Owens T (2011) Modding the history of science: values at play in modder discussions of Sid Meier`s Civilization. Simul Gaming 42:481-495 Squire K, Barab S (2004) Replaying history: engaging urban underserved students in learning world history through computer simulation games. In: Proceedings of the 6th international conference on Learning sciences, Santa Monica, pp. 505-512 * The standard length of a trade agreement is 30 rounds. It`s really long, and there`s no way to change it. (At marathon speed, the default length is 90 curves!) It is also impossible to cancel open borders once they have been signed, so sorry, it is to be you if the conditions change 25 rounds later and you want to remove these open borders. The entire system practically begs players to declare war and invalidate these agreements by drawing free lump sum gold from AI Civs. By the way, you can also exchange a resource for flat-rate gold, ransack your own resource, and then immediately resell the same property once it`s reconnected, all without any kind of reputational blow or penalty. I think all of this could have been handled better. The biggest change in the patch was the revision of the libraries to remove all special locations. It was a massive massive nerve for libraries, and it slows down research tremendously. In general, you cannot have specialists in science until you meet the university training, and you are still limited to a single specialist place, which requires the construction of the library and the university. Even after getting universities, you can only manage one scientist in each city, so have fun waiting 34 laps for that first great scientist.

Like all the other buildings that make the first specialists vomit and are not worth having them (gardens, workshops, etc.), Firaxis has effectively completely removed the special game from the early part of Civ5. I can`t say I like this decision, as it expresses a very large part of what made Civ4 interesting. Is it better for balance? Yes, in fact; It was completely crazy how the library was so much better than all the other science buildings, even though it was the earliest and cheapest to be built. It was also not a good thing to have Mass Empires of Infinite City Sprawl (ICS) based on exploiting Max Scientist specialists in each city and completely ignoring the local terrain. Because the rating scales were ordinal, we measured the degree of agreement of the evaluators using the Kendall concordance coefficient. As shown in Table 7, all concordance coefficients were significant, so the reliability of the interrater was generally high. Conquered cities can be annexed, destroyed, or turned into a fanatical state, with each option having different advantages and disadvantages. For example, puppet countries will provide resources, give less discontent and increase the cost of cultural policy, but decrease the returns of science and culture.

In addition, the puppet states are controlled directly by the I rather than by the player. [13] Civilizations can no longer act with technologies as in previous versions of the game, but civilizations can conduct common technological activities. Two civilizations at peace can form a research agreement that requires an initial investment of gold and offers both civilizations a certain degree of science as long as they remain at peace. [17] Prior to the PC version of the game, civilizations were equipped with unknown technology after a number of uninterrupted rounds of peaceful relations. . . .

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