Civilization II: A Critical Analysis Of Flawed Game Design

Zhoragh

Chieftain
Joined
Oct 22, 2007
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Winnipeg
My purpose with this essay is to bring out what I believe to be some design flaws within the game of Civilization II, that limit the ability of players to play it in a truly flavorful. Limitations of the game’s design that could have been easily solved (and still can be easily solved) provide a much better use of decision-making within the game; without such, what game is there? Stagnancy is not a worthwhile part of any game; if no thought is put into it, and only the “greatest tactic” is ever put to use, then where is the true use of cunning that should be a part of any strategy game? There is no escape as it is now. These are the things I will elaborate on, and while it is quite long, I have attempted to provide evidence for everything I say so that you can follow along with my suggestions when I make them. Nothing stops you from just finding them in the text and seeing what they are, but I wouldn’t expect you to just accept them flat-out without an explanation. If you are interested in what I have to say, do take the time to read it, even if the only thing you end up doing is giving good evidence back to me showing why my reasoning is wrong. Discussion and disputation is always a good thing.



1. The City Walls Problem

I would like to begin by overviewing the common game of Civilization 2. First I will look at it from the perspective of playing against computers, and then against humans. I will focus only on the gameplay relevant to city use and capture unless I have something else to say that is relevant.
So, a common game against computers, usually pretty simple. One builds fortresses in key places to block off enemy traffic, city walls are built in one’s cities to prevent the computer from ever taking any, some military progress may be made by the human early on, however once we reach the mid-game, the tendency is to tech heavily until late-game techs where the units such as howitzers and armor show up. At this point our military can defeat enemy cities and take over the map with ease. Of course, many games won’t run like this because there’s various ways to play - however, observation over alot of cases, and the general ease at which this particular system works, shows that it is certainly dominant among players.

EDIT: Insert - Terrapin has rightly pointed out that most players don't build City Walls in all their cities, and I have to assume he has said this to me because I didn't make this explicitly clear. My assumption is *NOT* that players build City Walls in every single city they have. Building City Walls in places that aren't threatened is of course a use of resources that could have served a better purpose. My focus here is only the placement of City Walls in critical areas where they are indisputably useful.

You probably already know why this system is the way it is, but let’s review it, anyways. City Walls triple a defender’s defence strength. Early in the game, the strongest unit available is the catapult, and the best defensive-strength unit has a value of 2. The veteran catapult will have a total attack of 9, whereas the defender with city walls will have a defence of 6, before veteran status is accounted for. The catapult, then, can attack and successfully take cities, but not without some effort. Early game, when dealing with city walls, this will be the best way one has of dealing with them (there are other ways, of course, but I will talk about those later). The problem, of course, is that early game doesn’t last very long.
At the second stage of the game, as some people have rightly pointed out, taking a city becomes virtually impossible. Musketeers are part of the problem, but it really kicks in at Riflemen, and especially Alpine Troops. Our unit of power at this stage is the Cavalry or the Cannon, both with strength 8, 12 at veteran status. A Rifleman behind a city wall will have 12 defence before veteran status is even accounted for. In this case, the defender unquestionably has the defensive advantage. This is usually the rationale for teching greatly at this point: First, the computer can’t take your cities for the same reason you can’t take his, and so you hardly need to worry about an invasion, and secondly, if you can’t take his cities, you have nothing better to do. Thus, one of the following strategies ends up being used if one wants to start dominating the planet.

1. Use of diplomats/spies to take out city walls. Of course, spies are going to do this more effectively than diplomats (if you can say that diplomats do this effectively at all), and it usually doesn’t take long for a spy to succeed, and so certainly this will open up the field for invasion. However, the technology for Tactics and the technology for spies are almost entirely distinct from one another, so “teching” is required for this method to succeed.
2. Use of Armor and Howitzers, but mostly Howitzers. Howitzers ignore city walls, and hence, eliminate any problem of defeating the defenders. But even more than the first scenario, much teching is required to achieve these, and so once again we’re on our route of defensive teching again.
3. Shore bombardment from powerful vessels. In particular, one can only talk about Battleships for this, because Coastal Fortresses will make quick work of Cruisers. Even with Battleships, bringing down coastal cities with Fortresses is tedious and can take a bit of time to undo, especially when the computer player is reinforcing the city with forces because of railroads. You need a number of Battleships to pull this off in one turn and get it over with. However, once again, Battleships isn’t the simplest of techs: teching is required. Also, this method gives no indication of what you are to do for inland cities.
4. Just bribe places. No tech needed, but lots of money needed. But tech tends to help get money. On the other hand, Democracies can’t be bribed, and given my setup of the standard teching game, your human opponent will be a Democracy, so this isn’t going to work.
5. The final option is, of course, just to attack with an obscene amount of units and overwhelm the target city. This technically requires no teching, but instead requires a painful amount of production to pull off. I think the general consensus is that teching is just plain a better way to go.

