Sullla
Patrician Roman Dictator
Like a lot of other Civ3 enthusiasts, I had high expectations for Civ3 Conquests. Unlike most players, this was not based on idle speculation but rather stemmed from a great deal of time spent testing Conquests while it was still in development. Now that a year has passed since the second expansion was released, I have to say that I am disappointed with the way that Conquests ultimately turned out. The release of Conquests briefly generated a renewal of interest in Civilization 3 among many different players, but within six months most of that had died away. Participation in the Realms Beyond Epics, what I consider to be my "home" series of games, is at its lowest point ever. Now I understand that a lot of this is due simply to burnout on Civ3, as the game has been around for more than two and a half years at this point, and there is inarguably a sizeable community of players who are still going on strong. But I believe that if Conquests had truly improved the balance of the game instead of simply "adding more stuff", we would be seeing a larger share of old-timers hanging around it still.
As such, what follows are ten places where Conquests, at least for my money, failed to deliver. In retrospect, I feel that the final release version of standard Civ3 (1.29f) actually offered the best overall game balance.
1) Lethal Bombardment: This change, without a doubt, was by far the worst thing that BreakAway Games did to Civ3. The stand-alone game offered a great balance between artillery and regular units, with artillery being able to damage other units but unable to defend themselves. Most importantly though, they could NEVER kill other units; the only unit which could was the pricey, one-time use cruise missile. Regular units were the only ones which could actually kill units or capture other artillery pieces, so it was necessary to use a combination of both to achieve best results. Intelligent use of combined arms like this added a great deal of strategy to Civ3, and helped elevate it quite a bit beyond its two predecessors (where catapults were 6/1/1, for example). Bombardment on ships and planes worked the same way, and intelligent players fighting wars in the Modern Age would frequently use both. Bombers, for example, could hit targets much further away than artillery but had the weakness of being shot down or having the city they were based in captured. Battleships could defend themselves against attack without need of a protecting unit, but could only hit targets along the coastline. Bombardment in standard Civ3 was thus able to offer a very large advantage to the player, but the fact that units still had to expose themselves to attack in order to finish off another unit for good kept bombardment units from running away in strength and the player from exploiting his/her edge in artillery to ridiculous degrees.
Any such balance has been thrown out the window in Conquests.
I suppose I should explain how it started. I'm in a unique position to do so since I was part of the beta test for Conquests and read all of the discussions on the bulletin boards which are now sealed away forever on some Atari server. Apparently the folks at BreakAway didn't think that players were using air power enough in Civ3, so they decided to emphasize it in the expansion. Thus it was proposed to double the range of all planes (OK with me) and give all planes lethal land and sea bombardment (whaaat?!) Now anyone who has invested a significant amount of time in Civ3 should have been able to see instantly what the implications of such a decision would be. I envisioned stacks of 100s of bombers pounding Deity civs to a pancake and then cavalry walking into the undefended cities. I pointed this out immediately. I played a test game that drastically showed that this design change would destroy any balance after the discovery of Flight. Here's what I said about it, pulled right from a game I submitted during the testing:
Finally, another issue that needs to be dealt with is lethal bombardment for airplanes. It's just excessive and extremely overpowering in the hands of a human player against an inhuman AI. When the Aztecs sneak-attacked me, I had just built my first bomber that very turn and had no air force to speak of. 10 turns later, even with just a dozen bombers I was able to redline and then KILL every defender in an Aztec city, which my cavalry then proceeded to walk into untouched. What could I have done with 20 bombers - or 50? I could have killed all the defenders in every city and let my units walk into them one by one without ever fighting a battle. Combining non-lethal artillery with lethal bombers is even worse, which I was able to do routinely as well. I don't even want to THINK about what radar artillery plus stealth bombers could do. Suggested Fix: No planes should have lethal land bombardment. Sea bombardment yes, but never land bombardment. This was what I said when I first read the desciption of that change, and my testing has only proven it out. Lethal land bombardment of any kind is simply too overpowering for any units to have it. Maybe that makes you unhappy - deal with it, it IS too powerful. The fact that the range for air units has been greatly increased already massively increases their power. Adding lethal land bombardment on top is way, WAY too much.
