Hello!
I want to share a few thoughts about what I DO NOT LIKE in the scenarios of the 2nd Civilization. At once I will say, I respect and appreciate the work of people who create scripts. Therefore, please consider this text only as constructive criticism, without the desire to offend someone.
I treat myself to the fans of this game. I play in it since 1999 year. Nevertheless, for almost 20 years, I have not found a single scenario for which I would like to play. I have an almost complete collection of scenario from this site. I regularly download them when they go out. But it all ends by carefully considering next beautiful pictures, beautiful design of localities, units and other things, I close this scenario, without making a single move. You will say - you are not the target audience of scenarios, play the usual campaign. ) Perhaps it is. However, considering the age of the second civilization, I think the real "target audience" is very, very much limited. And, if you are interested in constructive criticism of scenarios from the point of view of an amateur of the usual campaign, and you would like to expand the "target audience" - read on. No - do not waste your time. )
This criticism concerns only scenarios on historical topics (modeling of real history). Scenarios of "SF" or "fantasy" are not interesting to me in principle, and I do not consider them. In addition, the criticism ONLY those aspects that really improve on the engine of the 2nd civilization. I am perfectly aware of his shortcomings and limitations. Therefore, please, there is no need for references like "you do not like our scenarios - go play other versions of Civilization, or in general to other games." There everything that you want is realized. " ) No. I'm writing exactly what I could do on the engine of this game. But for some reason - it's not done. Well, I apologize in advance for the suburban presentation. I do not speak English well. And relatively recently discovered this site. Probably, many things have been awakened here many times already.
1. Very high entry threshold in the scenario.
Any (well-made and thought out) scenario is essentially a new separate game, albeit on the usual engine of the 2nd civilization. And any new game requires an "entry" into it. The most good scenarios are usually equipped with all kinds of README, tree technology schemes, and other tips. You say - sit, read, everything is written ...) But that's not the point. You see, when I open the script, I want to see the GAME, entertainment. The usual original campaign of any version of Civilization usually does not require any training. She is learning by herself. I go into the game, having one settler, and a minimum of information. With each new move, the game progressively introduces me to the course. Little by little "slipping" me pieces of information: here we can open a new science, here - explore the terrain, here - to improve in the cities. When I go into the script, a huge information shaft collapses, complicated not always by a well-balanced graphic design. I immediately close this scenario.
Unfortunately, very few scenarios are done with the "sight" of the game from scratch. You will say: it is impossible to correctly model late historical epochs like the Napoleonic wars, the Second World War on large maps of Europe or the World without a huge number of starting cities and units.
I'll say - you just did not try. ) The creators of the scripts are magnificent masters of design, creating "historical events" and other things that very well model the given epoch. But almost always they think too stereotypically.
We want to model the Third Reich? Let's make Germany 150 cities, 20 variations of tanks and 30 variations of guns. Napoleon? Now France has 150 cities, 20 colored versions of units in French colors. Sit - read README or civilopedia - than these variations of tanks differ from each other. And manage from the first move countless number of cities and units. Boredom, this is the first. ) And secondly - what is the fundamental difference between the script of Napoleon, and the scenario of Germany, except in the colorful pictures, and slightly tweaked under the situation settings of the units? Nothing - these are two templating and boring scenarios, although very beautifully drawn.
2. Maps.
The maps on which the scenarios are made are the most painful and weak place. The old scenarios of the late 90s of the early 2000s were generally created on horrible maps. The authors did not attach any importance to at least a distant correspondence of real geography. For such an ancient game, it's forgivable. In modern scenarios, the authors have already learned how to draw plausible maps. They even developed a special method (as I read here) - to do a "flat-out on the squares" and carefully draw the cell behind the cage. Now the best scenarios are based on pretty good and believable maps.
However, Dear authors. ) Why are you (undoubtedly magnificent players in the 2nd Civilization, who know all its subtleties this game) REGULARLY ignore the basic game mechanics of this game ?! On maps of a small scale (world map), it is often possible to find an absurd situation: for example, Italy is drawn so finely (though of course and on the right scale), which is a "thickness" of 1-2 cells. The city of Rome is a port for both the Tyrrhenian and the Adriatic seas. Absurd! You will say - this is a convention, "generalization". ) OK. Suppose for a world map this is really admissible generalization. But here for a map of a larger scale this is clearly not permissible. For example, on an ultra-large map of Europe in the same Itilia, it is easy to found cities in Bruttia and Puglia and even in Lucania, which will be "canals" in two seas. In Greece - almost all consists of such "channels-isthmuses" in one cage. You will say - but what about the Corinthian channel? OK. With a very great stretch we will accept. And then we'll look at Denmark in the era of the Punic Wars - one continuous "Kiel Channel". And this is modeling what ??...