The game then usually ends in some massive, singular use of one or a combination of these. Or just simply spaceship. Certainly, the high scores of many posted players prove that this is the case of how things work: the power graphs for opponents of the winner in question usually only converge to zero starting at some point around the 1900’s, sometimes earlier, sometimes later.
So, to recap, what we have is: early game general play (expansion, defence, and so on), mid-game teching, and end-game mass assault. In other words, the so-called amazing game of Civilization 2 seems, to me, to be horrible stale, uninteresting, and leaves no room for real thought for gameplay, because players are being forcefully guided by certain circumstances in the game to play in a certain way in order to win.
I will briefly overview human VS human play here as well. While on the one hand we can abuse the computers in one way, of course, another human won’t let us do quite the same thing. I hope that most of us are attuned to the quite normal strategy of landing a settler on your enemy’s island, building a city, and immediately speedbuilding City Walls with a few defensive forces. This can be quite a pain (but, mind you, a sabotage by a diplomat always works perfectly in this situation). Unlike when humans play against computers, humans playing against humans have a certain “competition” in mind. We play against computers to have fun, make the highest score, and so on. In playing against a human opponent, we’ll take the game with a higher degree of seriousness, and the “highest score” takes a back seat. What is also unlike the fight against a computer player is that we know fairly well when one side has won and the other has lost. The stronger of the two may not be able to take any cities at a particular time, but I sincerely doubt any of us would think that the stronger of the two would not eventually win, all other things being equal. The bigger empire will tech to Howitzers first - or whatever you like, and end it. Other things I’ve seen myself, and have done to others, simply involve not attacking a city, but rather, simply surrounding the enemy cities and preventing them from using their surrounding squares, and then just waiting the game out.
Someone might say to me, “Well, what’s the problem?” That is, one person wins, and one doesn’t, right? Well, it seems to me that that’s not all there is to it. Let’s back up a moment and take another look at competitive gaming. What are some of the things that people expect when they’re playing? Namely, things like anticipation of things to come, thwarting your enemy by deceit, good use of battle tactics, and certainly, the assumption that the guy in the back isn’t doomed when he is behind. What I am not claiming is that Civilization 2 is lacking these, but I will claim that there is a problem, and here it is.
Tell me, what real strategy is there in being forced to play a game in particular way, lest you lose? You must build city walls, you must expand in a particular way, and you virtually must tech at a certain point in the game to progress. I’m sorry to say it to you, but this doesn’t sound like much of a game to me. Any important use of
decision-making has vanished with the structure of the game, and you can tell this is so by just looking at the experience you get from playing it many times. What is one of the things to expect from a game where you seem to be losing, or your opponent seems to be winning? Many people would contend that it is honorable for the loser to stay and play to allow his opponent to gain his victory fairly, that surrendering defeats the point of the game somehow. I can sympathize with this, let’s take a look. First, the loser can use that time which he is busy getting beaten into submission to learn new things, decipher his opponent’s disposition of strategy, and so on. On the other hand, the winner can feel like he has truly won and accomplished the “entire” game, and can practice playing through the game in an offensive manner. All these things must be practiced.
However, Civilization 2 leaves virtually no room for this. We can say, fairly, at some point, that one side has won. However, there is no means by which the winner can win quickly. Is one to wait 50 turns simply to have the right to do something to one’s opponent? This just seems boring. Our alternative, is of course, to surrender. But when waits are as long as this only to come to what we think is a foregone conclusion, we can end up with the standard jackass of an opponent deciding what our game is going to be for us. We’ve all heard about the guy who is losing making a comeback and winning. I once played a game and did exactly this, and I’ve had it done to me. On the other hand, I’ve played a game where it seemed I was losing, and my opponent wanted me to surrender. I didn’t think I was done for, yet, a comeback could be possible, and respectfully declined and kept playing. My opponent, with time, simply got angry with me, declared himself the winner, and quit. When a game gets as stale as this, that we cannot make any judgments at all on what the future rounds of the game may be like, there is a problem.

But, there is a solution to the problem. And what’s really neat is, it’s unimaginably simple. It hardly takes two lines to solve the problem. First, I will state what it is, and if you think it’s crazy, there’s plenty of rationale that shows it makes perfect sense. And the result of the change is indeed a game with much more flavor.

Change 1: Catapults, Cannons, and Artillery ignore City Walls.
Change 2: City Walls cost 250P to build, maintenance cost of 1.

I earlier mentioned that two of the methods of defeating an enemy city are to, first, overwhelm it, or secondly, surround it with forces and make it essentially useless. If we’re to ignore the units above, can we say that this makes sense? We can say that it can. What can City Walls do for us? Obviously, it prevents stuff from getting in. Ranged weapons, such as arrows, and rifles, if they do get over the wall, don’t necessarily hit anything. Need we be reminded of what happened at the end of the war of 1812 (I think this is the right war…)? The British came to help, made an attack, and lost a massive amount of troops, whereas the American defenders lost around 10 soldiers. Having something to block incoming crap, without question, increases your chances of surviving. However, Civilization 2, which is supposed to be a game based on history, mysteriously misses the ballpark completely when it comes to Catapults, Cannons, and Artillery.
Let us investigate why a Catapult should be able to win a battle against some unit inside a city defended by City Walls. Historically, catapults were used, mostly, for destroying such obstacles, and not so much for troop-killing, although the killing of troops was the end result. Even if our intention isn’t to hit the wall, a catapult lobs its fiery boulder…over the wall! The boulder is big, and it smashes things. It isn’t like a gun that shoots straight at the target, it can avoid the wall completely, and kill the thing that’s behind it. Or in other words, it seems obvious that it negates City Walls. Same so with Cannons and Artillery. Thus, the Catapult wins the day against the defended city. One could argue, of course, that the army inside the city, could exit the city to attack the catapult as it got in range - but this would imply exiting the city walls, and thus making said army vulnerable to attack, and hence, losing. Civilization 2 has no feature to represent this properly, but it would be properly represented by the catapult attacking and winning the combat.
Properly done, of course, in Civilization 2 our goal would be to defend our Catapults, Cannons, and Artillery, so they can reach the destination city. However, it is not necessary for us to be next to the city: without the city walls bonus, 2/3rds strength on one of these units is often enough to defeat the defenders in a city. That is - you can sit away a square, possibly in a fortress, or possibly unnoticed, and make your attack.
On a different note of bad game design, consider the Cannon and Cavalry. Cannon, without the negate city walls bonus, has the same attack as the Cavalry. But the Cavalry moves faster and has higher defence. What on earth would be the point of building a Cannon unless it had the negate city walls bonus? There doesn’t seem to be any. The feature of negate city walls on Catapults, Cannons, and Artillery, just seems to be an overlooked feature in the game. It makes no sense that it was not included.

Now, on to the second claim, that City Walls cost should be increased. As you can see, its cost is the same as that as a small Wonder now. But is this unreasonable? Consider City Walls and a Bank. A Bank is a structure in a city. City Walls are built of stone (or whatever), and encompass the entire city. While on the one hand many real civilizations have made massive creations in short amounts of time (this is indeed what the speedbuild option is for), that doesn’t mean that their projects were any small work. City Walls are big projects. And in the game, they provide an incredible bonus: they make the city virtually immune to non-siege units. Why shouldn’t you pay a large sum for them? A single building ends up regulating your opponent’s entire military structure. This is NOT a small deal. Furthermore, something of that size does require maintenance. Rocks may not break down as fast as the materials of a Bank, but it would be a big stretch to say that they require no maintenance whatsoever. 1 is fair.
What are the results of this change? First, obviously, being a big project, City Walls would not be something to be taken lightly. The city building the structure would be essentially disabled for a while, so the construction must be worth it. Border cities would be the place to put it, as well as any places of importance outside the borders. Not manipulating construction of these properly would cause you to lag behind in the game because you could be doing better things. Furthermore, speedbuilding City Walls in new places makes sense as well. Tell me, when the new city of size 1 grows to size 2, and 3, and so on, does the wall simply inflate in size instantly, without any work done at all? No! This makes no sense. If you’re building a wall, you build it to protect what you intend it to protect. Civilization 2 has no option for prevent city growth if you wall off the city: we normally call this the Fortress improvement. If you’re going to sideswipe the Fortress issue in an area and you want something stronger, which, not to mention, can also produce forces and heal them, you should most certainly be paying a hefty price for its construction.

