As an FYI, wargames have always historically given units a higher "strength" when on defense, because generally in warfare, defense is *vastly* easier to accomplish than offense, especially so since the end of the 18th century when defenders discarded the outdated notions of "honor" and began to actively use terrain to protect and hide themselves from an attacker while they did their best to make the attacker pay dearly for having exposed himself in the open. The only thing that can upset a well planned defense (aside from the usual culprits like incompetent generals or bad logistics) is for the attacker to have higher mobility and end up outflanking the defender's positions, so no, I don't agree with C4's use of one value for both, either, because *most* of the time they are *not* the same.
Also, as an aside about the "slugging it out" reference, that is absolutely the last thing any military commander wants. What an attacker wants is a superior if not an overwhelming advantage in firepower to allow the defender to be quickly killed to avoid friendly casualties. Since at least the 19th century or so, "slugfests" have always been avoided, although military or political mistakes, the fog of war, or the technology of the time would cause these "slugfests" to happen anyway. The point is, no military commander willing goes into a fight with only 1-1 combat odds, it is a weakness of the Civ games that they only model one-on-one unit combat, when in the real world "one-on-one" attacks are avoided like the plague. Google "combined arms theory". C3's "army" units was an attempt to alleviate this problem (multiple units in one "super unit" with the best unit chosen for the job at hand, attack or defense), but this is just one of the things they chose to leave out of C4.
As for C4 itself, I want to like it, I really do, but I ended up reinstalling C3C and RaR a little while ago because C4 is too light on features and too heavy on hardware requirements, IMHO, even with the latest 1.61 patch. The hardware requirements are very reasonable for an FPS shooter, but a turn-based strategy game? For small world games with a limited number of Civ's, its playable, and for the casual gamer, probably fun, but grognards yearning for huge worlds with 15+ AI opponents Civs will possibly/likely find themselves disappointed, as C4 just isn't stable enough to last deep into the late game before CTDs and inexplicable freezes and hangs,
which happen during your own turn when all you're doing is scrolling the map or mousing over things in the view to get information start to mount. Long delays while loading the game or waiting for the AI are not the issue for me, its the instability that creeps in later in the game that just kills my enthusiasm. It is extremely clear the designers did not have the "large world, many civs" folks in mind when they did this game even though they should have known from the C3 modding community that this was a popular goal for lots of players. Whether they chose to avoid catering to that group because their target was casual gamers who don't want units with lots of different capabilities or large empires to manage, or perhaps because their own testing revealed their game couldn't handle the load, I don't know, but their Huge world is smaller than C3C's Huge world, their standard game has fewer units than C3, and their "empire size limiting mechanism" by default kicks in at just 6 cities even on their huge map! Sure you can change this, and the modding capabilities are great with this game, but if you change the limiting mechanism to allow for larger empires, for now, at least, all I get is CTDs every 6-10 turns starting about the time firearms units show up. Sigh. Although there is a lot to like about C4 (I generally like the interface - the ability to choose my own zoom distance is the one thing I really miss with C3C), to me it still ends up being a step backwards from C3C+RaR.
Call me a glutton for punishment, but in my mind "Empires" don't deserve that name if all they've got is just 6 cities to their credit, so if I can't have games where I can potentially have many more cities than that, I'm just not interested. Yes, once you can generate more revenue from certain advances and buildings you can move beyond this limiting mechanism, but if you're also trying to slow the game down by modding the research speed you'll find 2 things. 1) there is a really odd period of time early on where there is plenty of available and valuable territory free for the taking nearby, but you just can't afford to found another city right now and amazingly C4
left out the concept of a colony/outpost. Now if it were up to me, and the choice was between pretty 3D graphics and useful features like colonies, I'd have ditched the 3D and kept all those features of C3 that they left out. 2) Also, I suspect that the AI is cheating some on this one, as they seem to be capable of much larger empires early on without any apparent penalty to their economy, or at least not to their research ability. Or I'm just a really bad player!
The end result is vast stretches of land known to everyone on the continent that is left unoccupied until someone starts building markets/grociers to improve their income. If the limiting mechanism were more gradual it would still be ok, but its like a brick wall you hit at 8-10 cities, that then normally goes away completely once you've boosted your income by 50% or so with a couple of buildings. In a normal (fast) game this is probably not an issue, but if slowing the game speed down is also a goal (and its a popular one as well based on C4 forum discussions - and their addition of the "Marathon" game speed in one of the early patches) then that limiting mechanism sticks out like an ugly, sore thumb.
Maybe they'll fix the instability problems eventually in a patch down the road, but given the steep resources needed by the game, which appear to rise exponentially as the world size and number of AI civs increase, I'm not going to hold my breath. This game will probably never be able to handle "large worlds, many civs" scenarios, unless they did something unlikely like include a vastly simpler 2D interface option in a future patch to avoid the horsepower and memory requirements of all the 3D processing it now does. Note: having the graphics horsepower still doesn't save you from the problem of the main memory requirements being massive (to store and manipulate all that graphics data that 3D requires), which at the moment is exacerbated by apparent memory leaks or other memory management problems that render the game unstable once a lot of things are going on in the visible-to-the-player world.
FWIW, and sorry for the length, scrolling up, I now see this post got way out of hand.
