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	<title>Comments on: Civilization 5 Early Feature Impressions</title>
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	<description>Loren\</description>
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		<title>By: omar</title>
		<link>http://lorennorman.com/videogames/civilization-5-early-feature-impressions/comment-page-1/#comment-11426</link>
		<dc:creator>omar</dc:creator>
		<pubDate>Tue, 09 Mar 2010 17:31:55 +0000</pubDate>
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		<description>I&#039;m not down on the game.  I just don&#039;t see how they are going to make the game better with the conditions they have laid out.  Chalk it up to my lack of imagination.  Like you said in your post, I trust their quality control.

There is one issue you didn&#039;t mention that I&#039;m having a hard time wrapping my head around - no tech trading.  In the article, they say you can make tech-learning alliances so you both work together to earn a tech.  I picture this working exactly like it does when you play multiplayer teams in Civ4.  But from there, no tech trading?  I can&#039;t imagine they don&#039;t allow any transfer of knowledge between players.  Maybe the other players learn what you learn after a while naturally.

I like to play fast and lose with taking a primitive civ, holding them under my thumb, and raising them to a warp civilization when I need a friend.

And I REALLY hope they expand on the vassal state mechanic.  It was a great idea that, imho, was a little underplayed in Civ4.

To address your point about protecting your trebs...they are going to let ranged units shoot over a couple tiles.  This is, imho, probably a more accurate picture of a battle.  On the other hand, if they are trying to increase realism of battle formations, I would think a normal battlefield in a RTS would take up one hex and all the units for both teams fit into the same screen.  One unit per tile makes the game look more like a legit boardgame.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not down on the game.  I just don&#8217;t see how they are going to make the game better with the conditions they have laid out.  Chalk it up to my lack of imagination.  Like you said in your post, I trust their quality control.</p>
<p>There is one issue you didn&#8217;t mention that I&#8217;m having a hard time wrapping my head around &#8211; no tech trading.  In the article, they say you can make tech-learning alliances so you both work together to earn a tech.  I picture this working exactly like it does when you play multiplayer teams in Civ4.  But from there, no tech trading?  I can&#8217;t imagine they don&#8217;t allow any transfer of knowledge between players.  Maybe the other players learn what you learn after a while naturally.</p>
<p>I like to play fast and lose with taking a primitive civ, holding them under my thumb, and raising them to a warp civilization when I need a friend.</p>
<p>And I REALLY hope they expand on the vassal state mechanic.  It was a great idea that, imho, was a little underplayed in Civ4.</p>
<p>To address your point about protecting your trebs&#8230;they are going to let ranged units shoot over a couple tiles.  This is, imho, probably a more accurate picture of a battle.  On the other hand, if they are trying to increase realism of battle formations, I would think a normal battlefield in a RTS would take up one hex and all the units for both teams fit into the same screen.  One unit per tile makes the game look more like a legit boardgame.</p>
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