The last change I’ve made regarding this topic is to the Coastal Fortress, the price which I’ve set to 400 production points. Perhaps a bit much, but upon playing and testing with it, it seems alot more fair than the former value, which makes shore bombardment near-useless.

To sum up: The results of the changes are quite clear. The game does not need to be stale. You can tech if you want, you can be a military aggressor. What is important is that with these simple changes, you can be vulnerable at any point in the game, you need to keep your eye on the ball, because expansion alone won’t necessarily help you if your opponent’s expansion strategy is that of taking your cities. If there’s anything to point out, though, it’s that there’s no reason to cave in to how a game is set up, play it as it is, and live with it. There is a proper way of game design, and CivII’s original design hasn’t lived up to that. Fortunately, there’s a scenario editor that can be used to fix the problem, and the game’s far more interesting since I did.
 
2. Grasslands And Hills​

The second issue I would like to bring up is that of the use of terrain. I will begin my analysis with the end-game, and then work my way back towards the early game. For my analysis, I will make a single assumption that cities in question have no special resources. Any other assumptions I will make as I go along.
It appears, upon inspection, that in the late game, when railroads, farmland, and transformation are available, the “completely finished” city will take one of three forms. Not all players, of course, will use all of these forms, but from reading what various people have written, it seems that the preferences of players seems to be varied. The three forms are roughly as follows.

1. Production City. This kind of city can be either in-land or coastal, but the main concern is to have as much land squares for use as possible. Its sole purpose is to produce units as quickly as possible. A player will of course, want to take as much advantage of squares surrounding the city as possible, but since production is to be maximized, using any more food than needed would be inefficient. The goal, then, is for the city to have no more and no less than 20 population points. The best way to do this would be as follows, I’ll use a completely in-land city as an example. The city requires 40 food to maintain its 20 population. The city would be built on grassland (4 food, 1 production), 6 outside squares of grasslands with shields (24 food), and 14 hills squares (14 food). Obviously, we have a surplus of 2 food, but if we took away a grassland and added another hill, we’d have a deficit of 1. We’ll prefer the surplus. Why the setup I’ve selected? Let’s take a look.
First, there’s usually plenty of grassland shield squares around a city. I’ve experimented by transforming squares numerous times just to see what happens, and of 20 squares, usually something around half will be grassland shields. Clearly, a grassland shield square is better than one without, so we’ll take one of those. Secondly, grasslands provide the most food - more than plains, so we’ll take that. Finally, hills with mining will provide the most production power, and so that is our final addition to the equation. We have no use for plains or forests in this situation.
A thing to keep in mind: since we’re talking about a production city, its trade is low, and hence it has no real use for trade-particular buildings. Science buildings will be of little meaning, whereas the only need for marketplaces, banks, and stock exchanges is to deter unhappy people that will be growing within the city (an entertainer is what that 21st population point can be used for.
Another thing to keep in mind: I’m being particularly generous about this setup. If you can counter the unhappiness in whatever way, there’s nothing preventing you from having some caravans bring in food supplies from other cities so you can use even more hills!
2. Research Colony/Monetary Facility. This city’s purpose is simply to produce as much trade as possible, and when that is done, make use of as many scientists/tax collectors as possible. There’s a point at which you can’t add any more tax collectors or scientists and the rest of this population is forced to be entertainers (at least, that’s what my game forces me to do - someone else tell me if their experience is different), but I cannot recall at what point this population limit is. Regardless, this is the goal: Have a food surplus such that you can reach that population limit, but not go over it. When I say to not go over it, I mean that if you have a choice of a non-shield grassland or a plains, take the plains for that extra shield point. That or a water square, of course. I think the limit for converted population into scientists/collectors is around 32, but regardless - this is a side issue. This particular city will produce massive trade, and hence, you’ll want every building that demands the use of trade inside it. Low production will mean you’ll need to speedbuild some buildings, but this is fine. Once you add all your scientists and tax collectors, your city will make an incredible amount of money and science. I must not stress this enough, the point of this city is to make as much trade as possible, so there is no reason to have hills in it, every square must be producing at least one trade. With that you will have this power colony. Once it is done making the necessary buildings, it can work on other things, providing transports for your empire, for example.
3. Power City. This city’s intention is to outright make the best use of every square you can. This city will produce less trade that the research colony, and less production than the production city, but its combined use of both will exceed both of the other city types put together. The method for producing this kind of city is simple, unless bad luck is against you. Look at a grassland square. If it has a shield, leave it alone. If it doesn’t, turn it into hills. The result is a city with very good production, more than 20 population that can add extra to income or science, with decent trade.

So what’s the problem with this picture?

It’s very similar to my first topic: stagnancy. Look at the terrain types that are being used for the processes. Grasslands and hills. Grasslands and hills. Grasslands and hills. There’s nothing more to it, because grasslands and hills are outright superior to your alternatives.

At this point, we can add in special resources as well. What do I mean by this? Well, let’s take the Pheasant for example. 3 food, 2 shields. Buffalo? Early game, 2 shields, 3 production, 1 trade. But come late game, farmland can make that 3 food, and so the Buffalo outright outperforms the Pheasant in every category (I’m assuming everyone knows that you can irrigate a Pheasant square to turn it into a Buffalo…).

Another point of interest, now that I’ve covered the former, is how we often play early on in the game. Hills are nice for production, grasslands help a city grow, and special resources are, of course, always nice. But many of our choices, if not primarily relying on the special resources, often seem to rely secondarily on, yes, grassland shield squares. Why? They’re the most efficient thing you can have. A city built in an area with nothing but grasslands will often have at least 8 such shield squares, and quite truthfully, a city growing at this great rate from grasslands, while also benefitting from one production for each square, is nothing to be laughed at! When we hit the aqueduct limit of 8, or the sewer system limit of 12, we probably will, of course, take some population off these grassland squares and move them to squares of greater production value because the city can grow no more, but wait! Hills and forests don’t produce trade, and while it may be the best, 9 or 13 production is nothing to laugh at early in the game! If we have need for science or income, simply maintaining the use of all these grasslands squares won’t hurt us. If we need production (for Wonder building or otherwise), we can easily move population off of these squares. But, even if we do, the squares we haven’t moved population off of are still making a production each. This is quite strong.

I hope you can guess by this point what my criticism of the game design in this area is. Once again, the change that seems necessary is quite simple, and - possibly even more so than my last argument - this change makes gameplay unimaginably more interesting. So here it is.

