I also think that removing all restrictions on number of cities was perhaps not the wisest decision. The AI is also not aggressive enough at expansion and is handicapped by not being able to wage war effectively. And its not uncommon to be fielding tanks against an army of AI horseman. The AI also has a significant problem in upgrading its units. And when coupled with the new restrictions on movement, the liability of vast traffic jams is an annoying and persistent feature. A carpet of doom is no more fun than a stack of doom. The fact is that strategically it is far easier to code an AI that has to contend with stacks as opposed to moving dozens of units across a diverse terrain. ![]() This is tied closely to one of the design decisions – to keep one unit per tile. There are a couple of areas though where it falls flat. Districts are an interesting strategic development faith is included from the start and has a similar implementation to how civ 5 works the new card system for social policies is far more flexible than the previous social policies and the separation of trees is a good feature. For the most part the new systems work, and work well. I think at release, it is in pretty good shape (certainly much better than V). And “balance” is almost an objectively impossible scenario to achieve. There are a huge number of features and systems at work in it. Civ is a vastly complicated and strategic game. I think in its current state, a solid 7 out of 10 would be fair. Civ is I have thought long and hard about how good this version of civ is. ![]() I have thought long and hard about how good this version of civ is.
0 Comments
Leave a Reply. |