Folks, after about a year of livin' clean, I'm back on CIV3, weakness during these hot summer months. I broke down and bought C3C - it's pretty good, certainly plenty of interesting tweaks. But I'm finding it still doesn't satisfy certain cravings, that I hope will be dealt with in CIV 4. Here goes:
Diplomacy - the interface is nice, but it's just unsatisfying to go back and forth 5 times until you optimise the trade - there's got to be a better way - maybe you just make an offer and he either takes it or leaves it - or maybe you get two shots at it, then you can't make another offer till the next turn.
Diplomacy II - Too many times, even very early in the game, obvious tech trades don't happen because the AI is way too demanding. I've read others' reasons why this is so, but I just don't like it - certain basic trades ought to be no-brainers for reasonably friendly civs.
Diplomacy III - I just don't find I make interesting alliances, in the way that often occured in SMAC. I want to develop friendships where we die for each other (and when my comrads help me in war, they do it in a way that really helps!). Am I missing something? Do others achieve this? Maybe it happens more late in the game? (I rarely get passed the middle ages because I either win, lose, or get bored by then).
Gameplay - As I think I once said, I usally either win, lose, or get bored by the middle ages - somehow we need more twists and turns in the game to keep it interesting longer. In 90% of my games, it's obvious where things are going by about 0 AD, and if I'm behind, there is no clear way to come back (obviously this is mainly at the higher levels, where we all know you are toast most of the time - but still).
Gameplay II - I'd like there to be more real decision making - I find that way too much of my time is spent doing things that do not involve interesting choices. It's mostly pretty obvious what to do next, so it gets very mechanical - what build orders, tech orders come next, etc. I usually find it makes sense to build most everything possible (more or less) or at least use the same pattern for every city. And it usually makes sense to build nearly all possible techs, with only minor variations in the order from game to game, regardless of what civ I play. It seems to me that with CIV 2 I needed to put much more energy into considering alternative build/research strategy options - but maybe I was just younger and stupider then... Maybe there could at least be some differentiation interms of what city improvements/techs are available to different civs, or when they are?
Intelligence/espionage - as many have said, the spying aspect has been pretty much killed in CIV 3. I say bring it back! There ought to be ways to really make things interesting with spying, as I think it was in SMAC and CIV 2.
Levels - I think the system of levels now doesn't quite work - I can only really play decent games on about 2 of the levels - the others are either too easy or hard. How about levels that also differ in terms of things like complexity? maybe add some additional aspects as one works up the levels? There could even be a matrix of diffiulty with one axis like now and another with increased complexity. People would choose their game from the grid of options (if that makes any sense).
Enough for now. Overall I am rooting for the game to be well improved in its gameplay and AI - I'm hoping for much more than the kinds of little tweaks that seem to be mostly getting mentioned on these boards.
Diplomacy - the interface is nice, but it's just unsatisfying to go back and forth 5 times until you optimise the trade - there's got to be a better way - maybe you just make an offer and he either takes it or leaves it - or maybe you get two shots at it, then you can't make another offer till the next turn.
Diplomacy II - Too many times, even very early in the game, obvious tech trades don't happen because the AI is way too demanding. I've read others' reasons why this is so, but I just don't like it - certain basic trades ought to be no-brainers for reasonably friendly civs.
Diplomacy III - I just don't find I make interesting alliances, in the way that often occured in SMAC. I want to develop friendships where we die for each other (and when my comrads help me in war, they do it in a way that really helps!). Am I missing something? Do others achieve this? Maybe it happens more late in the game? (I rarely get passed the middle ages because I either win, lose, or get bored by then).
Gameplay - As I think I once said, I usally either win, lose, or get bored by the middle ages - somehow we need more twists and turns in the game to keep it interesting longer. In 90% of my games, it's obvious where things are going by about 0 AD, and if I'm behind, there is no clear way to come back (obviously this is mainly at the higher levels, where we all know you are toast most of the time - but still).
Gameplay II - I'd like there to be more real decision making - I find that way too much of my time is spent doing things that do not involve interesting choices. It's mostly pretty obvious what to do next, so it gets very mechanical - what build orders, tech orders come next, etc. I usually find it makes sense to build most everything possible (more or less) or at least use the same pattern for every city. And it usually makes sense to build nearly all possible techs, with only minor variations in the order from game to game, regardless of what civ I play. It seems to me that with CIV 2 I needed to put much more energy into considering alternative build/research strategy options - but maybe I was just younger and stupider then... Maybe there could at least be some differentiation interms of what city improvements/techs are available to different civs, or when they are?
Intelligence/espionage - as many have said, the spying aspect has been pretty much killed in CIV 3. I say bring it back! There ought to be ways to really make things interesting with spying, as I think it was in SMAC and CIV 2.
Levels - I think the system of levels now doesn't quite work - I can only really play decent games on about 2 of the levels - the others are either too easy or hard. How about levels that also differ in terms of things like complexity? maybe add some additional aspects as one works up the levels? There could even be a matrix of diffiulty with one axis like now and another with increased complexity. People would choose their game from the grid of options (if that makes any sense).
Enough for now. Overall I am rooting for the game to be well improved in its gameplay and AI - I'm hoping for much more than the kinds of little tweaks that seem to be mostly getting mentioned on these boards.