) is pretty much a standard strategy. It was the “correct” strategy for practically all of my games, and doing the same thing regardless of situation or civilization I was playing got kinda monotonous.
Er, when did you last play the game? Research pacts have long been changed to give a research point bonus rather than a free technology.