I wasn't the only one who demonstrated that lethal bombardment was a bad idea. Someone else (can't remember who) built 50+ bombers and turned every single tile of a continent into craters (and lost not a single unit taking out the undefended cities). But despite massive evidence to the contrary, BreakAway either didn't notice/didn't care that lethal bombardment would destroy the combat model of Civ3. I should have taken a bigger stand against the issue, but... there were so many changes being made in Conquests that I couldn't promote every cause I wanted to. The same people at BreakAway wanted to change the requirement for a single-city cultural victory to 10k culture instead of 20k. The reason? "No one ever wins that way, so let's make it easier."
I literally spent a week writing page after page of text explaining why that was a BAD idea. The first 3 builds of Conquests had 10k culture as the single-city limit, allowing ridiculous stuff like 1400AD cultural wins. Ultimately I helped get that out of the game, but I didn't win all the battles I wanted, and this was the unfortunate result.
As a result, I have no desire to play Conquests after the start of the Industrial Age anymore. I've played around with some of the scenarios, recently playing the "New Alliances" intro conquest and winning it on Deity, but the actual game after the Industrial Age I don't want anything to do with. Look, we already know that Civ3 breaks down when humans get access to rails and factories, right? And we also know that the AI can never possibly use bombardment units as well as an intelligent, thinking human can do. So what does BreakAway do in the expansion? They add MORE human advantages in the Industrial Age and make bombardment even MORE powerful for humans! Oh, THAT will help the game balance, I'm sure.
2) Airplane Range: This wouldn't be all that big of a deal on its own, but when the addition of lethal bombardment is factored in, it means that air power is ridiculously overpowered now. The sad thing is that it was never underpowered back in standard Civ3, it only required some intelligence on how to use it. Now we get bombers that can hit units 10 tiles away, bombarding as strong as artillery (12) at getting 3 shots instead of 2. And they can kill units. If you've seen stealth bombers (18/0/3, range 16), it's even worse. The sad thing is that if you can build a certain amount of bombers in Conquests, you're essentially invincible to attack. Where's the strategy or game balance in that? At least with artillery you still needed to KILL the unit after you knocked it down to 1hp.
3) New Bombardment Rules: Forget to mention this one above. This is actually a corollary to the above problems, but starting in Conquests the bombardment units always hit units first in cities, never improvements or population. Always units. Since in prior versions of Civ3 bombarding cities had only a 1/3 chance to hit units, this means that bombardment essentially becomes 3 times more likely to hit units in Conquests. This again provides a massive advantage to the human player when assailing cities, even before we consider lethal bombardment. This aspect of Conquests is totally broken, making artillery much stronger than before, and giving bombers almost godlike control over the battlefield. The old rules were irritating at times, but at least kept things in balance.
4) Leaders: This category is really sad, because I thought that Conquests was going to finally solve the problem we had with random military leaders spawning and rushing wonders out of nowhere. Conquests actually DOES fix military leaders, allowing them to either form an army or rush a non-wonder city improvement. This was what I initially thought we were going to get with Conquests, a fix to the problem of military leaders randomly popping up and then rushing wonders. Instead, we got scientific leaders randomly popping up and then rushing wonders.
I honestly have no clue what the scientific leaders are doing in Conquests. How in the world do they fit into the game? Well OK, I understand that they represent a scientific breakthrough, but how do you quantify that into game terms? It sounds like a bunch of execs were sitting around in a meeting pitching ideas to one another, and someone said "Hey, what if you could have scientific leaders too!" and everyone nodded their heads and thought it would be a great idea. Then the game designers were told to put it into the game - "Create a unit that represents innovation". Uh... yeah. How do you do that? I don't think you can, at least in terms of Civ3. The solution that BreakAway came up with for Conquests can only be described as appallingly bad. Whenever a civ discovers a tech for the first time, there is a 2-5% chance that a leader forms, who - oh, by the way - can instantly rush any wonder in the game. Game balance problems? Why would you ever think that this concept could unbalance a game?
It's also sad that this problem was demonstrated in testing as well, and still allowed to be left in Conquests. I didn't encounter it very much because I was playing on Demigod or Deity most of the time and was predictably not discovering techs first - to put it mildly. The people who really found this problem were the ones playing competitive multiplayer games. It turns out that having one of the two players suddenly get a free Pyramids completely out of nowhere on turn 10 of the game can unbalance it just a wee bit. Within a few days, the multiplayer folks were pressing for a switch to turn off scientific leaders in their games (I can't remember if they got it or not, since I don't have any experience with multiplayer myself). So despite strong evidence that scientific leaders were really screwing with the game balance, BreakAway left them in the game, no doubt as a selling point to move more copies of the expansion. They are one "addition" that the game would be much better off missing.
