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Originally Posted by
Winthur
As a fan of SMAC and 4 I find it perplexing that you find the days of fairly constant terraforming, wind having an impact on erosion so that you could terraform something and cause a reaction on some completely different tiles, multiple levels of elevation, setting up boreholes, farms and what not
Well, yeah, at least terraforming was interesting. The idea that you could create rivers, or level mountains, or drill into the crust of the planet on a massive scale for minerals and energy appealed to me. I felt that SMAC's terraforming system had the right amount of complexity. Also, wind impacted rainfall, but you could overcome that with condensers. I don't know, I liked the terraforming options in SMAC, they felt simple, flexible, intuitive, and powerful.
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SMAC having the old Corruption/Waste system that drove everyone nuts and reached its zenith in Civ3
Didn't mind it. It makes sense, a larger, more far-flung empire is harder to control, and you can counteract that with good policies and or institutions.
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combating the Planet rating, to be somehow more complicated than the concepts from Civ4.
I'd say they were less intuitive, being no longer based on a shared basis of human history, rather a wide bit of creative invention. But they were really quite simple. Planet rating was really just a re-imagining of the old pollution system from Civ2, except now the pollution spawns barbarians. Plus, with deliberate play, causing pollution to farm planetpearls supported a particularly machiavellian strategy.
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Zones of Control could be annoying as all hell because you could be pressing the Numpad or holding down LMB for the Go-To function (which sometimes backfired and sent you to the wrong place, especially if you wanted to go over the spot where the x/y coordinates were 0/0, as in, were the "wrap" of the planet) and still be unsure why the game is not allowing you to move through them.
I think you messed with the unit defaults, because my settings were to have the unit stop pathing when it encountered enemy units. I never had a problem with units not going where I told them to. But then, I also rarely send units exploring on auto-move. That's the interesting stuff, I want to be in control. Moveto orders were for getting stuff from one city to another, over an existing road.
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In single player, ZoCs gave you an illusion that the war you were waging had a hidden layer of depth that hardly ever came into play because the AI only utilizes it by accident (and usually annoys you by making you uncertain where you can move until you blindly poke around), and in multiplayer, Civ4 has plenty of ways to make up for the lost depth.
No, Zones of Control prevented the now common nonsensical interaction where your own armies stand still like a statue while enemies ride by them into your interior.
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Civ4 stopped allowing you to park an entire stack inside the dumb AI's ass and then trigger war, conquering them in 1 turn (especially with fairly broken units in the hands of the player, like copters), which was the right step in terms of engaging warfare.
Right, so when given the choice of neutering the player or improving the AI, they neutered the player. Great move. The problem is that the AI has the foresight, strategy, and awareness of a slime mold. The solution should not have been to lower the player to the AI's level.
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Considering that pushing your own cultural borders could often allow you a chance at a better first strike (in Always War or multiplayer, seeing an area on your culture's tiles is a strong boon), I'm not sure how that step defanged conquest in any way.
Because resources are fungible. The resources you're spending building monuments or churches or whatever come out of your army budget. But more importantly, all that's happened is that the culture expansion has simply supplanted the use of armed forces. Now you don't have to roll your troops into enemy territory, just build big screen TVs at the border and spam propaganda. Suffice to say I was not charmed by the "feature".