(And no, the fundamental design constraints and goals of icons are not the same as the file format limitations of early Windows. So a lot of the UI needs to be composed of icons or graphics designed under similar constraints. It needs a large number of individually recognizable UI elements that are all significantly smaller than a thumbprint, because there are several pieces of information that need to be conveyed about each map tile the user can interact with. They do not get rid of the design constraints of trying to make a usable interface with very high information density on a small screen.Ī game like Unciv can't take the usual mobile UI cop-out of just hiding all the complexity behind a hamburger menu. I'm not talking about technological restrictions I'm well aware of the pixel counts and color depth of modern displays. Newer games in the series have more differences between civilizations in terms of strategy, at least in theory.īasically, the core idea is still the same but the details and many individual mechanics have changed a lot. In 90's Civ games (except for SMAC) all the civilizations were also essentially identical in terms of gameplay, except for AI leader parameters and diplomatic stances. Then there's the whole city states thing since Civ V (I think), strategic resources that are required for particular units or buildings, significant changes in how happiness/approval is managed, as well as several victory types apart from conquest and space race. In Civ I and II, caravans and diplomats/spies used to be units you moved around the map manually. trade, diplomacy and espionage.ĭiplomacy in the newer games has a lot more freedom and variety in terms of the deals you can make, what you can trade for what with the AI, etc., but you can't directly exchange technologies any more. Other areas that have changed significantly are e.g. Also, many addon mods have not been updated for it, so you might want to use 3.x for now. Įdit: In case someone decides to play with it, the current version 4.x has had some extensive clean up and might have some new bugs. Personally, as I don’t care that much about balance, I also play with the 3rd and 4th unique component mod, which is mostly a one-man project and not as balanced, but makes civs even more distinct. Recently they started doing community councils, introducing a process for proposals and getting them voted on. ![]() It overhauls the whole game, fixes bugs, balances things, improves the AI (usual recommendation is to play 2 difficulties lower than vanilla to start) and adds features. Communitas, a very extensive mod that under different leadership has been in development for almost as long as Civ V exists. I still enjoy the game very much.It’s sadly missing what, for me, makes Civ V the best Civ: Vox Populi fka. If you cannot change anything i mentioned, it would still be fine. I don't know this is alright but it would be more fun if I can trade with city-states (rather than conquering them and taking all the resources they have hahaha) and the last thing sleep command should stop computer from checking on unit especially when i have a lot bombers in cities it is a little tedious to press a lot spacebar or if there is a setting that can help me with that please give me a light. It causes difficulties when finding information on those tiles. And is it possible to make tile yields look smaller because they cover resources and tile types. ![]() However, if there are a few things this game can become better I would say, based on my experience, can it be done in such a way that I can easily bombard the enemy units near my cities. I really appreciate the work and more importantly it is really free without ads. ![]() Believe me even I hurt my eyes due to long playing. It is one of the best games I've ever played.
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