5) Armies: While military leaders themselves have been fixed, the armies that they create were broken in Conquests. Before Conquests, you would have been crazy to use your first leader for an army in the vast majority of situations. Now, you have to be crazy not to use your first military leader for an army to get access to the Heroic Epic and the Miltary Academy - and thus, more armies. In short, they are simply TOO powerful in Conquests, with their +1 movement, auto-pillaging, and rapid healing. Anyone one of these would have been a good addition to armies to get players to use them more. Adding all three turned out to be massive overkill. I point specifically to the succession game RBC8 - Revenge of the North Koreans as a good example, in which armies were virtually the ONLY offensive units of the entire civ for centuries and allowed much more aggressive play than what otherwise would have been possible. (That game also showed why lethal-bombarding hwat'chas are disastrously overpowered, which I specifically said would happen when they made that change in testing, but I digress). I was also reading about an Always War game recently in which multiple horseman armies were able to hold off massive invasions and keep a civ without iron and far behind in tech afloat on Emperor. Thinking back to my own Always War games, if I had been able to build these kind of armies, I would have steamrolled the AI in Epic 27.
AI armies are just as powerful as human ones though, so where's the problem? It stems from two places. First, the AI is programmed not to attack units that it does not have a significant chance to defeat. Since it evaluates everything on a unit-by-unit basis, it does not understand that it could kill an army by pooling its attacks with multiple units. Therefore, a human army can frequently walk around with almost complete impunity deep within AI territory, using its auto-pillage ability to disconnect resources and wreck havoc. This is not something that the AI would ever be able to do against a human. Secondly, the AI does not understand how to build competent armies or use them effectively. Anyone who has ever seen one of those longbow/pike/swordsman AI armies knows what I am talking about. Humans can always use armies more intelligently and get more use from them. This was the case in standard Civ3 as well, but it didn't matter as much since armies were in balance with the rest of the units. In Conquests it is possible for a handful of armies to kill scores of AI units; in other words, the AI is bleeding shields out of its ears while the human is losing zero units due to the huge hp totals of its armies. THIS IS NOT STRATEGY. It's taking advantage of flaws within the AI to gain a huge edge for the human which should not exist. The new armies are fun to use, but they are too strong. If humans can win wars against superior opponents without having to make a sacrifice in units to do so, then we're approaching the advantages conferred by Civ2 zones of control, and that's not a good thing.
As such, what follows are ten places where Conquests, at least for my money, failed to deliver. In retrospect, I feel that the final release version of standard Civ3 (1.29f) actually offered the best overall game balance.
1) Lethal Bombardment: This change, without a doubt, was by far the worst thing that BreakAway Games did to Civ3. The stand-alone game offered a great balance between artillery and regular units, with artillery being able to damage other units but unable to defend themselves. Most importantly though, they could NEVER kill other units; the only unit which could was the pricey, one-time use cruise missile. Regular units were the only ones which could actually kill units or capture other artillery pieces, so it was necessary to use a combination of both to achieve best results. Intelligent use of combined arms like this added a great deal of strategy to Civ3, and helped elevate it quite a bit beyond its two predecessors (where catapults were 6/1/1, for example). Bombardment on ships and planes worked the same way, and intelligent players fighting wars in the Modern Age would frequently use both. Bombers, for example, could hit targets much further away than artillery but had the weakness of being shot down or having the city they were based in captured. Battleships could defend themselves against attack without need of a protecting unit, but could only hit targets along the coastline. Bombardment in standard Civ3 was thus able to offer a very large advantage to the player, but the fact that units still had to expose themselves to attack in order to finish off another unit for good kept bombardment units from running away in strength and the player from exploiting his/her edge in artillery to ridiculous degrees.
Any such balance has been thrown out the window in Conquests.

