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Last game you purchased?

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Okami HD $9.99 for Nintendo Switch, i stole the damn console from my son for a while
 
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...each game requires two .ini files to be edited and you have to do a special way of saving it from what I remember. It was worth the hassle though, because the game looks incredible at high refresh no blur (plus its easy to get reach those high fps numbers since they are such old games).

Thought you might be dumbing this down to avoid offending. PhysX, DX version, and dotnetfx3.5 issues outside of .ini editing complications ends up being more involved than expected. Followed by repeatedly launching game to run benchmark and open saved game for every revision. Even with latest TPU compiled DX and Visual-C installed that typically resolve compatibility without intruding. Current OS and hardware/driver variations make solution practically system dependent as opposed to just enforcing redundant max settings through enough restarts everything sticks.
 
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Space Lynx

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Thought you might be dumbing this down to avoid offending. PhysX, DX version, and dotnetfx3.5 issues outside of .ini editing complications ends up being more involved than expected. Followed by repeatedly launching game to run benchmark and open saved game for every revision. Even with latest TPU compiled DX and Visual-C installed that typically resolve compatibility without intruding. Current OS and hardware/driver variations make solution practically system dependent as opposed to just enforcing redundant max settings through enough restarts everything sticks.

I don't remember messing with any of that other stuff, but yeah the ini files required like changing it back to read only and all kinds of crap. Once I got it done though, I remember really loving those games in high refresh. This is what chatgpt just told me to do to unlock the 60 fps cap in batman arkham games, from what I remember this works for all of them, except the most recent one

To unlock the frame rate in Batman: Arkham Asylum and achieve higher than 60 FPS, you can modify the game's configuration files. Here's a step-by-step guide:

  1. Disable V-Sync in the Game Launcher:
    • Open the game's launcher.
    • Navigate to the settings and ensure that Vertical Sync (V-Sync) is turned off.
  2. Locate the Configuration File:
    • Navigate to the following directory:
      • C:\Users\[YourUsername]\Documents\Square Enix\Batman Arkham Asylum GOTY\BmGame\Config
    • Find the file named BmEngine.ini.
  3. Edit the Configuration File:
    • Open BmEngine.ini with a text editor like Notepad.
    • Search for the line containing bSmoothFrameRate=TRUE.
    • Change this line to bSmoothFrameRate=FALSE.
    • Alternatively, if you prefer to keep frame rate smoothing enabled but at a higher cap:
      • Set bSmoothFrameRate=TRUE.
      • Below it, find MaxSmoothedFrameRate= and set it to your desired frame rate plus 2. For example, for a 144Hz monitor, set it to MaxSmoothedFrameRate=146.000000.
  4. Save and Protect the File:
    • Save the changes you made.
    • Right-click on the BmEngine.ini file, select "Properties," and check the "Read-only" box. This prevents the game from overwriting your changes.
  5. Additional Considerations:
    • Ensure that any other instances of bSmoothFrameRate and MaxSmoothedFrameRate within the file are also updated to maintain consistency.
    • Some users have reported that similar changes might be necessary in the DefaultEngine.ini file located in the game's installation directory:
      • C:\Program Files (x86)\Steam\steamapps\common\Batman Arkham Asylum GOTY\BmGame\Config
    • After making changes to DefaultEngine.ini, also set it to "Read-only" to preserve the modifications.
By following these steps, you should be able to uncap the frame rate in Batman: Arkham Asylum and enjoy smoother gameplay on high-refresh-rate monitors. Remember to back up any configuration files before making changes, so you can restore them if needed.
 

TheLostSwede

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Civ VII and it's not a Civ game at all. Really quite disappointed and it's clear they've tailored it for console/mobile gamers.
 

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Civ VII and it's not a Civ game at all. Really quite disappointed and it's clear they've tailored it for console/mobile gamers.

Yeah, it had mostly negative reviews this morning, it's jumped up to Mixed reviews recently, but I had high hopes for this one. Going to be a pass for me. Civ III, IV, and V and just replaying those is all I need anyway to be honest.

