CIV2-VS-CIV3 Looking for opinions!

Alexnm said:
This might bother you, but it is not like if Civ 3 was some RTS game where you need speedy reflexes... ;)
Oops, sorry! I thought Civ3 was a Doom-like... ;)
 
morchuflex said:
Of course, the ability to copy and paste building queues is nice, but I don't use it too much because you can't always tell what you'll be doing in 20 turns... I would rather have the ability to give building orders to all cities at the same time, such as: start building a factory in every city.

I like this idea, but I want slightly more control. I want to be able to say:

All cities with one or more unhappy citizens switch production to building a temple now.

All cities containing 0 units build a defensive unit.

All cities which produce more than X trade begin building a library when they complete whatever they are building now.

And so on. A heirarchical list of Building Rules, much like e-mail filtering rules, would be very useful.

(And if we could extend it to automated workers, that would be great! I'd pretty much always "Clear all jungle adjacent to cities" and "Build mines on hills inside city boundaries" and a few more things like that.)


Right now, I use the "Load Queue" feature and then modify the list to be relevant for any given city, but then I have to keep track of what's going on, because the city may have grown at a different rate than I expected, or been attacked, or whatever.
 
applied said:
I like this idea, but I want slightly more control. I want to be able to say:

All cities with one or more unhappy citizens switch production to building a temple now.

All cities containing 0 units build a defensive unit.

All cities which produce more than X trade begin building a library when they complete whatever they are building now.

And so on. A heirarchical list of Building Rules, much like e-mail filtering rules, would be very useful.

(And if we could extend it to automated workers, that would be great! I'd pretty much always "Clear all jungle adjacent to cities" and "Build mines on hills inside city boundaries" and a few more things like that.)


Right now, I use the "Load Queue" feature and then modify the list to be relevant for any given city, but then I have to keep track of what's going on, because the city may have grown at a different rate than I expected, or been attacked, or whatever.

The idea is very interesting, but I think its implementation would be somehow problematic.

Take your first example, for instance. "All cities with one or more unhappy citizens switch production to building a temple now." Maybe not all cities in that condition should switch production, I may want one or more of those cities to finish what it is building and only then to build a temple.

The beauty in Civ is how dynamic the game can be.
 
I am currently playing both CIV2 and C3C games. CIV2 (and especially its space-based improvement, SMAK) was my favorite game of all-time, but now I find:

The AI is ridiculously incompetent

The battle system is illogical (stack death, ZOC).

The game is way too easy.

I win about 60% of all-random Emperor starts on C3C and about 25% of Demi starts.

I don't know the last time I lost on CIV2 Diety.

The greatest other improvements, I think, are the role of culture (including flips; you just have to plan and deal with it!) and the way that UUs, GAs, levels of aggression, starting techs, and characteristics actually make each civilization play and act differently.
 
CDR Warren said:
I am currently playing both CIV2 and C3C games. CIV2 (and especially its space-based improvement, SMAK) was my favorite game of all-time, but now I find:

The AI is ridiculously incompetent

The battle system is illogical (stack death, ZOC).

The game is way too easy.

I win about 60% of all-random Emperor starts on C3C and about 25% of Demi starts.

I don't know the last time I lost on CIV2 Diety.

The greatest other improvements, I think, are the role of culture (including flips; you just have to plan and deal with it!) and the way that UUs, GAs, levels of aggression, starting techs, and characteristics actually make each civilization play and act differently.

Then of course there is that lousy 'skater' animation of battles in CIV2. CIV3 is much more vibrant with characters that actually move, even when they're not fighting. This pretty much offsets the CIV2 advantage of the wonder movies. I don't think it makes up for the KING, or the other advisors, as it's always fun to see at least some of the reactions of even the least favorite advisor. Thing is though, the advisors become pretty much phased out of your mind after continual play, but the CIV3 animated units are essential to giving the game more of a life, and don't require a special window to see their contributions to the work.
 
The entire Civ3 interface is far superior to Civ2:

- A Goto command that actually works and shows you the path your unit will take
- Screen scrolls with the mouse
- Moving/fortifying/waking units in a stack
- You can actually see all the units when there are more than 8 in a stack
- Workers can build roads/rails from one point to another
- Can set rally points to set up for your invasion
- Main map shows what each city is building and when it will be done
- Main map shows which cities have harbors, barracks, airports and celebrations
- No more losing air units due to bad counting or fumble fingering
 
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