Fortunately, city management was still relatively simple.Ĭiv 6 abandoned this and instead went to making city management more important, introducing districts, more tile improvements, builders that have chargers instead of workers, while spamming cities was yet again of primary importance. This was done by introducing global happiness, and later capped local happiness (so that you cannot spam infinite cities just by building some happiness buildings), and by introducing one-unit-per-tile. So Civ 5 came with the idea to reduce the number of cities (and units) and make their management more important or rather to move to empire management instead of city management. The complexity of city-management slowly increased as many buildings were made useful in certain occasions and a variety of tile-improvements also increased. You could easily queue the same buildings and some other games like Master of Orion 2 had even custom build-order-queues you could set for each colony. Fortunately, the city management, as well as tile improvements, were braindead simple. With so many cities, managing them all added quite a bit of micro. Civ 1,2 and AC were well known for ICS - Infinite City Spam/Sprawl (also called Smallpox in Civ2), where you tried to paste as many cities (even bad cities) to on your land as possible. Governments are usually not micro intensive (except in Civ 6 with the policy cards, which can add quite a bit if you try to play efficiently).īoth of those primary sources have micro stemming from quantity and complexity. The insane micro of Civ games comes from two primary sources: units and cities. Nevertheless: What kind of bull is that? Civ 6 has far more micromanagement and overwhelms you with all these tiny choices that neither previous civ had. Last edited by Nevertheless on 7 January 2020 at 7:10 pm UTC They never got stable network gaming running. I regard Civ 6 as the best Civ since Civ 2 (or Test of Time, which was Civ2 with network support).Ĭall to Power was a nice approach, but especially CtP2 was a complete code mess. The civics system is transparent and easy to grasp, and the two tech trees for cultural and technological advances make complete sense to me too. You have to micromanage far less and with more significance. You could either micromanage hordes of workers, or you automate them, letting them do all the stupid things you never would have done yourself.Ĭiv 6 is a much cleaner approach imho. But I think this applies mostly to Civ 4 & 5. There is also too much specialization needed to get anything out of those systems in my opinion. I agree with you, there has been too much micromanagement inside too many systems. Yes, I get the idea it's realistic, but sometimes simpler is better. For starters, I absolutely hate having to build my nation around randomly distributed resources and managing city districts. They introduced waaaay too many micromanagement features in the later releases. Quoting: KimyrielleI will get burnt at the stake for saying this, but having played every single Civ game there ever was, the one with the best overall features and mechanics was Call to Power II (which isn't even an official part of the franchise). They do have a lot of plans for the project including user interface improvements, city-state quests, adding in missing civilizations, religion, trade routes and so on. Playable though and always fun to see more open source strategy games appear. Only in the last few months has the developer actually started bundling PC release files with it, so hopefully if it becomes a bit more popular and/or pulls in some help, it can get an improved flow for PC players. Much like the classic Freeciv which is based on earlier rules and features.Īvailable for both Android and PC, you can clearly see with it needing a few adjustments to look good on PC. What do you do when you want to keep the mechanics of a game you love alive? If you're developer Yair Morgenstern, you remake it yourself like they did with UnCiv.Ī remake of Civilization V, although it looks nothing alike as it's gone for a much more retro pixel-art like style it's supposed to follow the same game mechanics.
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