I suppose I should explain how it started. I'm in a unique position to do so since I was part of the beta test for Conquests and read all of the discussions on the bulletin boards which are now sealed away forever on some Atari server. Apparently the folks at BreakAway didn't think that players were using air power enough in Civ3, so they decided to emphasize it in the expansion. Thus it was proposed to double the range of all planes (OK with me) and give all planes lethal land and sea bombardment (whaaat?!) Now anyone who has invested a significant amount of time in Civ3 should have been able to see instantly what the implications of such a decision would be. I envisioned stacks of 100s of bombers pounding Deity civs to a pancake and then cavalry walking into the undefended cities. I pointed this out immediately. I played a test game that drastically showed that this design change would destroy any balance after the discovery of Flight. Here's what I said about it, pulled right from a game I submitted during the testing:
Finally, another issue that needs to be dealt with is lethal bombardment for airplanes. It's just excessive and extremely overpowering in the hands of a human player against an inhuman AI. When the Aztecs sneak-attacked me, I had just built my first bomber that very turn and had no air force to speak of. 10 turns later, even with just a dozen bombers I was able to redline and then KILL every defender in an Aztec city, which my cavalry then proceeded to walk into untouched. What could I have done with 20 bombers - or 50? I could have killed all the defenders in every city and let my units walk into them one by one without ever fighting a battle. Combining non-lethal artillery with lethal bombers is even worse, which I was able to do routinely as well. I don't even want to THINK about what radar artillery plus stealth bombers could do. Suggested Fix: No planes should have lethal land bombardment. Sea bombardment yes, but never land bombardment. This was what I said when I first read the desciption of that change, and my testing has only proven it out. Lethal land bombardment of any kind is simply too overpowering for any units to have it. Maybe that makes you unhappy - deal with it, it IS too powerful. The fact that the range for air units has been greatly increased already massively increases their power. Adding lethal land bombardment on top is way, WAY too much.
I wasn't the only one who demonstrated that lethal bombardment was a bad idea. Someone else (can't remember who) built 50+ bombers and turned every single tile of a continent into craters (and lost not a single unit taking out the undefended cities). But despite massive evidence to the contrary, BreakAway either didn't notice/didn't care that lethal bombardment would destroy the combat model of Civ3. I should have taken a bigger stand against the issue, but... there were so many changes being made in Conquests that I couldn't promote every cause I wanted to. The same people at BreakAway wanted to change the requirement for a single-city cultural victory to 10k culture instead of 20k. The reason? "No one ever wins that way, so let's make it easier."

As a result, I have no desire to play Conquests after the start of the Industrial Age anymore. I've played around with some of the scenarios, recently playing the "New Alliances" intro conquest and winning it on Deity, but the actual game after the Industrial Age I don't want anything to do with. Look, we already know that Civ3 breaks down when humans get access to rails and factories, right? And we also know that the AI can never possibly use bombardment units as well as an intelligent, thinking human can do. So what does BreakAway do in the expansion? They add MORE human advantages in the Industrial Age and make bombardment even MORE powerful for humans! Oh, THAT will help the game balance, I'm sure.

2) Airplane Range: This wouldn't be all that big of a deal on its own, but when the addition of lethal bombardment is factored in, it means that air power is ridiculously overpowered now. The sad thing is that it was never underpowered back in standard Civ3, it only required some intelligence on how to use it. Now we get bombers that can hit units 10 tiles away, bombarding as strong as artillery (12) at getting 3 shots instead of 2. And they can kill units. If you've seen stealth bombers (18/0/3, range 16), it's even worse. The sad thing is that if you can build a certain amount of bombers in Conquests, you're essentially invincible to attack. Where's the strategy or game balance in that? At least with artillery you still needed to KILL the unit after you knocked it down to 1hp.
3) New Bombardment Rules: Forget to mention this one above. This is actually a corollary to the above problems, but starting in Conquests the bombardment units always hit units first in cities, never improvements or population. Always units. Since in prior versions of Civ3 bombarding cities had only a 1/3 chance to hit units, this means that bombardment essentially becomes 3 times more likely to hit units in Conquests. This again provides a massive advantage to the human player when assailing cities, even before we consider lethal bombardment. This aspect of Conquests is totally broken, making artillery much stronger than before, and giving bombers almost godlike control over the battlefield. The old rules were irritating at times, but at least kept things in balance.