Hopefully, you are not too far in and can refund, cause if you are playing it right now, that means you spent 120 Euro ye? yikes
 
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Planet Crafter e.rel. for the massive price they charged ;) for a still not so well build game
They even released a DLC now which is again not worth my precious money.
I love money more than any game now, not that i saw any which i want to buy for ages (Not one "tactical game" released which attract my attention)

I don't remember messing with any of that other stuff, but yeah the ini files required like changing it back to read only and all kinds of crap. Once I got it done though, I remember really loving those games in high refresh. This is what chatgpt just told me to do to unlock the 60 fps cap in batman arkham games, from what I remember this works for all of them, except the most recent one

To unlock the frame rate in Batman: Arkham Asylum and achieve higher than 60 FPS, you can modify the game's configuration files. Here's a step-by-step guide:

  1. Disable V-Sync in the Game Launcher:
    • Open the game's launcher.
    • Navigate to the settings and ensure that Vertical Sync (V-Sync) is turned off.
  2. Locate the Configuration File:
    • Navigate to the following directory:
      • C:\Users\[YourUsername]\Documents\Square Enix\Batman Arkham Asylum GOTY\BmGame\Config
    • Find the file named BmEngine.ini.
  3. Edit the Configuration File:
    • Open BmEngine.ini with a text editor like Notepad.
    • Search for the line containing bSmoothFrameRate=TRUE.
    • Change this line to bSmoothFrameRate=FALSE.
    • Alternatively, if you prefer to keep frame rate smoothing enabled but at a higher cap:
      • Set bSmoothFrameRate=TRUE.
      • Below it, find MaxSmoothedFrameRate= and set it to your desired frame rate plus 2. For example, for a 144Hz monitor, set it to MaxSmoothedFrameRate=146.000000.
  4. Save and Protect the File:
    • Save the changes you made.
    • Right-click on the BmEngine.ini file, select "Properties," and check the "Read-only" box. This prevents the game from overwriting your changes.
  5. Additional Considerations:
    • Ensure that any other instances of bSmoothFrameRate and MaxSmoothedFrameRate within the file are also updated to maintain consistency.
    • Some users have reported that similar changes might be necessary in the DefaultEngine.ini file located in the game's installation directory:
      • C:\Program Files (x86)\Steam\steamapps\common\Batman Arkham Asylum GOTY\BmGame\Config
    • After making changes to DefaultEngine.ini, also set it to "Read-only" to preserve the modifications.
By following these steps, you should be able to uncap the frame rate in Batman: Arkham Asylum and enjoy smoother gameplay on high-refresh-rate monitors. Remember to back up any configuration files before making changes, so you can restore them if needed.
LoL i founds some games change that even though i had made them RO in admin mode
 
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@TheLostSwede @Space Lynx try the Old World. Transitioning to it from any civ game is difficult, as you need to unlearn all the stuff from civ games and get used to completely different mechanics, but it pays off.
The game is deep and well thought out. The mechanics are complicated (for an average civ player), but all your choices do matter, as it's like a 4x rpg.
BTW, I'm still playing tutorial :laugh:, and chatting with the devs on discord. It's about time to ditch the damn Civ 4 BTS, I'm playing it for 2 decades. I'm sick of it, and no modpack can save it no more.
 

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@TheLostSwede @Space Lynx try the Old World. Transitioning to it from any civ game is difficult, as you need to unlearn all the stuff from civ games and get used to completely different mechanics, but it pays off.
The game is deep and well thought out. The mechanics are complicated (for an average civ player), but all your choices do matter, as it's like a 4x rpg.
BTW, I'm still playing tutorial :laugh:, and chatting with the devs on discord. It's about time to ditch the damn Civ 4 BTS, I'm playing it for 2 decades. I'm sick of it, and no modpack can save it no more.

I got Old World in a humble bundle I believe, moving it to top of my favorites so I don't forget though.


shout out to devil may cry, my little APU 7840u can run this at 60 fps medium settings 1080p.. and it looks great. unbelievable how games could look so good and require so little to run, makes me lulz when i see all these badly designed blurry dlss/fsr games
 
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I don't remember messing with any of that other stuff, but yeah the ini files required like changing it back to read only and all kinds of crap. Once I got it done though, I remember really loving those games in high refresh.