Grasslands are always grasslands. Shield squares give no added bonus.

What are the consequences of this? Well, let’s take a look. First off, I don’t see many shields in the grass when I look around the area here in Manitoba…
But more to the point, let’s start off early game. Early game we’ll basically have 3 “normal” types of terrain: grasslands, plains, and forests. We’ll assume that any other terrain doesn’t exist for now. What are grasslands for? Increasing population! As you well know, a city depending on plains alone will always have a food surplus of 2, and this is fine in the beginning, but as the city gets bigger, that surplus of 2 just doesn’t fill up your box fast enough, unless you use the Democracy or Republic speed growth. The job of grasslands, in this new situation, is to make your city GROW. Forests, on the other hand, will have the purpose of highest production while your city is growing. If you build your city on a grassland, you’ll still get a single production from that - don’t worry. However, if your city is relying exclusively on grasslands, you’re not going to be able to build anything with only one production. A couple population points will have to be diverted to forests, that you can convert with settlers. Only a couple will increase that production to 5, and plenty of grasslands will help your city grow. The purpose of Forest is to build those essential things early on while continuing to let your city grow. Finally, plains have the property of regularity, these are what you use when your population reaches 8 or 12 and you don’t have aqueducts or sewer systems. Why? A short investigation will show that plains are best. Suppose you have 8 population, you can have a grassland for each forest. A grassland is 3, a forest is 1, for a total of 4 food, 2 production from the forest, and 1 trade from the grassland. However, 2 plains will also produce 4 food, also produce 2 production, but produce 2 trade instead. Lots of plains will maximize trade and production while keeping your city’s food supply stable. Of course, you’ll have a couple surplus food units - you can choose to continue producing that extra trade, or more likely, divert it to production.
Once we put the random hills that the game starts out with into the picture, as well as starting resources, you can design a very specific strategy with which to use the various terrain types. I don’t mean to suggest that there wasn’t ever any - indeed, with shield grasslands, if we need more production, we need more production, we’ll use a forest. The fact of the matter is that the shield grasslands are so powerful, that they are guiding our decisions. We don’t need to think once we’ve realized that these squares are all-powerful. Take this bonus away from them, and then we are putting our thought to use to make the best use of the game. It should not be the other way around!
Finally, we can look at what all these considerations mean later in the game. Grasslands? Once again, they provide the most food. Hills? Once again, they provide the most production. But unlike the early game, using a combination of grasslands and hills WILL be superior to only plains as far as production is concerned, but once again, we’ll lack the additional trade. If we want a more “regular”-type city, we may find ourselves using a great number of plains to provide for us, because (as you can see), grasslands will provide 4 food, 1 trade, and plains will provide 3 food, 1 production, 1 trade. We can build a city in a variety of ways and customize it very specifically. With this new scenario, we will be the ones that decide what the best terrain setup is, the game will not tell us.
One thing to make a note of. If you want to experiment with this new setup with computer players, you must go into the effects editor for terrain and change the AI response for modifying terrains. That is, in the normal version of the game, the computer will never change a grassland or a plains into a forest, but the computer will be totally doomed if it doesn’t. I don’t remember which ones I changed and which I didn’t, but this is how I have it set up right now.

Desert: Irrigation; Republic, Mining; Communism
Plains: Irrigation and Mining; Despotism
Grassland: Irrigation; Monarchy, Mining; Despotism
Forest: Irrigation; Monarchy
Hills: Irrigation; never, Mining; Despotism
Mountains: Mining; Republic
Tundra: Irrigation: Despotism
Glacier: Mining; Communism
Swamp: Irrigation and Mining; Despotism
Jungle: Irrigation and Mining; Despotism


As a follow-up to the grasslands argument, recall that I mentioned Pheasants becoming obsolete later in the game? What I’ve done in my at-home scenario is changed a number of the special resources in such a way that each one that is transformable between two different forms (that is, say, Pheasant and Buffalo) has its own distinct advantages and disadvantages. What I’ve also done is set things up such that, for unattainable special-types by means of terrain modification (that is, ones that can only ever come up naturally: on tundra, glacier, desert, jungle, swamp, and mountains) are in general more powerful than their “modifiable” terrain-type counterparts.

For example, the simple change I’ve made for Pheasant is giving it +1 trade. Any terrain already making a trade gets another trade when you put a road on it, so the Pheasant eventually can produce 3 food, 3 shields, 2 trade, whereas the Buffalo would max out at 3 food, 4 shields, 1 trade. The two are then, in some sense, “even”, each with their own distinct advantage. Following is a list of the changes I’ve made to special resources. I should note that this list isn’t complete, I’m still experimenting with the best way to set them all up. You may think some of these rather insane. I’ll include a brief explanation with each one to support my reasoning.

Silk: 1 food, 2 shields, 4 trade
Rationale: Silk can be converted to grassland, and then into Wine, which would be outright superior in every way. Besides, the game needs more strong trade options in the early game, anyways.

Wine: 1 food, 0 shields, 3 trade
Thought I screwed up on that last one? Not quite. This is the only one I weaken, Hills are plenty strong already.

Spice: 3 food, 0 shields, 5 trade
Rationale: Needed a bit of a boost. Can be turned into Silk for superior shields, but at the sacrifice of food.

Peat: 1 food, 5 shields, 0 trade
It’s now identical to Coal with mining, except you don’t need to put any work into it until Railroad. Previously, you could eventually transform this into Coal for a better production.

Fruit: 5 food, 0 shields, 2 trade
It can be changed into Wheat with farmland for a superior food value and a production. The trade value (which will increase to 3 with a road) might make you want to keep it.

Gems: 1 food, 0 shields, 7 trade
Nice and strong now, worth their value.

Glacier And Desert Oil: 0 food, 4 shields, 1 trade
The closest two things these can be changed into are Wheat, Silk, and Wine, but none of these will provide the level of production that the Oil does. If you do make the change, you’re doing it for the food or the trade.

Furs: 2 food, 0 shields, 6 trade
Surely nobody can dispute the incredible fur trade. It can be transformed down to provide superior food or shields, but not trade.

Oasis: 4 food, 1 shield, 0 trade
This change effectively makes this the strongest food-producing thing in the game. You can opt to irrigate with farmland for 7 food, or mine and railroad for 3 production. Alternatives to this involve an increase in production.

Musk Ox: 3 food, 2 shields, 1 trade
Decent production of everything. Boiling it down will be for the yield of greater production.