Show me absolutely any, the best scenario in your opinion, and I will show you a minimum of ten such absurd isthmuses. A week ago, they posted a screenshot of the map of the Balkans and Greece. On Crete there was one or two places in 1 cage with such a "channel". Perhaps, for someone it's irrelevant trifles and "nit-picking." Indeed, in fact, for each specific case it is always possible to choose an "explanation". Here was the Korif Canal, here - Kilsky. Here the channel is still pharaoh dug in the 25 century BC, but here the Vikings dragged their dragons. Yes, everything is plausible ... But if the whole card consists of an infinite number of such frank stretches and "explanations" - for me this is unacceptable. I will close this scenario without starting.
3. "Cities through 1 cage." Cities that "ignore resources."
Why do you need to bilding the cities so close to each other? The area of the city in the 2nd Civilization is 21 cages. But in very many scenarios, even the largest cities like London, New York, Paris can easily handle only 5-8 cells, having a size of more than 20 inhabitants. Why are you doing this? Do you have a little space on the map? Especially I am surprised at the maps of a very large area, like the super-giant maps of the World and Europe. You will say - but we are striving for the most accurate modeling! In reality, Essen and Dusseldorf are very close to each other, are not they? Exactly. But this is in reality. And here we are dealing with an extremely imperfect and outdated engine of the 2nd civilization. So why should we ignore it, in favor of some remote imitation of reality? Another absurdity. In addition, I recall that in the case of Rome, which has access to the Adriatic, there was an "explanation" that it was "generalization." OK. And why in the case of cities there is not this notorious "generalization"? What's stopping you Essen and Dusseldorf to unite in one big city with a normal area of 21 cells. After all, it's worth it to call it something like "Ruhr Pool" - and here it is, the desired "generalization"! )
Absolutely in all scenarios, the authors also stubbornly ignore the resource grid. After all, to you, of course, the splendid connoisseurs of the 2 nd civilization, of course the sign and the template by which the resources are distributed over the map is obvious. Tell me honestly, when you play an ordinary campaign on a random card, do not you try to capture your maximum resources with your city? After all, it is rational and profitable to have 3 or 4 resources in the city. Probably, if possible, you do it all the same. In that case, why not in a script where its author is open and the whole map is visible and he knows in advance the location of all the resources - is it also rational to place cities? I want to "tear my eyes out" when I see the city of Carthage (one of the greatest cities of antiquity) which is only shifted to ONE cell from the place where it could capture 4 resources. Instead, it has 1 or 2. I understand the situation when it is impossible to fit the exact location of real historical cities to the resource grid (because the resources in this game can not be placed at will). But I do not understand at all when it is absolutely clear that here they are 4 resources, take and build a city there! But no - the author somehow decided to "miss" past them.
4. Not a realistic balance of combat units.
Up to the middle of the 20th century the main army was infantry (with the exception of small "surges" of the predominance of cavalry in the Bronze Age and in the early period of the Middle Ages). Moreover, not just infantry, and infantry very poor quality. Even the vaunted Roman legions are bad armed and badly organized rabble - the militia of the half-hearted peasants and the urban proletariat. Yes, after the reforms, the Mariy legions have already become a professional army, with regular supplies. But we must not forget all of the key enemies of Rome were defeated even before Mariy. And were defeated for one simple reason that the weapons and organization of these adversaries were again MORE worse than that of the Romans.The army of Napoleon in the campaign of 1796 was a gathering of the army of poverty, even the rifle were not at all.Of course, at all times, and at all times there were elite units well armed, but they were at best ONE percent of the total number of soldiers in the army.The overwhelming number of armies (with proper modeling) should make up such a meaningless mass of essentially useless units. And elite troops should be much more expensive in order to build.
In reality, the average static scenario is a set of a huge number of units that are not much different from each other. Yes, they are all equipped with beautiful pictures, all invented a believable "legend" and an "explanation", why exactly such indicators of attack, defense, hint points and so on put the author. In the details, everything is fine. But in general - the picture is more than depressing. Any player with a less "nametannym eye" instantly allocate from this crowd units 1 or 2 with the strongest indicators and will build only them.