Being finicky for me trying to get all the true/false and values optimized. Capped at 60fps but I might try disabling Vsync. Arkham Origins runs great in comparison.
 
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Bought rdr1 for pc on sale - still too expensive though.
 
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Civ VII and it's not a Civ game at all. Really quite disappointed and it's clear they've tailored it for console/mobile gamers.
Yeah I took one look at all the disjointed systems and zero overarching purpose to your play, the lack of agency it causes and how you can never have a real strategy going in and I was like NOPE. Not in a million years. Civ is dead, at least until part 8.

I honestly for the life of me can't understand whatever happened here at Firaxis. Its not like they keep making money on part V or VI... surely they know this kind of reboot is a risk venture? Why would copying concepts over from recent 4X es and throwing them in a blender create a good game!? At least design something cohesive yourself. Or perhaps that's what this is, with their current 'talent'. Hell even history itself got caught in their blender idea, creating hilarious, but completely immersion breaking setups.

And its all so simple... just give us a graphical update of Alpha Centauri, upgrade the systems around planetary change and rising sea levels and take that to a higher level, add some more stuff we can mix and match together for cool units, and you're done. Heck, convert it to hex tile format for all I care, while you're at it, and make it even better. Its like... do you not see this!? Civ V was on a great trajectory too, but somehow in VI they felt the need to not just build on that, but instead reboot it as well 'and do it better' which it in fact isn't really - its not more immersive, does not make for better AI matches, and neither does it make for better multiplayer. Civ Beyond Earth is another such wreck of a game, even besides its API related issues and overall compatibility. Its Civ V, but fails at everything that makes Civ fun. I lack sufficient faces to palm here.

Its so so strange, this urge to innovate and rework things that work already.
 
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Well i just buyed my friends old pc from 1998 and the original Grand theft auto for pc on cd-rom. So guess what im am going to play
 

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Yeah I took one look at all the disjointed systems and zero overarching purpose to your play, the lack of agency it causes and how you can never have a real strategy going in and I was like NOPE. Not in a million years. Civ is dead, at least until part 8.

I honestly for the life of me can't understand whatever happened here at Firaxis. Its not like they keep making money on part V or VI... surely they know this kind of reboot is a risk venture? Why would copying concepts over from recent 4X es and throwing them in a blender create a good game!? At least design something cohesive yourself. Or perhaps that's what this is, with their current 'talent'. Hell even history itself got caught in their blender idea, creating hilarious, but completely immersion breaking setups.

And its all so simple... just give us a graphical update of Alpha Centauri, upgrade the systems around planetary change and rising sea levels and take that to a higher level, add some more stuff we can mix and match together for cool units, and you're done. Heck, convert it to hex tile format for all I care, while you're at it, and make it even better. Its like... do you not see this!? Civ V was on a great trajectory too, but somehow in VI they felt the need to not just build on that, but instead reboot it as well 'and do it better' which it in fact isn't really - its not more immersive, does not make for better AI matches, and neither does it make for better multiplayer. Civ Beyond Earth is another such wreck of a game, even besides its API related issues and overall compatibility. Its Civ V, but fails at everything that makes Civ fun. I lack sufficient faces to palm here.

Its so so strange, this urge to innovate and rework things that work already.
The gameplay itself isn't bad, but it doesn't feel like Civ any more. Some gameplay mechanics are just off. That said, some things have improved and I really like the way the cities expand now, but at the same time, it feels like you have a lot less control over what you're doing.

I really don't mind the civ changes and that you can jump between them, as that's actually what's happened in loads of parts of the world, it's really a super minor issue and you don't have to do it.

The much bigger issues is the UI/UX, there are too many things that doesn't make sense and even things like yields are just weird now. Considering how many people hated on Civ VI, this one is going to get a lot more hate. Personally I've put in 100's of hours in Civ VI and don't mind the graphics or gameplay quirks, even though it took a couple of expansions before they sorted it all out.

Edit: It only took me seven hours to figure out why some "cities" that were actually towns, where limited in what you could do with them, as you have to convert them into cities...
 
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Space Lynx

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Edit: It only took me seven hours to figure out why some "cities" that were actually towns, where limited in what you could do with them, as you have to convert them into cities...

