Civilization V Chat Thread and Discussion

By Alice O'Connor, Sep 22, 2010 5:00am PDT As Sid Meier's Civilization V is now out in North America, many of you will have already played your first few turns. Your first few dozen turns. First few hundred. From here on, your life as you know it is over. "Just one more turn..." you'll tell yourself at six in the morning, bleary-eyed and wearing last week's pants. It's okay though, we can help. Join this chat thread to talk Civ and gain support from your fellow Shackers. We understand.

Europeans and other people who've yet to pick up Civ, for now you can read our review, watch thirteen minutes of narrated gameplay and try out the demo, which is available for download on FileShack and Steam.

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23 Threads | 74 Comments

  • Civ V is a huge improvement for the series, though while some areas have been streamlined, I get the sense that came at the cost of being less dense and complex as Civilization IV. However, that perception could come from the fact that I was new to the franchise when IV came out, but by the time V landed, I'd invested dozens of hours in learning how the system works.

    But even with a good understanding of the basics of Civ, there are a number of changes to adapt to in V, nearly all of which are for factors of the game I found obnoxious, primarily combat and religion. Civ V does away with religion completely, which I'm thankful for. I never quite knew what the fuck I was doing in that portion of the game anyway.

    The in-game menus do an excellent job of explaining the repercussions and benefits of actions you take. This was always a problem for me in Civ IV. If you ever find yourself lost about a rule or system in Civ V, the in-game "Civlopedia" is a huge, searchable help guide and has been very useful for me.

    Despite an exciting first 100 turns or so, I encountered some tedium toward the end game, because I've already conquered my main continent, and spread across to the other one, where all the remaining civs appear to be rubbing two sticks together still. I've been playing at normal speed and default difficulty, but next time I'm definitely going to bump up the difficulty a notch.

    Another huge improvement is combat. In Civ IV, city invasion was often a war of attrition. If you wanted a rival city, you simply shat out a cubic assload of varying offensive units, moved them into the same tile and bombarded it to pieces until either one side lost, or both got bored with the tedious process and called the whole thing off. In Civ V, no two units can occupy in the same tile. This forces you to plan your approach on an invasion. and think about the terrain around the area. Some units may specialize in rough terrain, others in open.

    Ranged units now also have actual ranged attacks, and are no longer simply the go-to guys for defending cities. With this new system, a soldier can stand in front of a ranged attacker, and you can essentially do double damage to any unit in each turn, as long as you've planned for it correctly. It's utterly rewarding when you pull this maneuver off.

    The changes and additions to Civ V have streamlined the quirks and math headaches wrought by former games in the franchise. At this point, anyone interested in strategy games has no excuse not to give this series a fair shake.

  • Gripes first: diplomacy status kind of sucks. I have trouble figguring out who likes who and who's got what resources. Upgraiding units is quirky, I couldn't upgrade anything to minutemen, but later I could jump them to riflemen. Caravals are useless when frigates come out, but can't be upgraded until destroyers. I can't seem to gift units to city-states, the cursor changes but nothing happens when I click on it. City-state relaTionships decay too fast imo.

    Over all though the game is awesome. Begining and end game is much more fun and the combat is excellent so far. The civlopedia has been returned to its former glory. Best civ evar.

  • I'm at around 200 AD in my first game. I'm *really* liking city-states, though it's important to realize that if you're only using gold to make them like you, one 250g gift isn't quite enough. That will get you to friendly, and then 1 turn later, your rep will immediately decay so that you're not friendly anymore. Since 250g is sort of hard to come by early in the game, I think next time I would either wait for an opportunity to win influence some other way (beating up nearby barbarians, for example), or wait until I have enough cash to make a 500g gift.

    I conquered the other two Civs on my continent (I'm playing at difficulty 3), and the 2nd Civ was a little tough to crack. They were a one-city civ (it's kind of neat that only having one city is sort of viable... dunno that I would ever actually do it, I like expanding too much), but I had to beat through a couple lines of defenses. One unit per tile really caused some strategic thinking at this level, which was pretty awesome. One neat feature is that if you have two adjacent units that have not yet moved, you can swap their positions by moving one onto the other's tile. This way you can move your injured troops off of the front line. Ranged attacks are also awesome, as are city attacks. (If a unit is within 2 hexes of your city, it can fire a [weak] ranged attack on it.)

    Managing happiness happens empire-wide now, as opposed to city-by-city. Your happiness is increased by luxury resources and buildings, and is reduced by # of cities and by population. When I got to about 10 cities, I got into an unhappiness hole that it took me a while to get out of. When you have negative happiness, your food production is cut by 75%, but your cities don't revolt or stop producing. When you have positive happiness, you accumulate points towards golden ages. It's really simple and elegant, and way better than in previous versions in my opinion.

    I had to work all day yesterday, so I only got in a couple hours of play time. I get off early today, so I'm looking forward to conquering the rest of that world!