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<blockquote data-quote="Felon" data-source="post: 4380641" data-attributes="member: 8158"><p>Again, I'm not familiar with the previous Civ games, but hearing what other have said, including in the <a href="http://forums.xbox.com/20868517/ShowPost.aspx" target="_blank">official FAQ</a> (which seems to consist mostly of explaining how much of the older games' features have been pared away), I get a strong impression that Civ Rev has been given the D&D 4e treatment, having been "dumbed-down" or "streamlined", depending on your point-of-view.</p><p></p><p>There is no scorching of earth, there's no "collateral damage" option for catapults, there's no queueing up items for future production. There aren't any sliders or anything that provides a deep level of customization. When you initiate an action like contacting another leader or sending a spy into an enemy city, you just get a few options that are purely take it or leave it. When a unit gets enough victories to earn an upgrade, you get two choices to pick from, also take it or leave it. Also, there's only one nuke in the game, period. </p><p></p><p>I guess it was decided that Civ making the move to consolves necessitated a more "accessible" level of simplicity. But I think they may have gone overboard. Winning through the art of diplomacy is pretty much non-existant. The AI decides what's on the table and sets non-negotiable costs. All leadeers are pretty belligerent, and seem to take little stock of how badly you've troucned them in the past or how many caravans you've sent to their cities. If their units encounter unguarded settlers or caravans, you've losing'em or paying a hefty fee. If they catch them again next turn, they won't cut you slack because you've already paid them off. </p><p></p><p>Still having loads of fun of the "just a couple more turns, then I'll go to bed" variety, but I do begin to see where there's some sparseness. </p><p></p><p>And yes, catapults rock, particularly firing from a hill.</p></blockquote><p></p>
[QUOTE="Felon, post: 4380641, member: 8158"] Again, I'm not familiar with the previous Civ games, but hearing what other have said, including in the [URL="http://forums.xbox.com/20868517/ShowPost.aspx"]official FAQ[/URL] (which seems to consist mostly of explaining how much of the older games' features have been pared away), I get a strong impression that Civ Rev has been given the D&D 4e treatment, having been "dumbed-down" or "streamlined", depending on your point-of-view. There is no scorching of earth, there's no "collateral damage" option for catapults, there's no queueing up items for future production. There aren't any sliders or anything that provides a deep level of customization. When you initiate an action like contacting another leader or sending a spy into an enemy city, you just get a few options that are purely take it or leave it. When a unit gets enough victories to earn an upgrade, you get two choices to pick from, also take it or leave it. Also, there's only one nuke in the game, period. I guess it was decided that Civ making the move to consolves necessitated a more "accessible" level of simplicity. But I think they may have gone overboard. Winning through the art of diplomacy is pretty much non-existant. The AI decides what's on the table and sets non-negotiable costs. All leadeers are pretty belligerent, and seem to take little stock of how badly you've troucned them in the past or how many caravans you've sent to their cities. If their units encounter unguarded settlers or caravans, you've losing'em or paying a hefty fee. If they catch them again next turn, they won't cut you slack because you've already paid them off. Still having loads of fun of the "just a couple more turns, then I'll go to bed" variety, but I do begin to see where there's some sparseness. And yes, catapults rock, particularly firing from a hill. [/QUOTE]
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