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With the likely appearance of Bioshock 1 + 2 here imminently - maybe a 3rd 2K game is also on its way...? :)
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Trilarion: I have some free time coming up at the end of this year. I hope Civilization V comes here before that.
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Lucumo: Why play Civilization V when you can play III instead?
I played III extensively (and all the other parts) but the cheating AI and the corruption penalty and the city sprawling and the low resolution graphics kind of make me want to try other Civilization games. I could play IV but I would prefer V for a change.
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eiii: ...And you of course made me curious about the one unit limit as all Civ games I've played so far did not have that limit. ...
My impression is that the one unit per tile rule in Civ V+ is a blessing and a curse at the same time. It gives a geometrical dimension to the conflict, but it doesn't scale well over the time span. In the modern era you just have a blanket of units. Basically either the tile density should get higher in modern eras or the scope of the game should shrink (scenarios work really well with one unit per tile) or there should be more than one unit per tile (say up to 5) in modern eras.
Post edited December 04, 2018 by Trilarion
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Lukaszmik: FTFY ;)

There are a lot of improvements of the game mechanics between III and iV.

At least in my opinion.
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CrazyProfessor2: Having played both, IV has better graphics by far, IV also scraped the "choose your government" option from III (I think, been a while since I have played IV).
Didnt IV rather complicate/extend the "choose your government" by using the civics system? (Though I only played FFH2 so I am not sure this is part of normal Civ IV.)
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CrazyProfessor2: Having played both, IV has better graphics by far, IV also scraped the "choose your government" option from III (I think, been a while since I have played IV).
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Zrevnur: Didnt IV rather complicate/extend the "choose your government" by using the civics system? (Though I only played FFH2 so I am not sure this is part of normal Civ IV.)
Yes, it has five civics categories, each one with different options to choose from. It's one of the best systems I have ever seen: https://guides.gamepressure.com/sidmeierscivilization4/gfx/word/262535406.jpg
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Caesar.: ...
Yes, it has five civics categories, each one with different options to choose from. It's one of the best systems I have ever seen: https://guides.gamepressure.com/sidmeierscivilization4/gfx/word/262535406.jpg
Have you also seen the civics categories of Sid Meier's Alpha Centauri?
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Caesar.: ...
Yes, it has five civics categories, each one with different options to choose from. It's one of the best systems I have ever seen: https://guides.gamepressure.com/sidmeierscivilization4/gfx/word/262535406.jpg
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Trilarion: Have you also seen the civics categories of Sid Meier's Alpha Centauri?
Yes, and I really like them, but after playing Civ4 as much as I have, I am much more familiar with the sinergies and subtleties of the system. All the civics are well designed and useful in one situation or another (except perhaps serfdom), and they force you to evolve and adapt your strategy throughout the game.
Post edited December 04, 2018 by Caesar.
So those patch notes were from Oct 28th.Anyone have rough guess when the actual game will hit GOG? (wonder if all DLC will be included in a complete edition of sorts)/
It would be great if they threw that in the patch notes just to screw with people. But it that's what it was they should've went bigger and said the fix was for an overlay in Half Life 3.
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CrazyProfessor2: Having played both, IV has better graphics by far, IV also scraped the "choose your government" option from III (I think, been a while since I have played IV).
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Zrevnur: Didnt IV rather complicate/extend the "choose your government" by using the civics system? (Though I only played FFH2 so I am not sure this is part of normal Civ IV.)
Looked at the wikia for Civ IV and you are correct. Been a while since I had played IV.
It would be funny/sad if this was just a typo of someone missing the "I" before the "V". ;)

I would definitely be interested in this one. While I've enjoyed the Civ franchise over the years, I was never a big fan of the inevitable stacks of doom. Better strategic thinking with a more limited supply of units is definitely a plus in my book.
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Zrevnur: Didnt IV rather complicate/extend the "choose your government" by using the civics system? (Though I only played FFH2 so I am not sure this is part of normal Civ IV.)
Also added Espionage and Religion as separate sub-elements, from what I recall, and had a bunch of smaller changes that polished IIIs system further.

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Mr.Mumbles: I would definitely be interested in this one. While I've enjoyed the Civ franchise over the years, I was never a big fan of the inevitable stacks of doom. Better strategic thinking with a more limited supply of units is definitely a plus in my book.
Stacks were counterable by "artillery" units that damaged every single unit in stack with their attack.

Can't say I'm overly fond of the "one unit per tile" rule. It severely reduces power projection of high-manufacturing strategy, especially if geography forces you to fight through some kind of a chokepoint.