Interesting, because an interview with the Civ VII developers said they were most proud of the tutorial system in this version of the game. They said even veterans should probably play the tutorial for VII, so maybe go back and do this if you skipped it. If you did it, then yeah, it's just a bad tutorial.

on-topic: decided to get a random game this week, was only $2, so far it's decent

 
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The gameplay itself isn't bad, but it doesn't feel like Civ any more. Some gameplay mechanics are just off. That said, some things have improved and I really like the way the cities expand now, but at the same time, it feels like you have a lot less control over what you're doing.

I really don't mind the civ changes and that you can jump between them, as that's actually what's happened in loads of parts of the world, it's really a super minor issue and you don't have to do it.

The much bigger issues is the UI/UX, there are too many things that doesn't make sense and even things like yields are just weird now. Considering how many people hated on Civ VI, this one is going to get a lot more hate. Personally I've put in 100's of hours in Civ VI and don't mind the graphics or gameplay quirks, even though it took a couple of expansions before they sorted it all out.

Edit: It only took me seven hours to figure out why some "cities" that were actually towns, where limited in what you could do with them, as you have to convert them into cities...
That's just it, there seems to be far too much 'fake' complexity, simply because the game is keeping or hiding things from you or just doesn't show them well. Its not just UI/UX, its also the way you are constantly drip fed these 'tree choices' that should define your game and your focus. Its not quite as sandbox-y as it used to be, but more 'guided'. But yeah, maybe it needs time. Maybe we need to git gud. Question is do I want to :p
 

TheLostSwede

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Interesting, because an interview with the Civ VII developers said they were most proud of the tutorial system in this version of the game. They said even veterans should probably play the tutorial for VII, so maybe go back and do this if you skipped it. If you did it, then yeah, it's just a bad tutorial.

on-topic: decided to get a random game this week, was only $2, so far it's decent

Considering that you don't really want to convert towns to cities during the tutorial... It's not a tutorial issue, it's just a feature Civ never had before.

That's just it, there seems to be far too much 'fake' complexity, simply because the game is keeping or hiding things from you or just doesn't show them well. Its not just UI/UX, its also the way you are constantly drip fed these 'tree choices' that should define your game and your focus. Its not quite as sandbox-y as it used to be, but more 'guided'. But yeah, maybe it needs time. Maybe we need to git gud. Question is do I want to :p
Yeah, the tree choices suck, as you are limited to putting them in only one tree and there's a quadrillion unlocks as well, so your character can get starting bonuses after you've played the game for a few hours. Admittedly this makes each playthrough different, but considering you have to play the game to a certain point to unlock the bonuses, the first few plays are going to be harder, which is also a strange way of doing things. I don't even understand some of the more advanced game mechanics and there aren't enough indicators that you ought to be doing something, you just get told, hey, this other civ is doing better than you, hurry up and do something.

It's not all bad, but it doesn't play like a Civ game, so it's a massive learning curve, like where to build things and the fact that you can "overbuild" i.e. stack certain buildings on top of each other, but it's unclear what is the best way of doing this. The game is also very basic in terms of settings, you can barely configure a game. Things like natural disasters on light is quite intensive compared to selecting level 1 in Civ VI and so far there are no mechanics to limit things like flooding, at least not in the first two "ages".

Firaxis are going to have to address a lot of the playability issues, as some things feel too simple and you kind of just dismiss it, whereas other things are clearly quite complex, but the UI/UX isn't there to back what those things do. It's not the game I was hoping for or expecting and it's a lot closer to Humankind, with some bits borrowed from Ara and other games as well, instead of focusing on the strengths of Civ and its mechanics. In fairness, Ara has a bit too much micro management for my taste, but Civ VII is harder to grasp, but maybe I'm just missing a few things and that's why.
 
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Considering that you don't really want to convert towns to cities during the tutorial... It's not a tutorial issue, it's just a feature Civ never had before.


