I know I already replied to this post, but - and hopefully not to sound too contentious - I'll break this down in a bit more detail. Maybe I'm just really bored.
Letting you do less in a turn means that there are less things to worry about, and less commands and facets of the game that you have to address. It is not merely deciding how fast techs are researched.
ZJI
You haven't really established to me that there is less to do in a turn, other than not cleaning up pollution or not having to shuffle around 200 of the same unit every turn in the end game.
Better AI isn't the same thing as complexity, complexity is a part of the game mechanics, not the AI. Better AI makes better games ofcourse, but it doesn't have anything to do with complexity. Complexity means more units, more techs, more gameplay factors (such as pollution and corruption in civIII), etc... You can hate how pollution and corruption works in CivIII, but the goal should be to make them work better, not getting rid of them and replace nothing in their place. Then you just have a game with less depth and complexity.
ZJI
They did put stuff in its place. In fact, pollution is still there. Its effect is now to reduce food and thus growth if it goes over the health number, although the effect on easy difficulty settings is probably negligible. It still reduces production, just in a more roundabout way, and you can't resolve it just by sending out a stack of workers and scrubbing it away, which actually makes it more meaningful.
Corruption, that was a joke. Now having too many cities costs more money. Building new cities just to have them do nothing at all, that was always dumb. Again, you are taking something that is actually basically a non-choice and painting it as a positive. Do you want to build a city that doesn't really do anything (except maybe under Communism IIRC)? Almost never (unless you need a city at a choke point or something) so how does that really make the game better? You realize there's a reason they changed this stuff, right? Because most people though it was stupid.
... And yes, I wanted more teirs of the same kind of units, making the units "level up" turns the game into an RPG, that's not what I look for in a turn based strategy game.ZJI
Okay, those two things don't really have much to do with each other (leveling up and having more tiers of units). I really don't need to "discover" a unit type just to have something slightly better than it 5 turns later every time. Maybe that's hyperbole, but not by much. As far as the leveling up goes, whatever. I'm pretty neutral about it, but it does add more choices, and also makes unit-related buildings like barracks and drydocks a little bit more interesting.
I never liked any of the civ games, especially CIV4.ZJI
Okay, great, so you want the new one to be more like an older game you didn't really like to begin with. :roll:
In other games, Galactic civilizations, Alpha Centauri, etc... the game mechanics was a lot more complexed,
ZJI
Gal Civ is definitely not more complex. In fact, it's far more straightforward as I see it. Anyway...
you can even design your own units, and in Alpha centauri the super projects are much more interesting and had interesteing effects on gameplay too.
ZJI
..."interesting" or "broken." I'm looking at you, hunter-seeker algorithm.
I find all of Sid Meier's games to be too simple for a turn based Strategy.
ZJI
Yes, none of Sid Meier's games are as complex as Sid Meier's Alpha Centauri. Are you joking or what? If you're going to point out that he didn't really directly create SMAC, then I'll retort that he didn't directly create Civ IV either. Either way, it's more than a little obvious that SMAC is 75% Civ clone with a sci-fi setting.
In galactic c civilizations Twilight of the Arnoryou actually get different tech trees for different races, not just one unique unit per race like in Civilizations.
ZJI
So now all of a sudden expansion packs are relevant. :roll: I don't really think the different tech trees make that big of a difference for the most part anyway.
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