I remember that in the early 2000s, I went through the scenario"Mongolia". I built only "siege towers." And with these "towers" I seized the whole map from China, to Paris. Siege towers, Karl! In the steppes and deserts! )) Yes, of course, everyone knows that the Mongols used siege weapons very actively in their wars. But the overwhelming part of their army was still cavalry, and of rather poor quality (from the conquered peoples in the main). 10% of the army accounted for the share of elite "thoroughbred" -mongolian cavalry. And only 1% of the army (at best) - was a park of siege weapons. In the case of my passage, my army of Mongols made 100% of the siege towers.
5. There is no principle of "siege of the city".
The history of all wars, right up to the Second World War, is the history of the sieges of cities, and even entire countries (of course, there were short-term exceptions, where maneuver tactics, like the Napolenes wars, predominated. But these are exceptions to the general rule.) Even the First World War is essentially a great mutual siege, only in the size of countries and continents. Or everyone knows the "Anaconda plan" in the Civil War in the United States. In none of the scenarios the authors even tried to simulate it at least somehow. You will say - this is impossible on the engine of the 2nd Civilization. I'll tell you - you just did not try.
I read in yesterday's discussion the general admiration for the new patch, which allows modeling long-range artillery and stuff. Nonsense, I say. I easily imagine that the authors are already starting to make a new scenario, where the Colossal cannon fires at Paris. Yes, of course, have such a gun on the engine of the 2nd civilization - it's very nice. But it's not the essence of it! Allies defeated Germany not by any super-powerful guns, tanks and other "units". And they won by simply strangling their opponent with an exhausting blockade-the "siege". Proper modeling of this situation should not concern the combat system, and the units. These are absolutely secondary things. And it should be aimed at changing the game balance of terrain types.
What is a siege? This deprivation of the enemy access to food, water, and other supplies. In the engine of the second civilization - this is the essence of "food" and "shields." It is the change in the balance of these entities that can simulate a siege. Why storm the city, when you can just put your strong defensive units on cells with "food". And wait for the city to "die of hunger." No inhabitants - there is no production of "shields". Therefore, all units assigned to this city will automatically be dissolved.
And so on.
I'll finish by saying this, otherwise it's possible to continue indefinitely. Thank you for your attention.
I want to share a few thoughts about what I DO NOT LIKE in the scenarios of the 2nd Civilization. At once I will say, I respect and appreciate the work of people who create scripts. Therefore, please consider this text only as constructive criticism, without the desire to offend someone.
I treat myself to the fans of this game. I play in it since 1999 year. Nevertheless, for almost 20 years, I have not found a single scenario for which I would like to play. I have an almost complete collection of scenario from this site. I regularly download them when they go out. But it all ends by carefully considering next beautiful pictures, beautiful design of localities, units and other things, I close this scenario, without making a single move. You will say - you are not the target audience of scenarios, play the usual campaign. ) Perhaps it is. However, considering the age of the second civilization, I think the real "target audience" is very, very much limited. And, if you are interested in constructive criticism of scenarios from the point of view of an amateur of the usual campaign, and you would like to expand the "target audience" - read on. No - do not waste your time. )
This criticism concerns only scenarios on historical topics (modeling of real history). Scenarios of "SF" or "fantasy" are not interesting to me in principle, and I do not consider them. In addition, the criticism ONLY those aspects that really improve on the engine of the 2nd civilization. I am perfectly aware of his shortcomings and limitations. Therefore, please, there is no need for references like "you do not like our scenarios - go play other versions of Civilization, or in general to other games." There everything that you want is realized. " ) No. I'm writing exactly what I could do on the engine of this game. But for some reason - it's not done. Well, I apologize in advance for the suburban presentation. I do not speak English well. And relatively recently discovered this site. Probably, many things have been awakened here many times already.
1. Very high entry threshold in the scenario.
Any (well-made and thought out) scenario is essentially a new separate game, albeit on the usual engine of the 2nd civilization. And any new game requires an "entry" into it. The most good scenarios are usually equipped with all kinds of README, tree technology schemes, and other tips. You say - sit, read, everything is written ...) But that's not the point. You see, when I open the script, I want to see the GAME, entertainment. The usual original campaign of any version of Civilization usually does not require any training. She is learning by herself. I go into the game, having one settler, and a minimum of information. With each new move, the game progressively introduces me to the course. Little by little "slipping" me pieces of information: here we can open a new science, here - explore the terrain, here - to improve in the cities. When I go into the script, a huge information shaft collapses, complicated not always by a well-balanced graphic design. I immediately close this scenario.