Ivory: 1 food, 1 shield, 8 trade
Given that this is usually never accessible…but regardless, any alternatives to it are for an increase in food or production.

Gold: 0 food, 1 shield, 9 trade
The king of trade, but at a distinct lack of food. Alternatives to it will increase food or production.

Iron: 0 food, 5 production, 0 trade
King of production power.


With all these changes I hope you can see what I’m doing. I’ve replaced the former setup, which was; If I can transform the terrain into one that is superior in all respects, then that is what I will do. You cannot do that any longer. Rather, you can make choices for what kind of resource setup you want based on the city. But remember! Certain special resources can’t be reclaimed, so decide well.
Any special resources not mentioned are ones I haven’t changed. The only one I’m reasonably undecided about is Fish - whether they should be 3 or 4 food, but for now I’m leaving it at 3. Try playing the game with these changes, and see how your gameplay is different. You might be surprised.


What has preceded is what I believe to be critical design flaws in the game. The first just makes the game a pain to play, the second makes the game one of calculation and not one of true tactical thought. For these things I’ve said, I would greatly appreciate feedback (well, obviously, that’s why I’m posting here…). Is my reasoning flawed? Am I missing a beat? Or are there things I’ve missed and should have included? Or might you think that I am correct, but my solutions are poor? Or do you think I’m on track? These are things I hope you might comment on.
What follows now is a bunch of various thoughts and changes I’ve made, none of which I’ll cover in the same detail as I’ve done previously. Some I feel are necessary, some are just suggestions of things to do that might make the game interesting (I’ll make a note of which is which as I go through). Take note that this list of junk is entirely incomplete because I haven’t gone through all the imaginable things that certainly need to be tested. As an example, surely people will agree with me that the costs of some wonders need to be changed, but by how much? Some units need to be changed in strength, but by how much? These are some of the things I experiment with in the following - and final, section.


3. Miscellaneous Junk​

1. Defensive unit fiddling. We usually put both defensive and offensive units in a city for a reason, but it seems that Riflemen and up tend to be “extras” in this regime. They do extra offensive defence a bit too well. Consider, for example, what happens when a troupe of people with guns go to attack somewhere. When they are moving to their target, they need to stand to get there in any reasonable amount of time, or crouch and walk awkwardly. Regardless of which it is, it’ll make them more vulnerable than if they were to be attacked and just crouch down in the grass and start firing (this is distinct from Fortifying such that a Fortification implies that the units are digging up the ground, taking tactical formation, and so on. But not revealing yourselves is still better than moving towards a target and being easily seen). It also makes better sense from the game’s perspective, so I’ve modified these units to these attack/defence values…Musketeers 2/3, Riflemen 3/4, Alpine Troops 4/5, Mech. Inf. 5/6. Still experimenting…I’m thinking that the Mech. Inf. change may be unnecessary.
2. Changed one of the prerequisites for Fundamentalism from Monotheism to Theology. I could be wrong about this, but it seems to me that Fundamentalist theory was contesting Theological grounds, and not the idea of Monotheism itself. On the other side of the coin, from the game’s perspective, this gives players a reason to actually research Theology after the Cathedral has been built. Normally we just ignore this tech once the wonder is finished.
3. Archers expire at Iron Working, and Legions are reduced to the cost of Archers. Rationale: Ever had Iron Working and Chivalry at the same time? Who on earth would build a Legion when they can build a Knight for the same price? It’s pointless.
4. Various changes to the build costs of Wonders. I won’t bother to elaborate on this one for now, what I think are needed changes are ones I haven’t completed, yet, but if you understand the methodology I’ve been using to come up with game changes so far, then I’m sure you can pick out what wonders are strong or weak and why they would need a price change.

And changes I just like for myself, that seem less necessary…

1. I’ve started experimenting with increasing the tech paradigm, that is, increasing the number will make researches take longer. I’ve set it to 30 instead of 10. The reason I’ve done this is because it makes each stage of the game longer, and you can do more with it. That, and it seems silly that sometimes you’ll try to transport a force across to sea, only to find out that the time you took to get there was enough for your army to be obsolete. But on a different note, once again, this allows time to have wars and use more of each stage of the game. Keep in mind, though, that if you do this, there won’t be any time to do anything meaningful by the normal end date of the game, so you’ll have to increase its duration. I usually just give an endless amount of turns because I find it fun to take as long as one needs, playing through a game is just more interesting to me (and, apparently, my friends who have played this with me). And before you say “well that’s not very historical…technology doesn’t advance in our world at that rate”, to which I’ll reply, how historical is it that a battleship only crosses such a small area in an entire year? Real armies can go around the world more than once in a year if aided by a vehicle, so the setup here is crap. And as for technology, yes, in the last 100 years, we’ve had an amazing technological runaway, and though our tanks are much better than they were at the end of the first world war, they are, essentially, still tanks.
2. I increased all ship speeds by 1. Just seemed they should move faster…
3. Ever wondered about Destroyers and Cruisers? For not much more than a Destroyer, you get a unit that’s 50% stronger, and only moves a single square less fast. The amount of things Destroyers can do once Cruisers enter the game is fairly limited, and the difference in cost just doesn’t reflect the difference in usefulness. Destroyers can chase transports down…but of course, only if a Cruiser isn’t sitting on top of one, which I’m sure most players would gladly be doing.
4. Turned off tech capture upon city conquering. First, it makes no sense to grab whatever tech you want without the prerequisites, secondly, a diplomat per city is far more than enough to grab a LOT of tech. Taking techs when capturing a city just isn’t necessary. Finally, it’s just plain silly that a city that gets captured back and forth by both sides has them exchanging techs like they were allied. This is just stupid.
5. I’ve replaced the standard AI with the WWII AI. I haven’t used it enough to tell for sure what the differences are supposed to be, but it at least seems harder. Could be my imagination, though.
6. I reduced Palace cost to 40 shields. Seems easier on the computers and changing capitals is a pain, anyways.
7. I changed other stuff, too, but I don’t recall what they are at this time.