Yeah, the tree choices suck, as you are limited to putting them in only one tree and there's a quadrillion unlocks as well, so your character can get starting bonuses after you've played the game for a few hours. Admittedly this makes each playthrough different, but considering you have to play the game to a certain point to unlock the bonuses, the first few plays are going to be harder, which is also a strange way of doing things. I don't even understand some of the more advanced game mechanics and there aren't enough indicators that you ought to be doing something, you just get told, hey, this other civ is doing better than you, hurry up and do something.

It's not all bad, but it doesn't play like a Civ game, so it's a massive learning curve, like where to build things and the fact that you can "overbuild" i.e. stack certain buildings on top of each other, but it's unclear what is the best way of doing this. The game is also very basic in terms of settings, you can barely configure a game. Things like natural disasters on light is quite intensive compared to selecting level 1 in Civ VI and so far there are no mechanics to limit things like flooding, at least not in the first two "ages".

Firaxis are going to have to address a lot of the playability issues, as some things feel too simple and you kind of just dismiss it, whereas other things are clearly quite complex, but the UI/UX isn't there to back what those things do. It's not the game I was hoping for or expecting and it's a lot closer to Humankind, with some bits borrowed from Ara and other games as well, instead of focusing on the strengths of Civ and its mechanics. In fairness, Ara has a bit too much micro management for my taste, but Civ VII is harder to grasp, but maybe I'm just missing a few things and that's why.
They introduced a similar grind to it as Ubisoft did with HoMM... what was it, VI? Where you had Confluence to unlock all these traits, heroes even... Like... core stuff to the game and skirmishes is locked behind a must play nonsensical shit wall?! My god. Dawn of War 3 did the same thing. Mind numbingly bad design. And some bean counters in an office are rubbing their hands thinking we have fun because we can collect a bullshit currency so we can spend it again. Massaging people into MTX in the meantime. I don't know but the moment I smell this nonsense grind I turn around these days. Or look for a mod or script to unlock it all. Its not fun. It does not add a thing to the game. Take your players seriously... I'm not a donkey running for BS carrots.

Sometimes, well in fact very often, I get the strong impression that all this fluff around a game is there just to distract you, increase playtime doing otherwise mediocre-or-below stuff, because the game hasn't really got much more to offer. The core game just hasn't got enough meat, so they design a few hundred activities around it 'to show you all the fun things you can do with it'. They don't want player agency and self sufficiency, because then they might actually figure out the game too fast and be done with it. But a good Civ is a good Civ because those core mechanics are just so tight, that every player choice has some impact that somehow makes itself known, and you build skill in the game by recognizing opportunities within and while playing with those core mechanics.

Total War games have that similar nature. They just give you a toolbox of excellent systems that they tweak differently each time, and just by the little tweaks, a whole new game can be created. Add some new skins over the units and poof, we're in Egypt. Or high fantasy. Or screaming at the screen like samurai. Beyond the setting and the mechanics, you get a sandbox. That's what Civ should be too.

I think that's also why for example Civ V only became a truly good Civ when it earned its expansions. Fleshed out systems, lots of possible reactions, and beyond that, just enjoy.
 
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TheLostSwede

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They introduced a similar grind to it as Ubisoft did with HoMM... what was it, VI? Where you had Confluence to unlock all these traits, heroes even... Like... core stuff to the game and skirmishes is locked behind a must play nonsensical shit wall?! My god. Dawn of War 3 did the same thing. Mind numbingly bad design. And some bean counters in an office are rubbing their hands thinking we have fun because we can collect a bullshit currency so we can spend it again. Massaging people into MTX in the meantime. I don't know but the moment I smell this nonsense grind I turn around these days. Or look for a mod or script to unlock it all. Its not fun. It does not add a thing to the game. Take your players seriously... I'm not a donkey running for BS carrots.

Sometimes, well in fact very often, I get the strong impression that all this fluff around a game is there just to distract you, increase playtime doing otherwise mediocre-or-below stuff, because the game hasn't really got much more to offer. The core game just hasn't got enough meat, so they design a few hundred activities around it 'to show you all the fun things you can do with it'. They don't want player agency and self sufficiency, because then they might actually figure out the game too fast and be done with it. But a good Civ is a good Civ because those core mechanics are just so tight, that every player choice has some impact that somehow makes itself known, and you build skill in the game by recognizing opportunities within and while playing with those core mechanics.