4) Leaders: This category is really sad, because I thought that Conquests was going to finally solve the problem we had with random military leaders spawning and rushing wonders out of nowhere. Conquests actually DOES fix military leaders, allowing them to either form an army or rush a non-wonder city improvement. This was what I initially thought we were going to get with Conquests, a fix to the problem of military leaders randomly popping up and then rushing wonders. Instead, we got scientific leaders randomly popping up and then rushing wonders.

I honestly have no clue what the scientific leaders are doing in Conquests. How in the world do they fit into the game? Well OK, I understand that they represent a scientific breakthrough, but how do you quantify that into game terms? It sounds like a bunch of execs were sitting around in a meeting pitching ideas to one another, and someone said "Hey, what if you could have scientific leaders too!" and everyone nodded their heads and thought it would be a great idea. Then the game designers were told to put it into the game - "Create a unit that represents innovation". Uh... yeah. How do you do that? I don't think you can, at least in terms of Civ3. The solution that BreakAway came up with for Conquests can only be described as appallingly bad. Whenever a civ discovers a tech for the first time, there is a 2-5% chance that a leader forms, who - oh, by the way - can instantly rush any wonder in the game. Game balance problems? Why would you ever think that this concept could unbalance a game?

It's also sad that this problem was demonstrated in testing as well, and still allowed to be left in Conquests. I didn't encounter it very much because I was playing on Demigod or Deity most of the time and was predictably not discovering techs first - to put it mildly. The people who really found this problem were the ones playing competitive multiplayer games. It turns out that having one of the two players suddenly get a free Pyramids completely out of nowhere on turn 10 of the game can unbalance it just a wee bit. Within a few days, the multiplayer folks were pressing for a switch to turn off scientific leaders in their games (I can't remember if they got it or not, since I don't have any experience with multiplayer myself). So despite strong evidence that scientific leaders were really screwing with the game balance, BreakAway left them in the game, no doubt as a selling point to move more copies of the expansion. They are one "addition" that the game would be much better off missing.
5) Armies: While military leaders themselves have been fixed, the armies that they create were broken in Conquests. Before Conquests, you would have been crazy to use your first leader for an army in the vast majority of situations. Now, you have to be crazy not to use your first military leader for an army to get access to the Heroic Epic and the Miltary Academy - and thus, more armies. In short, they are simply TOO powerful in Conquests, with their +1 movement, auto-pillaging, and rapid healing. Anyone one of these would have been a good addition to armies to get players to use them more. Adding all three turned out to be massive overkill. I point specifically to the succession game RBC8 - Revenge of the North Koreans as a good example, in which armies were virtually the ONLY offensive units of the entire civ for centuries and allowed much more aggressive play than what otherwise would have been possible. (That game also showed why lethal-bombarding hwat'chas are disastrously overpowered, which I specifically said would happen when they made that change in testing, but I digress). I was also reading about an Always War game recently in which multiple horseman armies were able to hold off massive invasions and keep a civ without iron and far behind in tech afloat on Emperor. Thinking back to my own Always War games, if I had been able to build these kind of armies, I would have steamrolled the AI in Epic 27.
AI armies are just as powerful as human ones though, so where's the problem? It stems from two places. First, the AI is programmed not to attack units that it does not have a significant chance to defeat. Since it evaluates everything on a unit-by-unit basis, it does not understand that it could kill an army by pooling its attacks with multiple units. Therefore, a human army can frequently walk around with almost complete impunity deep within AI territory, using its auto-pillage ability to disconnect resources and wreck havoc. This is not something that the AI would ever be able to do against a human. Secondly, the AI does not understand how to build competent armies or use them effectively. Anyone who has ever seen one of those longbow/pike/swordsman AI armies knows what I am talking about. Humans can always use armies more intelligently and get more use from them. This was the case in standard Civ3 as well, but it didn't matter as much since armies were in balance with the rest of the units. In Conquests it is possible for a handful of armies to kill scores of AI units; in other words, the AI is bleeding shields out of its ears while the human is losing zero units due to the huge hp totals of its armies. THIS IS NOT STRATEGY. It's taking advantage of flaws within the AI to gain a huge edge for the human which should not exist. The new armies are fun to use, but they are too strong. If humans can win wars against superior opponents without having to make a sacrifice in units to do so, then we're approaching the advantages conferred by Civ2 zones of control, and that's not a good thing.