Absinthe
Arcane
- Joined
- Jan 6, 2012
- Messages
- 4,062
The Civ 6 thread had a brief discussion comparing Civ 5 to Civ 6. I figured I'd start a new thread now that the discussion is actually going somewhere, in the hopes that some people will weigh in.
Also, I'm not sure whether by vanilla Civ 5 you are referring to Civ 5 no expansions no DLCs (what people usually refer to as vanilla) or Civ 5 unmodded. I'm going to assume you mean unmodded throughout the rest of your post.
After Liberty you should immediately to clear out Tradition (or Piety, for certain faith or culture spam strats), because all of its happiness boosts are global (Aristocracy & Monarchy) and free garrisons is nothing to sneeze at for a wide empire. It's also possible to take Tradition opener first for faster border growth and an earlier boost to culture per turn, which can save you gold on purchasing tiles, while rushing the entire Liberty tree next before moving on to finishing Tradition. This will delay Liberty SPs a few turns, but does give you a lot of extra tiles and increases your odds of generating a natural Golden Age before Meritocracy hits for the extension. Tradition will give you a giant mess of global happiness from Monarchy (and Aristocracy later on) along with a giant mess of gold and faster growing cities (while Liberty also reduces unhappiness). Doing the normal BNW thing, you will generally put all trade routes on internal food bonuses for your capital, which makes Tradition stupidly good.
Once you have Liberty and Tradition up with a religion, you're usually in a very strong position with regards to gold and happiness and pretty much heading for Rationalism next. Wide empires typically also profit off of faith spam (which they can convert into tons of Great Persons) and culture spam (another reason why Pagodas and Mosques are good).
Playing a good wide civ also makes a major difference in Civ 5, like Mayans (Long count and their UB are extremely good in wide), Chinese (Paper Makers are also really good), Byzantines (get ready to spam faith though), Egypt, Celts, Persians, Siam (btw, delaying Legalism and building culture buildings as Siam can make Legalism give you 4 free Wats/Universities, which is stupidly strong), etc. Ethiopia is also funnily enough a rather good option for going wide, since their Stele spam gives you great faith without even bothering with Shrines, which saves on maintenance costs. And of course there are the generally overpowered Civs, like Babylon, Poland, and Korea.
Anyway I've had great results doing full-on ICS style expansion in civ 5 multiplayer, so suffice to say that's still an option. You just gotta know what you're doing.
With that said, happiness has been a pretty stupid system, but it's become significantly more tolerable since they added a bunch of extra happiness sources so that it wasn't strangling you every time you tried to do something. The global happiness vs local happiness clusterfuck introduced later on hasn't helped matters though, which is part of what pushes wide players down Tradition: the need for all the global happiness, but once you have Liberty+Trad the happiness situation is looking pretty manageable. It basically makes all local happiness in your capital worth global happiness instead.
Not much to say about the new civic tree. It doesn't really seem like a way of managing government so much as it's just a second tech tree now.
As for combining units, it seems more like a very expensive way to get a slightly buffed unit. The main uses I can see are for reducing upkeep costs (hey, it beats disbanding!), defending a high-value tile, and attacking cities, where you want maximal impact the moment your unit is attacking the city. The rest of the time it's actually considerably more rewarding to leave them uncombined and attack separately with both units, which will give you double the attackers to do a lot more damage and have double the health pool. Using unit combination as a way of reducing unit traffic jam is probably one of the worst solutions to the problem, since you're basically sacrificing an entire unit for a marginal buff to its identical compatriot.
Dude, chill. I know you're new to the Codex, but stop worrying. No one gives that much of a fuck whether or not you like Civ 6, and you get more respect from having backbone and explaining what you're on about than you do from trying to preserve cred and fit in. I never said you were praising Civ 6 anyway. You merely said Civ 6 was better, so I ask why.I was hardly praising anything. Civ6 wins by default because (vanilla) Civ5 is a stain.
Also, I'm not sure whether by vanilla Civ 5 you are referring to Civ 5 no expansions no DLCs (what people usually refer to as vanilla) or Civ 5 unmodded. I'm going to assume you mean unmodded throughout the rest of your post.