Unfortunately, very few scenarios are done with the "sight" of the game from scratch. You will say: it is impossible to correctly model late historical epochs like the Napoleonic wars, the Second World War on large maps of Europe or the World without a huge number of starting cities and units.
I'll say - you just did not try. ) The creators of the scripts are magnificent masters of design, creating "historical events" and other things that very well model the given epoch. But almost always they think too stereotypically.
We want to model the Third Reich? Let's make Germany 150 cities, 20 variations of tanks and 30 variations of guns. Napoleon? Now France has 150 cities, 20 colored versions of units in French colors. Sit - read README or civilopedia - than these variations of tanks differ from each other. And manage from the first move countless number of cities and units. Boredom, this is the first. ) And secondly - what is the fundamental difference between the script of Napoleon, and the scenario of Germany, except in the colorful pictures, and slightly tweaked under the situation settings of the units? Nothing - these are two templating and boring scenarios, although very beautifully drawn.
2. Maps.
The maps on which the scenarios are made are the most painful and weak place. The old scenarios of the late 90s of the early 2000s were generally created on horrible maps. The authors did not attach any importance to at least a distant correspondence of real geography. For such an ancient game, it's forgivable. In modern scenarios, the authors have already learned how to draw plausible maps. They even developed a special method (as I read here) - to do a "flat-out on the squares" and carefully draw the cell behind the cage. Now the best scenarios are based on pretty good and believable maps.
However, Dear authors. ) Why are you (undoubtedly magnificent players in the 2nd Civilization, who know all its subtleties this game) REGULARLY ignore the basic game mechanics of this game ?! On maps of a small scale (world map), it is often possible to find an absurd situation: for example, Italy is drawn so finely (though of course and on the right scale), which is a "thickness" of 1-2 cells. The city of Rome is a port for both the Tyrrhenian and the Adriatic seas. Absurd! You will say - this is a convention, "generalization". ) OK. Suppose for a world map this is really admissible generalization. But here for a map of a larger scale this is clearly not permissible. For example, on an ultra-large map of Europe in the same Itilia, it is easy to found cities in Bruttia and Puglia and even in Lucania, which will be "canals" in two seas. In Greece - almost all consists of such "channels-isthmuses" in one cage. You will say - but what about the Corinthian channel? OK. With a very great stretch we will accept. And then we'll look at Denmark in the era of the Punic Wars - one continuous "Kiel Channel". And this is modeling what ??...
Show me absolutely any, the best scenario in your opinion, and I will show you a minimum of ten such absurd isthmuses. A week ago, they posted a screenshot of the map of the Balkans and Greece. On Crete there was one or two places in 1 cage with such a "channel". Perhaps, for someone it's irrelevant trifles and "nit-picking." Indeed, in fact, for each specific case it is always possible to choose an "explanation". Here was the Korif Canal, here - Kilsky. Here the channel is still pharaoh dug in the 25 century BC, but here the Vikings dragged their dragons. Yes, everything is plausible ... But if the whole card consists of an infinite number of such frank stretches and "explanations" - for me this is unacceptable. I will close this scenario without starting.
3. "Cities through 1 cage." Cities that "ignore resources."
Why do you need to bilding the cities so close to each other? The area of the city in the 2nd Civilization is 21 cages. But in very many scenarios, even the largest cities like London, New York, Paris can easily handle only 5-8 cells, having a size of more than 20 inhabitants. Why are you doing this? Do you have a little space on the map? Especially I am surprised at the maps of a very large area, like the super-giant maps of the World and Europe. You will say - but we are striving for the most accurate modeling! In reality, Essen and Dusseldorf are very close to each other, are not they? Exactly. But this is in reality. And here we are dealing with an extremely imperfect and outdated engine of the 2nd civilization. So why should we ignore it, in favor of some remote imitation of reality? Another absurdity. In addition, I recall that in the case of Rome, which has access to the Adriatic, there was an "explanation" that it was "generalization." OK. And why in the case of cities there is not this notorious "generalization"? What's stopping you Essen and Dusseldorf to unite in one big city with a normal area of 21 cells. After all, it's worth it to call it something like "Ruhr Pool" - and here it is, the desired "generalization"! )
Absolutely in all scenarios, the authors also stubbornly ignore the resource grid. After all, to you, of course, the splendid connoisseurs of the 2 nd civilization, of course the sign and the template by which the resources are distributed over the map is obvious. Tell me honestly, when you play an ordinary campaign on a random card, do not you try to capture your maximum resources with your city? After all, it is rational and profitable to have 3 or 4 resources in the city. Probably, if possible, you do it all the same. In that case, why not in a script where its author is open and the whole map is visible and he knows in advance the location of all the resources - is it also rational to place cities? I want to "tear my eyes out" when I see the city of Carthage (one of the greatest cities of antiquity) which is only shifted to ONE cell from the place where it could capture 4 resources. Instead, it has 1 or 2. I understand the situation when it is impossible to fit the exact location of real historical cities to the resource grid (because the resources in this game can not be placed at will). But I do not understand at all when it is absolutely clear that here they are 4 resources, take and build a city there! But no - the author somehow decided to "miss" past them.
