Okay, I understand the Call to Power hate, but Revolutions is the perfect console turn based war strategy game, and will hold that title for the foreseeable future.
Not to mention the fact that call to power was a blatant Civ knock off made by another company, so it’s not even a fair criticism that that’s what happens when you “mess with the formula”.
Anyway, they changed some fairly fundamental things in the transition from 3 to 4 and I think 4 is a far FAR superior product as a result, so I’m all for more changes in 5.
I wish there were an updated Empire Earth.
ETA: that had decent reviews, I mean.
Something I have never been able to get the way I’d like it (although in theory you could get something like that in some versions) is a “starting queue for any new town.” Given that I could write the pseudocode for what I build and that it’s the same in 90% of cases, it shouldn’t be un-code-able!
The exceptions are: places building Wonders, places building Settlers and gearing for war. Other than that, it’s “Courthouse then Market then…”
Or even just a queue in general. It’s not like it hasn’t been done in 4X games, after all. MOO2 had a production queue complete with repeat ability and it helped cut down the micromanaging. Especially later in the game, when you’re trying to get new planets up to speed as fast as possible.
A big IMO negatory on the EU style civics, good buddy. My read is that there is hostility between those camps and that neither outfit is going to want to look like it’s borrowing anything from the other.
This news is all I need. Divorce courts, here I come.
Actually Civ4 has this. When selecting what to build you have to hold down either Alt or Ctrl or something like that.
Civ3 had a saveable queue as well. The only annoyances were that, first, you set it from a city that already had everything queued up, so if you wanted your queue to include, say, an aqueduct and a harbor, then you had to set it from a city on the coast without a river, and second, that you couldn’t queue up buildings with prerequisites, so if you wanted every new city to get a temple and a cathedral, you could only put the temple on the queue.
This announcement is very, very joyous news. ::happy dance::
I think your population should be happy when you are winning a war, no matter how far away the troops are or how much they have to sacrifice. If you gain a city, then your people love it. And of course, if you have a bunch of troops die and you get nothing, then your people are pissed.
In the same way that you’d describe something as the “perfect chocolate-covered dog turd”. I grant you that it’s the best war-based strategy game to come along for consoles since Civ II for the original Playstation, but it’s certainly not “good”.
Or “adequate”.
Or, for that matter, “worth wasting time on”.
The fact that they dropped the Sid Meier and Civilization tags on it are just insulting.
I wish I had known this year ago. I’d still prefer a queue that’s more obvious, like the one in MOO2. But I’ll have to check the manual and start doing that.
Holding CTRL and selecting different buildings will queue them. Holding ALT and selecting a unit will repeat production of that unit indefinitely until you change the order.
I’m not convinced. CivRev is a perfectly cromulent game.
I think it’s plausible that you could get a short surge of happiness and productivity (especially if it was your civ that was attacked) followed by a dropoff and increading unhappiness some number of turns later as the war drags on. It’d be interesting to see Civs go to war to alleviate domestic discontent or try to ramp up research.
You say ‘cromulent’, I say ‘craptastic’.
Let’s call the whole thing off.
I would like to see realistic crop rotation strategies added
A game tile is much larger than a single field. Presumably, in any given food-producing tile, there are many, many fields, some of which are lying fallow at any given moment, but so long as the proportion of fallow fields remains constant, the total production of the tile would remain steady.
At most, you’d see a technology that, when you researched it, increased the efficiency of your food-producing tiles, so they’d all go from producing, say, 3 food to 4. You could call that technology “crop rotation”, or you could call it “steel-forged plows”, or just a general “agricultural science”, and it’d have the same effect on the game dynamics.
I was kidding, I don’t think crop rotation would really be that interesting