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B) I wouldn't even say the different tech branches do feel different to play. Every game is still "Scrub for ideology points, build the Big Thing". It's just a question of whether the Big Thing is green, red, or yellow. It's basically got Mass Effect 3 Syndrome there.
C) And even if the three tech branches did feel different to play, there's only 3 of them. The BASE game of Civ V had, what, 16 countries? If your argument is "Ideology picks up the slack of faction differentiation from nation choice", then at best it picks it up at 3/16ths efficacy. And 3/16ths efficacy is not what I want to see from a game produced 5 years later.
With regards to Rising Tide, the main thing it did was flip the game's economy from "You are always poor, there are no good tile boosts and you always feel like you're playing Civ V but stuck in an 1100s economy" to "You are always rich, rush buy everything". And it added trade deals that are even more hilariously unbalanced than the new units.
A) Well, it still feels kinda cheap, doesn't it, that there is almost no difference between playing as Space China and playing as Space Brazil? They're exactly the same at the start, and (if they follow the same route) they're exactly the same at the end. It just seems wrong.Can't comment on Rising Tide, but I didn't mind BE having highly similar factions, because factions differentiate based on tech tree and culture over the game - which fits with their theme.
B) I wouldn't even say the different tech branches do feel different to play. Every game is still "Scrub for ideology points, build the Big Thing". It's just a question of whether the Big Thing is green, red, or yellow. It's basically got Mass Effect 3 Syndrome there.
C) And even if the three tech branches did feel different to play, there's only 3 of them. The BASE game of Civ V had, what, 16 countries? If your argument is "Ideology picks up the slack of faction differentiation from nation choice", then at best it picks it up at 3/16ths efficacy. And 3/16ths efficacy is not what I want to see from a game produced 5 years later.
With regards to Rising Tide, the main thing it did was flip the game's economy from "You are always poor, there are no good tile boosts and you always feel like you're playing Civ V but stuck in an 1100s economy" to "You are always rich, rush buy everything". And it added trade deals that are even more hilariously unbalanced than the new units.
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