A quick question

Ranger99

Ranger99's Going to NAVY?
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Apr 28, 2005
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Still a PATRIOT
Any information on imporvments in espionage, naval and air warfare?

I just have to know seeing as how in C3 are three of those aspects completley sucked.
 
None at all, other than there will be spy units.

I disagree with your evaluation of the mechanics of their implementation in civ3. Naval & air warfare might have been fine had the AI been strong in their use.
 
espionage seems to be worse than in civ3 (spy units --> more micromanagment ("less realism").
Naval warfare seems to be more important (resources and tile improvements in water)

That's all the information we have afaik.

mitsho
 
Oh OK, if Naval warfare becomes more important, which severly needs it, i'm pretty happy, although, I did like the spy screen from C3, it just needed a lot of re-working making it more in-depth and ways to make it cheaper, the intelligence business isn't as simple as many people think of it, and C3 portrays it as a simple thing......
 
Deep_Blue said:
Iam disappointed with the Esponiage syetem in Civ3 , missions are very expensive and I rarely do more than investigate a city (Duh .. can be done by an embassy).
If espionage costs really made any difference to you, you could easily use the editor and CHANGE them.

Provided you play SP (not MP) and you didn't mind not having HOF scores (unless you input them manually into the HOF file).
 
Does anybody know about airborne units? I felt that was a weak point in civ III. Since the espionage system is going to be completely revamped and artillery units are going to work differently, it seems likely that air combat will be over-hauled as well (at least I hope it will).
 
IMHO, Espionage is taking a real huge step backwards in Civ4, and remains the only part of the game about which I am entirely unconvinced. The Civ3 system had promise, and could have been greatly improved upon. For me, the biggest problem with Civ3 espionage wasn't so much the cost, as it was the need to constantly go in and perform espionage on a turn-by-turn, civ-by-civ basis. What I really want is one where you allocate resources to different types of missions and civs, and then let the AI handle it automatically-informing you when-or if-your mission(s) has succeeded, and what the effects of success/failure were.

Yours,
Aussie_Lurker.
 
... The Civ3 system had promise, and could have been greatly improved upon. ...
Yes, the biggest problem was the user interface.
 
I think a merging of Civ3 system and MOO2 system could work great. Build spys and allocate them to different civs doing different operations (sabatoge, tech stealing, intel). So your at war with the french, 4 spies to intel 10 to blow up infastructure! As you progress up the tech tree you get more choices, like instead of destroy production, after radar tech you can select destroy units or improvements.

The only problem I see is the potentional to exploite a system, cause I know me, I would have an army of spys by the end game and would lay waste to a civ without firing one shot.
 
The automated system based on funding is an excellent idea. I loved the Civ 3 ideas but gave up using espionage once I realised the results weren't worth the effort.
 
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