4. Not a realistic balance of combat units.
Up to the middle of the 20th century the main army was infantry (with the exception of small "surges" of the predominance of cavalry in the Bronze Age and in the early period of the Middle Ages). Moreover, not just infantry, and infantry very poor quality. Even the vaunted Roman legions are bad armed and badly organized rabble - the militia of the half-hearted peasants and the urban proletariat. Yes, after the reforms, the Mariy legions have already become a professional army, with regular supplies. But we must not forget all of the key enemies of Rome were defeated even before Mariy. And were defeated for one simple reason that the weapons and organization of these adversaries were again MORE worse than that of the Romans.The army of Napoleon in the campaign of 1796 was a gathering of the army of poverty, even the rifle were not at all.Of course, at all times, and at all times there were elite units well armed, but they were at best ONE percent of the total number of soldiers in the army.The overwhelming number of armies (with proper modeling) should make up such a meaningless mass of essentially useless units. And elite troops should be much more expensive in order to build.
In reality, the average static scenario is a set of a huge number of units that are not much different from each other. Yes, they are all equipped with beautiful pictures, all invented a believable "legend" and an "explanation", why exactly such indicators of attack, defense, hint points and so on put the author. In the details, everything is fine. But in general - the picture is more than depressing. Any player with a less "nametannym eye" instantly allocate from this crowd units 1 or 2 with the strongest indicators and will build only them.
I remember that in the early 2000s, I went through the scenario"Mongolia". I built only "siege towers." And with these "towers" I seized the whole map from China, to Paris. Siege towers, Karl! In the steppes and deserts! )) Yes, of course, everyone knows that the Mongols used siege weapons very actively in their wars. But the overwhelming part of their army was still cavalry, and of rather poor quality (from the conquered peoples in the main). 10% of the army accounted for the share of elite "thoroughbred" -mongolian cavalry. And only 1% of the army (at best) - was a park of siege weapons. In the case of my passage, my army of Mongols made 100% of the siege towers.
5. There is no principle of "siege of the city".
The history of all wars, right up to the Second World War, is the history of the sieges of cities, and even entire countries (of course, there were short-term exceptions, where maneuver tactics, like the Napolenes wars, predominated. But these are exceptions to the general rule.) Even the First World War is essentially a great mutual siege, only in the size of countries and continents. Or everyone knows the "Anaconda plan" in the Civil War in the United States. In none of the scenarios the authors even tried to simulate it at least somehow. You will say - this is impossible on the engine of the 2nd Civilization. I'll tell you - you just did not try.
I read in yesterday's discussion the general admiration for the new patch, which allows modeling long-range artillery and stuff. Nonsense, I say. I easily imagine that the authors are already starting to make a new scenario, where the Colossal cannon fires at Paris. Yes, of course, have such a gun on the engine of the 2nd civilization - it's very nice. But it's not the essence of it! Allies defeated Germany not by any super-powerful guns, tanks and other "units". And they won by simply strangling their opponent with an exhausting blockade-the "siege". Proper modeling of this situation should not concern the combat system, and the units. These are absolutely secondary things. And it should be aimed at changing the game balance of terrain types.
What is a siege? This deprivation of the enemy access to food, water, and other supplies. In the engine of the second civilization - this is the essence of "food" and "shields." It is the change in the balance of these entities that can simulate a siege. Why storm the city, when you can just put your strong defensive units on cells with "food". And wait for the city to "die of hunger." No inhabitants - there is no production of "shields". Therefore, all units assigned to this city will automatically be dissolved.
And so on.
I'll finish by saying this, otherwise it's possible to continue indefinitely. Thank you for your attention.