At this point, I guess I’ll wrap it up, then. I’d like to conclude by asking, have any of you ever played Strategic Conquest or Empire Deluxe? I’m not suggesting you play these (Civilization II is better), but I’d like to use them as an example for something. In Strat Con, for example, Battleships take 20 turns, all the time. It is not that I want our battleships to take 20 turns, but there is something good about the concept of units taking a while. What often happens in long games with other human players? We have some hundreds of units on an island wandering around, with huge walls of forces, it takes painfully long for our turns to end, and breaking a wall is sometimes virtually impossible, because there’s ALWAYS more stuff to follow up as reinforcements. I’ve never really understood games that double production and unit speed in human multiplayer for this reason. If anything, the production speeds should be halved! And there’s no reason to increase speed. The whole point of the game is to pit the strategy and tactics of one player against those of another, and the increases of speed and production speed seem only detrimental to this idea. Consider also, while in our modern world we can build things like Tanks bloody fast, I think it is highly erroneous to say that the development of a Tank is as small a difference in number as is the difference between a Tank and a Cavalry in Civilization II. With a manufacturing plant, there’s nothing wrong with producing a tank in 1 turn. But to say that a Tank costs only 33% more to produce than a unit of Cavalry seems…far from correct. That is to say, my the next thing I might write on would be how to differentiate the costs correctly between units, because the change from one tech type to another is missing a big beat. Should we not be hoping to break an opponent’s defences, and use what we have to their greatest potential, rather than just massing units in impossible numbers to keep the game going? A computer player may be stupid, but even a computer player can defend against an onslaught if it has hundreds of units. This concept is just silly, and more work needs to be done if we need to make the best use of players’ abilities in the game, so it does not become stale with time.
 
Interesting critique, but not quite as universally applicable as you suggest. For one thing there is not just "one way" to play civ2, even on single player. You can play for high score, early conquest or early landing. Each of these involve significant differences in the human player's approach to the game. Also, use of different map sizes can alter the way the game is played. On a small map, it is not generally possible to just sit back and tech for any length of time. Even if your cities are impregnable due to city walls and defensive units, you cannot have enemy units running around, blocking your roads and standing on you high production value city tiles. On a large map, the need to defend at all is often minimized by the distances between civs. Contrary to you thesis, this makes for very different games. Finally, what you say about city walls runs up against the fact that most experienced players almost never build city walls! At deity and beyond, building walls for all of your cities and then building best available defensive units to put behind them will take up enough city resources to make it much tougher to stay ahead in the race for critical techs and wonders. Most advanced players use few if any walls and practically no defensive units, relying instead on mobility and diplomacy to protect cities.

The terrain critique is just plain wrong. Hills are ultimately better than forests, but only after the time consuming procedure of mining them. Until then, hills are almost useless. It is fair to say that later in the game a certain stripe of player (perfectionists) will turn pretty much everything to grasslands (and sometimes some hills, but usually not), but that takes a lot of time end effort. Many people play the whole game using the various terrains just as they are found on the map (well, with roads), not because they are lazy, but because transforming terrain takes a lot of engineer time, and those little buggers eat 2 food and (usually) a shield every turn.
 
Interesting critique, but not quite as universally applicable as you suggest. For one thing there is not just "one way" to play civ2, even on single player. You can play for high score, early conquest or early landing. Each of these involve significant differences in the human player's approach to the game.

This is a fair enough response, but I hope you can see that my critique was for the most part not aimed in this direction, and even if it was, I'm not sure how the distinction matters.

[ Furthermore, my first paragraph of the City Walls argument shows quite clearly that I'm not ignorant of these other situations - in fact if you really wanted to, you could probably eliminate a good section of my argument and it would not make a significant difference. My focus is *the capture of a city with City Walls*. The other discussion I've added pertains to a good handful of games (not all), and a fairly stale way of play (which needn't be uniformly consistent) because of the use of City Walls. Merely the possibility of speedbuilding one in a certain spot is enough for someone to think twice about their tactics. ]

Playing for the highest score will ultimately involve population to a large degree (it seems that, based on observations of all kinds of the highest of high score, just about all the other score-making values count as irrelevant in comparison the points population can give you), but what does this have to do with the City Walls argument? Nothing, it seems. You can play for the highest score either way. And as for early conquest, indeed it is possible, and I've outlined perfectly plausible situations in which that might occur, but knowing full well that computers build city walls, it's often just a pain to take out the computers, it's boring, and makes no sense historically. Playing a game in this manner is just silly.

Also, use of different map sizes can alter the way the game is played. On a small map, it is not generally possible to just sit back and tech for any length of time. Even if your cities are impregnable due to city walls and defensive units, you cannot have enemy units running around, blocking your roads and standing on you high production value city tiles.

I believe I mentioned something like this in my essay.

On a large map, the need to defend at all is often minimized by the distances between civs. Contrary to you thesis, this makes for very different games. Finally, what you say about city walls runs up against the fact that most experienced players almost never build city walls! At deity and beyond, building walls for all of your cities and then building best available defensive units to put behind them will take up enough city resources to make it much tougher to stay ahead in the race for critical techs and wonders. Most advanced players use few if any walls and practically no defensive units, relying instead on mobility and diplomacy to protect cities.


I of course would not claim that you should build City Walls in every single city, this would obviously be pointless. Building City Walls in a core city of a massive island, for example, would accomplish nothing. It can't be reached, and investing in City Walls for it would be a waste of time, I agree. Furthermore, it would also not be necessary to invest in it if you had railroads all over the island so long as certain units were placed properly to block off an enemy force from a transport from moving all the way to your uncitywalled city (but, I should hope, if your claims below are any indication, a situation like this should not be possible). My essay doesn't mean to say that people build walls in pointless places.

Furthermore, it is not obvious to me why I wouldn't build a City Wall at a key point when I feel it might be threatened. "Well, the enemy's coming on this one front and I can't defend it...whoop! City Wall, I win." This is the case that I am concentrated on, and to deny its real effectiveness would be a step short of ignorance. The current setup where catapults cannot penetrate walls makes no historical sense and no gameplay sense.

The terrain critique is just plain wrong. Hills are ultimately better than forests, but only after the time consuming procedure of mining them. Until then, hills are almost useless.

I can afford a few turns early in the game to give a boost to my production, facilitating the production of early wonders quicker. Sure hills are useless unmined, but if that production keeps me ahead of the game, I sure won't be complaining.

It is fair to say that later in the game a certain stripe of player (perfectionists) will turn pretty much everything to grasslands (and sometimes some hills, but usually not), but that takes a lot of time end effort. Many people play the whole game using the various terrains just as they are found on the map (well, with roads), not because they are lazy, but because transforming terrain takes a lot of engineer time, and those little buggers eat 2 food and (usually) a shield every turn.

After the advent of factories, a single unit of production for supporting an engineer is barely noticeable. As for the food, I'm hardly suggesting that people need be using 4 to 5 settlers to maximize efficiency as quickly as possible! With a single settler, one can modify only a few patches of terrain in a short time such that the city is producing more production and equivalent food than it was formerly. From then on, it only gets better. To count the short run as impeding your entire game would be a near-equivalent to claiming that Research Labs in Master Of Orion II are a waste of time because you can start attacking sooner with Optronic Computers. This may be so, but it won't take long before everyone else eats you alive with their superior technology, even if you managed to conquer another race.