You can expand in Civ 5 unmodded just fine, although BNW was a bit of a mess. Basically rush Liberty and spam cities asap, and get an early Shrine so you can pop a quick pantheon. Because in Civ 5 Settler production sets growth to zero, reassign all tiles for maximum production (even if it makes you starve with negative growth) because you end up with 0 growth as a consequence of Settler production anyway. Turn your pantheon into Goddess of Love (+1 happiness for each 6+ pop city, which is strong), God of Craftsmen (+1 production in 3+ pop cities, very underrated), or Messenger of the Gods (+2 science for every city connection, which can be a must if you don't have good science otherwise). All of these are pretty strong, but depending on circumstances a faith or culture pantheon can do great stuff too. Get Monuments up fast in all your new cities, since they will fix your tile growth and give you big boosts to SP generation (with BNW flattening culture growth and costs, monument spam is pretty rewarding). And always steal a worker or two from any nearby citystates. Depending on circumstances, you may want to try to rush a Great Library (if you succeed, you're in a good spot tech-wise). With your Liberty finisher you have 3 real choices: Great Scientist (the classic pick - plant it for a science boost to your empire), Great Engineer (if you have a good wonder to rush), and Great Prophet (which is a great way to get a religion while skipping nearly all religious infrastructure, and the #1 thing that makes Tall Liberty an option). Getting a religion is a must, though. For founder beliefs, the big 3 options are Tithe, Church Property, and Ceremonial Burial (only if you are going like 16+ cities), but Initiation Rites and Interfaith Dialogue can be handy in the right circumstances too. For follower beliefs, you usually want Pagodas, but Mosques are nice too. Failing that Cathedrals are an option, as is Religious Community (mostly if you're doing Piety or playing Egypt). Monasteries (depending on wine and incense tiles), Guruship (basically +2 production in every city before long - it is good) and Feed the World (again, if Egypt or Piety) are also strong options. And Peace Gardens is a very serviceable follower belief for when you get Enhancer. Anyway, at this stage we have a lot more happiness to go around, which makes a major difference in wide problems.The core problem with vanilla Civ5 is the happiness system which makes expanding near impossible or at least non-profitable. As such it is not really a 4x game at all. I know there are mods which try to fix this like the aforementioned Vox populi. These mods usually also overhaul the bafflingly terrible balance of the Social Policy system. Civ6 is better than vanilla Civ5 just by virtue of allowing you to expand.
After Liberty you should immediately to clear out Tradition (or Piety, for certain faith or culture spam strats), because all of its happiness boosts are global (Aristocracy & Monarchy) and free garrisons is nothing to sneeze at for a wide empire. It's also possible to take Tradition opener first for faster border growth and an earlier boost to culture per turn, which can save you gold on purchasing tiles, while rushing the entire Liberty tree next before moving on to finishing Tradition. This will delay Liberty SPs a few turns, but does give you a lot of extra tiles and increases your odds of generating a natural Golden Age before Meritocracy hits for the extension. Tradition will give you a giant mess of global happiness from Monarchy (and Aristocracy later on) along with a giant mess of gold and faster growing cities (while Liberty also reduces unhappiness). Doing the normal BNW thing, you will generally put all trade routes on internal food bonuses for your capital, which makes Tradition stupidly good.
Once you have Liberty and Tradition up with a religion, you're usually in a very strong position with regards to gold and happiness and pretty much heading for Rationalism next. Wide empires typically also profit off of faith spam (which they can convert into tons of Great Persons) and culture spam (another reason why Pagodas and Mosques are good).
Playing a good wide civ also makes a major difference in Civ 5, like Mayans (Long count and their UB are extremely good in wide), Chinese (Paper Makers are also really good), Byzantines (get ready to spam faith though), Egypt, Celts, Persians, Siam (btw, delaying Legalism and building culture buildings as Siam can make Legalism give you 4 free Wats/Universities, which is stupidly strong), etc. Ethiopia is also funnily enough a rather good option for going wide, since their Stele spam gives you great faith without even bothering with Shrines, which saves on maintenance costs. And of course there are the generally overpowered Civs, like Babylon, Poland, and Korea.
Anyway I've had great results doing full-on ICS style expansion in civ 5 multiplayer, so suffice to say that's still an option. You just gotta know what you're doing.
With that said, happiness has been a pretty stupid system, but it's become significantly more tolerable since they added a bunch of extra happiness sources so that it wasn't strangling you every time you tried to do something. The global happiness vs local happiness clusterfuck introduced later on hasn't helped matters though, which is part of what pushes wide players down Tradition: the need for all the global happiness, but once you have Liberty+Trad the happiness situation is looking pretty manageable. It basically makes all local happiness in your capital worth global happiness instead.
The districts fuck up and crowd out tile improvements though, and having their costs scale with the amount of technology you've researched is just retarded. (Level-scaling in Civ, it finally happened.) Paired with the fact that ultimately you will be looking to get the same districts for the most part or settling for stuff like manufacturing districts, you end up in a situation where districts don't really improve the way you do shit but just give you other stupid nuisances, liking building districts long before you'll properly use them simply for the production savings or finding out that your current terrain is shit for decent districting.The building with districts and and the policy cards is fine. Not sure what you want me to say about it. It has less depth than Civ4 but there is some.
Not much to say about the new civic tree. It doesn't really seem like a way of managing government so much as it's just a second tech tree now.
How does Civ 6 fix the ranged unit problem? As far as I can tell, the fact that you cannot attack units if you have 1 move left but need 2 moves to enter their tile means that rough terrain is more ideal for defense by archers since even 3 move units will waste 2 units walking up to the archer and be stuck at the door for the 3rd turn.The tactical combat system in Civ6 is arguably a bit better implemented with less dominance of ranged units and ability of combine units of the same type (which reduces the traffic jam).
As for combining units, it seems more like a very expensive way to get a slightly buffed unit. The main uses I can see are for reducing upkeep costs (hey, it beats disbanding!), defending a high-value tile, and attacking cities, where you want maximal impact the moment your unit is attacking the city. The rest of the time it's actually considerably more rewarding to leave them uncombined and attack separately with both units, which will give you double the attackers to do a lot more damage and have double the health pool. Using unit combination as a way of reducing unit traffic jam is probably one of the worst solutions to the problem, since you're basically sacrificing an entire unit for a marginal buff to its identical compatriot.
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