Again, what is your point? How does adding X more different types of units make the game better by default? To add more to my contention that the Promotion system is far superior, consider the decision as to whether one should try to build a few "super-units" through constant combat and promotion or spread them through a larger group of specialist units. Strategic richness is about choices and making those choices carry an impact. CIV's Promotion system already does that well and can only get better.
The super units wont work, because sooner or later the RNG will turn against them. Then your army consists almost entirely of unpromoted units, leaving you significantly weaker. And about the X units there is much more variety in your army. Since one of Civ 4's main aims was to promote combined arms, reducing the number of units seems stupid and hypocritical to me.
I noticed in another post you talked about tactics you liked to use in C3, but that they were largely enabled by the C3C expansion. Isn't it a bit unfair to compare an unexpanded product to the further developed predecessor? I don't remember helicopters being terribly impressive in C3, but then, I didn't play that iteration too long and never got the expansion.
Whilst Helis were less than impressive in Civ 3 vanilla, they still had a purpose IMO. I also hate the way naval bombardment works now. Why is it that a ship cannot blow up a mine on the coast, or a farm, or a road?
Then you should get the resource another way. I tend to have cities with pretty big cultural crosses so I haven't had anything that was really so remote. Besides, again it comes down to making the Player make a hard choice (marginal city vs find it elsewhere) instead of just build an inbetween (colony).
But you'd have to agree, that it is highly hypocritical of them to take away colonies, yet want to reduce the cities built.
How is this any different from C3 (or real life for that matter)? The point I was making is that it is also a real option for someone who is not "just short of domination" and, in fact, sets out not to from the beginning.
In Civ 3, if you've been warring to get a lot of land, you'll be hated by many civs making it close to impossible to win Diplomatically. In Civ 4, if you have a large empire you can literally vote yourself the winner with no bearing from any other civ. My problem isnt with Diplo wins, its the fact that the higher pop civs get more votes.
Why? Isn't one of the goals of a good game to allow for a number of playstyles and strategies? Options for Players to fall back on if initial forrays are less than successful?
The only time you should be on the defensive is if you want your enemy to keep sending units into your territory so you can pick them off. But only if you're building a counter-attack force.
Or introduced all sorts of special bonuses and penalties that, besides alienating a potential customerbase, would have required extensive playtesting, balancing, and rebalancing after Players found the one best religion combo. I think that the issue that you have (and it seems some others as well) is that the Design Decision for CIV was "Simple and Elegant" instead of "More stuff than C3C."
I dont want them to have game breaking differences. just subtle differences like X get +10% science, Y gets +10% culture, Z gets +1 promo point etc. They did it with communism and fascism in C3C (both which couldve caused massive uproars).
Taking one example of one machine is still shoddy reasoning because there are so many examples of machines that have no problem. It's just like saying, for example, that Mercedes makes bad automobiles because you get one that requires constant repairs. It may be improper usage, it may just be a bad car out of many good ones.
Civ 4 is the only game i've got in the last 12 months which has had problems that i cant explain on my end.
Not before the AI bombs your paratroopers into oblivion. Exposed units in Civ3 are attacked relentlessly until they are killed. By the modern era, the world is rail connected which basically means every AI unit can attack you if you are in their territory. At least in Civ2 paratroopers could drop and move in the same turn. Civ3 paratroopers are one of the most poorly thought out units in the game.
I'm assuming tech and resource parity here. If the AI has no oil or the tech for bombers, well, then you've already won.
Both your border and your enemies are covered in fighters, leaving both sides bombers in great danger. You cant drop a few Infantry or TOW infantry with a heli since they'll get shot down too. Paratrooper army is PERFECT for a situation like this.
I prefer 0 movement rails and Mech Infantry. Gets you there faster and with more defense. For the cost of the cheapest unit in the game, the worker, you can build airfields which lets you fly in bunches of Mech Inf from overseas. I've never seen a need for helicopters - another poorly thought out unit.
Helis rebase to the city you need the TOWs right now. the Mech Inf will back them up in a couple of turns.
Of course. So do the same in Civ4. The difference is that there's no cost to plop cities all over the place in Civ3 whereas in Civ4, you will have to pay maintenance.
Which is where the lack of colonies is a problem.
I'm just repeating a complaint from Civ2 types who thought domination was a cheasy way to win when Civ3 came out. Becoming the largest civ in Civ4 requires more than just spamming cities everywhere like in Civ3. If your cities and land are not sufficiently improved, you can't afford to become the biggest. Responsible civ management is rewarded in Civ4.
No it isnt. They just made conquest more desirable by razing every foreign city you come across, and since having a settler doesnt keep you alive, even easier.
You can't complain that the game is too easy and then complain you can't play at higher difficulties.
Which has nothing to do with what i said. i never said the game was too easy, i just said that if you win culturally, your not playing on a hard enough difficulty level.
If you don't think Civ4 has specialized units, then you can't have played very much. Try attacking cities with an army of Longbows and defending with Swordsmen and see how you do. Both have a strength of 6 so you must be able to do anything with them, right?
If Longbows are meant to be defensive, and swords are menat to be offensive, why not give them A/D values to represent that? As it is, you can use longbows to attack cities, and swordsmen to defend. i actually HAVE done that.