EDIT: My friend read this post and has criticized me on two points and suggested that I rectify them, since in one I was not being thorough and in the second I simply failed to defend my argument.

1. First, regarding the comment of MOO2 research labs, I was not being thorough. His comment was interestingly brought up by the fact that two MOO2 games ago when we were playing, it was myself who used Optronic Computers early on and in the end won the game. I failed to show the entire picture and my friend has suggested the full view which I agree with.

The full view is that, in most games, we can legitimately claim certain strategies, units, etc...as being particularly crappy or underpowered, or others as superior and overpowered. However, this doesn't eliminate the fact that, though certain things may be in general inferior to others, this does not mean that they do not have their applications. Indeed, a quality of a good player is to know when the right time to use such a strategy or unit is. If I might reiterate my friend's words, they might run something like the following...

"Optronic Computer is the way to go under certain situations, but these situations are rare and require a certain foresight and knowledge of the current status of the game in order to put that tech into effective use instead of Research Labs. If someone were to suggest to me that Research Labs were in general no better a choice than Optronic Computer, or that if given a random technology from that field that my chances would be just as good with one than with another, I would be well within my rights to call that person insane."


2. The second problem is that I missed my own beat when defending against the following:

Hills are ultimately better than forests, but only after the time consuming procedure of mining them. Until then, hills are almost useless.

Let's suppose for the sake of argument that we dismiss my entire late game scenario completely, forget the engineers and so on. My question is, did you bother to read the second section of the terrain commentary? My wonder is whether you are one of the kind that is indeed favorable to the cities of many grassland shields. To repeat the scenario, such cities early in the game have good population, good production, and good trade. No downsides, and ultimately no real need for other types of city square other than special resources.

And this is where my friend pointed out my mistake in responding to this: The whole point of the rest of my essay is to point out certain areas of stagnation in the game and try to remove them, yet I didn't apply that to this. Here is the question I have to you. If grasslands did not each provide a shield, would you be so keen on saying (what seems like painfully) that mining hills is a time-consuming event? Suddenly the pressure seems to go away. Unless you're happy with a city that has no more than one production, it seems that terrain conversion is a "necessary evil" at this point of the game, if you will. The whole point of my argument is to avoid the idea of players just taking the terrain as it is and then going on with the game. Where is the decision-making, the need to make essential choices? They seem limited when grasslands rule the kingdom. In the modified scenario, you will NEED mountains or forests to be able to do much of producing anything at all. And, believe me, when grasslands aren't each providing that one production, that early-game difference of a shield from a forest and a mountain makes a *huge* impact. You cannot just make the claim that terrain modification will not be worth the time, because now it is absolutely essential if you wish to build anything at all. Adding diversity to the game? That seems like a plus.
 
Your analysis of the "city walls problem" seems to be using a sledge hammer to crack a walnut! City walls are just another tool available in the game. No more or less.

Personally, I never build them. I do like it when the AI builds them for 2 reasons. 1: building walls uses up shields that could be spent on more important things, and 2: cities with walls do not suffer population decreases when battered into submission. After all, when the AI has gone to the trouble to grow a nice-sized city, why not take it over as a nice-sized city. That said, if you really cannot deal with city walls, just raise a few coins and use one of your diplomats to buy the city. Note: the cost to bribe a city is easily recovered by the cost of the city improvements that would be lost if you attacked and captured the city.
 
If you like Computers using them that's allright, but if I can turn the tide of an entire war by building City Walls in a single city and forcing you to lose 5x the forces you would have lost under normal conditions, it's worth the small price.
 
Ok here is my meaning about Civ 2:

When I playing I play because I have fun to playing Civ 2. I don´t think too much about all these "problems" the game have. I only want to play. And that I do and I got fun. :D

Civ 2 is a great game. Just play it and have fun and don´t think too many about it. :)
 
If that is your contention, I have to say I essentially agree with you. It's just that in my case, being forced to attack a computer city with an absurd amount of troops due to a City Wall to take it - or playing the game using nothing but diplomats for the conquering of cities, is just plain boring and stale. Giving catapults, cannons, and artillery the negate city walls ability, which is perfectly fair - it makes sense gameplay-wise and historically - makes the situation more interesting because more venues of play are opened and there's no need to play in a stale way.
 
If that is your contention, I have to say I essentially agree with you. It's just that in my case, being forced to attack a computer city with an absurd amount of troops due to a City Wall to take it - or playing the game using nothing but diplomats for the conquering of cities, is just plain boring and stale. Giving catapults, cannons, and artillery the negate city walls ability, which is perfectly fair - it makes sense gameplay-wise and historically - makes the situation more interesting because more venues of play are opened and there's no need to play in a stale way.

Yes you have right but I think it is useless to say whats bad in Civ 2 because I wouldn´t think that a new patch will ever coming out. This game is 11 years old so I don´t think so that Sid Meier would make a patch to shut down these problems. But I would be happy too when he would do it. :(
 
So, to recap, what we have is: early game general play (expansion, defence, and so on), mid-game teching, and end-game mass assault. In other words, the so-called amazing game of Civilization 2 seems, to me, to be horrible stale, uninteresting, and leaves no room for real thought for gameplay, because players are being forcefully guided by certain circumstances in the game to play in a certain way in order to win.

Maybe you feel "forcefully guided" to play this way, but I certainly don't. I agree with Ace and Terrapin (though our styles are probably still quite different); I don't defend much, never build city walls, don't mind much if the AI does, and I almost never transform terrain. After you understand the game properly, it is not hard to defeat the AI, but that doesn't mean the game has to be boring. Have you tried early conquest/landing, scenarios, OCC, PBEM/MP or GOTMs ? It seems to me that you still have plenty of room for real thought.

No game as complex as Civ2 can be perfect, but it is still one of the greatest games of all time. For lots of players, it works quite well. It seems petty to call it "flawed". :crazyeye:
 
And best of all, you can both have it your way, because Zhoragh can edit the rules.txt to his heart's content to fix the flaws he perceives, while you can feel free not to.

The only thing to remember then is that highscores won't compare, and when playing any form of multiplayer game (mp/pbem/gotm/succession) everyone has to use the same rules.
 