It's also perfectly viable to defend a chokepoint against overwhelming AI with simple unit rotation, as there is limited number of attacks your units have to contend with. It's much easier to cheese AI than back in "stack" days.
Post edited December 04, 2018 by Lukaszmik
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Trilarion: I played III extensively (and all the other parts) but the cheating AI and the corruption penalty and the city sprawling and the low resolution graphics kind of make me want to try other Civilization games.
I agree about the game play, but not about the graphics. I like the cute pixel graphics of games like AoE 1/2, HoMM 4 or Civ 3. Civ 4 has the better game play, but Civ 3 for me looks better than Civ 4. And with a simple ini file setting you can run Civ 3 with the full resolution of your monitor (see comment at the end of "Install Notes").
Post edited December 05, 2018 by eiii
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Lukaszmik: ... Stacks were counterable by "artillery" units that damaged every single unit in stack with their attack.

Can't say I'm overly fond of the "one unit per tile" rule. It severely reduces power projection of high-manufacturing strategy, especially if geography forces you to fight through some kind of a chokepoint.

It's also perfectly viable to defend a chokepoint against overwhelming AI with simple unit rotation, as there is limited number of attacks your units have to contend with. It's much easier to cheese AI than back in "stack" days.
I tried to counter a large stack by artillery in Civ IV once, but the problem was that I would have needed as many artillery units as the enemy had stack units because I could attack only once. Needless to say I could not produce enough artillery for that, it was too expensive.

The "one unit per tile" is in principle also quite old and stood the test of time, see the SSI General series. The clou is always the density of tiles vs. the number of units you have, You want them to spread out and take terrain into account but you don't want them to block each other and produce nothing but traffic jams.

With the right tile density, you could not simply rotate units in and out because you would not have enough of them.

Civ V with a fixed tile size but spanning a huge time range with small amount of units at the beginning and a large amount of units at the end shows the limits. They could have adapted (1 unit per tile in the ancient times, 2 units per tile in the renaissance, 3 units per tile in the modern time) and it would probably have been quite difficult to win against the AI.
Post edited December 05, 2018 by Trilarion
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Trilarion: I tried to counter a large stack by artillery in Civ IV once, but the problem was that I would have needed as many artillery units as the enemy had stack units because I could attack only once.
That's not true.

Artillery did collateral damage to other units in the stack. I think it was 50% of base damage or so.

Meaning a single artillery unit would do 100% its attack value to the target unit, AND 50% to others in the stack. Combined arty strikes were easy way to wipe out stacks.

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Trilarion: The "one unit per tile" is in principle also quite old and stood the test of time, see the SSI General series.
"General" did not include production. Not to mention that it took place on a vastly different scale.

A closer comparison would be Europa Universalis (or Crusader Kings), and both allow "stacking" without any balance issues.

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Trilarion: With the right tile density, you could not simply rotate units in and out because you would not have enough of them.
That assumes the terrain allows the same access to enemy for all units. Or that the defender is not using forts.

I've defended cities in 3v12 situations (or similar enemy advantage) enough times to know it's perfectly possible in Civ V. Of course not so much if you put road (or even worse, rail) network all around your city, but that can be pillaged as needed.

People who had problems with "doom stacks" not only failed to appreciate just how hard artillery countered them, but also the fact that enemy's possession of "undefeatable" one was their own failure in not maintaining similar military production.

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Trilarion: Civ V with a fixed tile size but spanning a huge time range with small amount of nits at the beginning and a large amount of units at the end shows the limits. They could have adapted (1 unit per tile in the ancient times, 2 units per tile in the renaissance, 3 units per tile in the modern time) and it would probably have been quite difficult to win against the AI.
And yet it was perfectly possible to win against large stacks in Civ iV. Go figure.
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Mr.Mumbles: … I was never a big fan of the inevitable stacks of doom. Better strategic thinking with a more limited supply of units is definitely a plus in my book.
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Lukaszmik: Stacks were counterable by "artillery" units that damaged every single unit in stack with their attack.

Can't say I'm overly fond of the "one unit per tile" rule. It severely reduces power projection of high-manufacturing strategy, especially if geography forces you to fight through some kind of a chokepoint.

It's also perfectly viable to defend a chokepoint against overwhelming AI with simple unit rotation, as there is limited number of attacks your units have to contend with. It's much easier to cheese AI than back in "stack" days.
Good tip on artillery.
I hated the (seemingly) *unlimited* stack count. It's not fun when three or four units are securing a local area and suddenly a stack of 36 barbarian cavalry appears from behind a shrub to take out the phalanxes; it's just rage-quit-reboot annoying. :)