Total War games have that similar nature. They just give you a toolbox of excellent systems that they tweak differently each time, and just by the little tweaks, a whole new game can be created. Add some new skins over the units and poof, we're in Egypt. Or high fantasy. Or screaming at the screen like samurai. Beyond the setting and the mechanics, you get a sandbox. That's what Civ should be too.

I think that's also why for example Civ V only became a truly good Civ when it earned its expansions. Fleshed out systems, lots of possible reactions, and beyond that, just enjoy.
Well, I just finished my first full game, 170-ish turns. Modern era ends, you lose. That was it. Wtf? No end animation or anything, just the character and that I came in third place.

Got ganked by two computer players (I refuse to call them ai) and I guess that was in party how I lost, despite winning the wars against both. However, there's no clear path to winning the game and with only three eras, it feels super short. Hopefully they'll flesh out that part of the game, or fans of the franchise are going to disown them.

I do like some of the new building aspects, until you get to a point where your city doesn't have enough land and you can't build 20 new things that you need to have a half decent city. Firaxis seems to have missed this part, as there simply not enough room to build modern additions and it's not as if you can "reclaim land" so you can start building out into the ocean (like the Netherlands and Singapore). Railroad works pretty good though, as you just need a station in each city, but you need to move units you want to move by rail to the station and after that it acts more like airlift than rail, as the unit instantly moves to the wherever you want it to move to.

Didn't have enough time to try out any air units. Naval units feel quite weak in comparison to older version of the game. At least you can sail along the top/bottom of the map now, as the ice doesn't appear to block land, as there's always one tile of ocean at the edge of the map.

I believe there's still a ton of little things I have to figure out and you can assign your bonus production to your cities, but it's a really weird system too and in the modern era, you need a factory in a city for the last little bonus to be usable.

Regardless, it doesn't feel like a Civ game due to all the changes to the mechanics, which some people might like, but everyone that has played the previous games will be frustrated at the very least.
 

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Well, I just finished my first full game, 170-ish turns. Modern era ends, you lose. That was it. Wtf? No end animation or anything, just the character and that I came in third place.

Got ganked by two computer players (I refuse to call them ai) and I guess that was in party how I lost, despite winning the wars against both. However, there's no clear path to winning the game and with only three eras, it feels super short. Hopefully they'll flesh out that part of the game, or fans of the franchise are going to disown them.

I do like some of the new building aspects, until you get to a point where your city doesn't have enough land and you can't build 20 new things that you need to have a half decent city. Firaxis seems to have missed this part, as there simply not enough room to build modern additions and it's not as if you can "reclaim land" so you can start building out into the ocean (like the Netherlands and Singapore). Railroad works pretty good though, as you just need a station in each city, but you need to move units you want to move by rail to the station and after that it acts more like airlift than rail, as the unit instantly moves to the wherever you want it to move to.

Didn't have enough time to try out any air units. Naval units feel quite weak in comparison to older version of the game. At least you can sail along the top/bottom of the map now, as the ice doesn't appear to block land, as there's always one tile of ocean at the edge of the map.

I believe there's still a ton of little things I have to figure out and you can assign your bonus production to your cities, but it's a really weird system too and in the modern era, you need a factory in a city for the last little bonus to be usable.

Regardless, it doesn't feel like a Civ game due to all the changes to the mechanics, which some people might like, but everyone that has played the previous games will be frustrated at the very least.

Sounds terrible imo, also railroads in Civ 3 worked the same way and would also give me instant travel, that's nothing new. Civ 3 and 4 are still my favorite of the series, probably always will be. The expansions of 4 especially giving unique gameplay really scratch the itch for me sometimes.

Glad you stuck it out though and reported back, cause you saved me money. lol

on topic: next game I purchase will be Wrath of Gods expansion for Old World on steam, comes out March 3rd. Civilization series but with power of Gods now, I am going to have a blast with that

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Add some new skins over the units and poof, we're in Egypt. Or high fantasy. Or screaming at the screen like samurai
And yet people get so angry about Assassin's Creed doing the same thing. Personally, I think it's a good thing, if done right.
 
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