Yes you have right but I think it is useless to say whats bad in Civ 2 because I wouldn´t think that a new patch will ever coming out. This game is 11 years old so I don´t think so that Sid Meier would make a patch to shut down these problems. But I would be happy too when he would do it. :(

All I have to say is that if Civ 2 were a perfect game then Civ 3 and Civ 4 wouldn't be necessary for anything other than graphics. Which evidently isn't true.

This is like saying that using the Airbase trick in a multiplayer game is a perfectly valid way of playing because it is part of the game and wasn't patched by the official creators of the game. This is ridiculous. The airbase trick is an oversight that wasn't considered when the game was made. Anyone getting Airbases first clearly has a tremendous advantage when it comes to improving city squares, and it defeats the purpose of other technologies and the times needed to improve terrain. If the person I intend to play a game with doesn't agree ahead of time to not use the airbase trick, I plain and simply won't play the game with that person. It's abuse. Abuse is intolerable. It's akin to saying "well it's really dumb that this unit has 9999 HP and kills everything else and whoever uses it wins, but it's what the creator of the game put in so therefore it's ok". Absurd! There's no reason not to make an effort to fix wrongs. Now whereas City Walls may not be abuse, we can still clearly say that Catapults, Cannons, and Artillery ought to be able to ignore City Walls, and we shouldn't need the allmighty hand of the game creators to be able to figure it out. It's need is obvious (and I find it curious that, thus far nobody has bothered to comment on the Cannon:Cavalry comparison, or alternatively the Artillery:Armor comparison. What are these units for, if not for penetrating City Walls? They have no purpose, and may as well be removed from the game in their current state. Give them a purpose).




@Peaster: Yes, I have tried other methods of play. They are all equally boring, - especially - against the computer AI. I'm at the point where it's pretty much impossible short of turning the AI into a human player for me to consider a game of it not boring. Anything works against the AI. Probably the most interesting thing I could do to play against the AI would be to somehow automate my entire own Civilization and just watch in an overview mode as everyone fights each other until there's one person left. Being able to knock out cities in a realistic way - with catapults, is more fun, firstly, because it makes actual historical sense, and secondly because it increases the options available to the players, not decreases it. Who ever heard, alternatively, of civilizations in our history simply paying off entire other civilizations one city at a time? If it's happened, I certainly haven't heard of it. The entire setup of the game is just stupid. One needs pretty low (or non-existent) standards to consider this good, and this is undoubtedly why our games today are going into the crapper: nobody cared about game quality in the past, and nobody cares about it today. The graphics of today are just pulling that much more out of what has always been incompetence in game design.
 
Maybe you should play Civilization III or IV, or another game entirely. Civilization II is obviously not perfect, I don't think anyone has argued that it is. People have merely argued that they've had a ton of fun with the game, and they love it regardless of what anyone else says.

I have to wonder what your point is in all of this. There won't be a patch coming to fix the game, I sincerely doubt there will be any mods to speak of that will change it, either. If you're here to convince us of the flaws of the game, well then you're wasting your time. Anyone that still plays Civilization II today knows what the games flaws are and they'll generally look past them and and have fun regardless. I know I do. In any case, what one perceives as a flaw is entirely subjective. Judging from your last post, you want something a lot more realistic, you have to sit back and realize that this is a game.

On a final note, please don't turn this thread into a giant insult at our tastes in gaming. Who are you to say I have low standards or poor tastes?
 
Change 1: Catapults, Cannons, and Artillery ignore City Walls.
Change 2: City Walls cost 250P to build, maintenance cost of 1.

This has been my opinion for some time.

The effectiveness of City Walls against Catapults, Cannons, and Artillery is historically inaccurate too. Those particular weapons were all originally specifically developed solely to take on fortifications and fortified cities.

However I would also reduce that attack value of catapult. There is no reason why these siege weapons should be quite so effective in the field.

Catapult reduce attack from 6 to 4 and ignore city walls.

Cannon reduce attack from 8 to 6 and ignore city walls.

Artllery reduce attack from 10 to 8 and ignore city walls.

Howitzers reduce attack from 12 to 10.


This can be done by editing the rules.txt on a PC, not sure on a play station.
 
Sub: What's the point? You say yourself that people look past the flaws and have fun regardless, and in the past I've done that, too. The point is though, that if you bother to fix the flaws yourself, you'll have more fun.


Edward: I do see your motivation for wanting to reduce the siege unit attack rates. For example, it makes very little sense for a catapult division to attack a Knight and win in the field; the Knights will just approach and kill them (while some would certainly die, it would be a bit crazy to assume that every rock would kill every soldier). However, I can provide two counter-arguments to this, the second pretty much supporting the first.

1. Knights having two movement points essentially *is* the defeating mechanism that would allow the Knights to win, and in some sense the higher movement rate represents the Knights' ability to achieve victory.

2. If you use Cannons at the time Riflemen/Alpine troops are around with only a 6 for attack rate, you'll never kill anything in a city, especially if the city is on a forest, hill, or river. The attack rates as they are are virtually a necessity, and if one person is behind in tech (that is, you have catapults, they have musketeers), this is the only way you can approach that city to win. I think they're all basically fine except the Howitzer probably doesn't need 2 movement rate, or else doesn't need 2 firepower. Getting the siege units in melee range can be difficult enough; if you've done that successfully, then your reward is being able to kill the units inside. (if you've tried attacking Veteran Fortified Riflemen with a Cannon with this setup, chances are you've found out that generally you'll be lucky if the Cannon is in good enough shape to be able to attack again the next round without needing to heal first)
 
Getting the siege units in melee range can be difficult enough; if you've done that successfully, then your reward is being able to kill the units inside. (if you've tried attacking Veteran Fortified Riflemen with a Cannon with this setup, chances are you've found out that generally you'll be lucky if the Cannon is in good enough shape to be able to attack again the next round without needing to heal first)

Why attacking with just one cannon. Get a lot of them in place.....it's still not easy but the changes will go up that you will win. Of course you lose some cannons...but that's the price of being at war.
 
Well obviously you use more than one (duh). The problem is that of getting in range to get a full hit without getting your entire group destroyed before they can ever attack. One solution to this is to surround the city from all sides (which never really happens in practice if your human opponent is decent). The other alternative, which is more reasonable, and which indeed requires the current unit attack values, is being 2 steps away on some road square and attacking with 2/3rds strength. The cannons and such would be useless if their base attack values were decreased by 2 and were attacking at 2/3rds strength.
 
The game wasn't even designed for humans to play each other. That was just an added on bonus for the special edition.
 
Based on extensive observations, it sure as heck wasn't designed for humans to play against computers! If it was, a better job would have been done! (or, perhaps, a job...)
 
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