Civilization II: A Critical Analysis Of Flawed Game Design

One should expect to experience difficulty using cannons against riflemen. You're meant to be using artillery by that stage of history.
Over the years, there have been various modpacks designed to address these and other perceived game design flaws. My personal peeves are elephants and ironclads - mere blips in the history of military technology. The spy's 3 square movement factor is another mystery. Or the use of camel caravans well into the industrial revolution, and on and on. Yet there is a reason why the top players play the game in it's "vanilla" state. If you've ever done any experimentation with "modding" the game, you'll quickly discover that the AI isn't designed to take advantage of improved "logic", and the end result is simply more advantage for you and a consequent destruction of game balance. This balance is what has made the game a classic, and the reason why none of the many mods have ever taken hold over the years. Your observations are valid. The "dip blitz" and bribing cities and airfields on hills are without question illogical and unhistorical, but no more so than "fight to the death" battle or the various weirdness of AI diplomacy. A certain amount of metagaming is bound to exist in any game, evidently. I've modded the . .. .. .. . out the game over the years (early Fundamentalism anyone?) without any joy, but fortunately, some intrepid soul discovered Deity +1, +2,.......and Barbarian Hordes to boot. The game, she's-a fun again!
 
Zhoragh,

Your analysis of game flaws is not entirely inaccurate, but you need to keep a few things in mind. This game was originally released in 1996, and your analysis of the game's balance design is coming 11 years later. How many computer games can you name that do not get boring or tedious after 11 years of play? I think the problems that you speak of are not so much the product of bad game design, so much as the game being too well understood at this point.

Also a great amount of progress has been made in game creation in terms of balance and diversified strategy. To expect this game to be as well balanced and diversified as games released today is like saying that the Ancient Romans were stupid for not having used an air force. The knowledge and techniques simply were not there at the time this game was made.

I also have to disagree with your potential corrections. It is true that your changes will make it so that the current "best" tactics you listed will not be the "best" anymore. But also notice that you merely trade one tactic for another. True, I cannot say for sure what the new "best" tactic would be for a while (though I could make some pretty close guesses I suspect) but after 11 years, I doubt these changes would make the game any less formulaic than it is now. This is one of the major faults with turn based strategy games, especially of the era.

You also failed to mention arguably the most broken feature of the game, which is caravans and freights. Now that the mechanics of this system are well known, this system can be exploited to do things never intended by the game designers. Being able to sustain a tech per turn at 0% science is not only possible, it is easy. Just build a ton of caravans and use your ship chains to deliver these to the AI (or human opponent) for profit and research while running Republic or Democracy. Nothing you mentioned would put a stop to this.

To summarize, while I understand your viewpoint, I think you fail to understand what this game was meant to accomplish. This game was designed to be played by an average player, who does not fully understand the game mechanics, to be played against computer opponents (multi-player was released much later). It was meant to have a lifespan of about 3-4 years, and to be an extension of the original game of Civilization. The fact that this game has now been played for 11 years is a testament to just how well made the game was in the first place. Yes it's design is flawed, but even so has withstood the test of time better than nearly any other game.

P.S. If you dislike this game so much, it now has 2 sequels each of which have expansion packs. Give Civ 3 & 4 a try. No one is forcing you to play this one.
 
simpeter and Stupor: I do understand both your points in general, and I'll comment on specific things in a minute. However, what I fail to understand is why you assume that the game has to have such a limitation? That is to say - yes, computers are idiots, but whether or not the game was intended for multiplayer, can we not take it up ourselves to make it for multiplayer? As fun as a game may be, I always enjoy playing a human opponent more.

simpeter: I'm rather curious how everyone failed to notice Deity +1 and so on for so long...if anyone's had any experience modding, it should be obvious. I just go into the editor and tune down the unrest factor for population, it takes about 10 seconds. I don't understand why this is treated as a "miraculous discovery" when it's something that was always there and easy to see if anyone bothered to just look at the variables in a...normal kind of way.

Stupor: In my experience against humans, I've never faced this problem, because it just isn't feasible in practice (and if it is, it's because the game is already over). While I've never bothered to do this myself, the easy question to ask is this; what is your opponent doing when you're building a ship chain and a swarm of caravans? An opponent of equal competence should have about as much stuff as you do. Where is it, on the other side of the world not attacking anything? A person is supposed to watch his borders so stuff like this can't happen, and certainly if mass caravans is any indication (they're more expensive than other units at that level), your opponent should have an easy force to stop it, even if he's being lazy!


Finally, I tried Civ3 and 4, I absolutely hated them. I've been convinced for a few years now that good games aren't created anymore.
 
I refuse to read all this. The mere breadth of debate at this point undermines Z's original thesis that Civ2 is a one-way-to-win game. I notice that my earliest point, that players use variations on victory conditions (EC, EL, OCC, High Score) to change the flavor of the game from paying to playing remains unchallenged.
 
simpeter: I'm rather curious how everyone failed to notice Deity +1 and so on for so long...if anyone's had any experience modding, it should be obvious. I just go into the editor and tune down the unrest factor for population, it takes about 10 seconds.

"Deity +1" was discovered at least 7½ years ago, and has nothing to do with tuning rules.txt settings to make things more difficult.
 
It works every bit as well, though.


And Terrapin, as I said earlier, it remains unchallenged simply because different goals for the game is completely irrelevant to what you need to do to get there. High score? I need population. I can choose to build lots of cities and ignore the opponents: but this is meaningless to my argument because this isn't the situation I'm talking about. I'm talking about taking cities, nothing else. Early conquest? If the enemy doesn't have City Walls yet, then again it has no impact on my argument. And early landing is once again of no relevance whatsoever to city conquest.

To put it another way, I haven't challenged what you've said because it has absolutely nothing to do with what I'm talking about.
 
Mercator, save your efforts for the important stuff. This person, Zhoragh, is not interesting in learning/sharing civ2 experiences. Just in starting a flame war by trying to infuriate regular civ2 players. For example, In all the threads in the civ2 section of this site, and for that matter, in poly too, there has been less comments on city walls than in this one thread. Zhoragh either has a thing about walls, or is just using them to try to start a flamewar. In either case, anyone who has played civ2 knows how to deal with walls and considers them "no big deal".
 
It works every bit as well, though.

Of course tuning the unrest factor makes things more difficult, but adding a difficulty level beyond Deity does more than that. It's not something you figure out in 10 seconds. In fact, if with "editors" you're refering to the in-game scenario editors you wouldn't find it out at all, because you can't change that there.

Mercator, save your efforts for the important stuff. This person, Zhoragh, is not interesting in learning/sharing civ2 experiences. Just in starting a flame war by trying to infuriate regular civ2 players.

I don't think he's trying to a start a flame war at all. He just has his style of playing Civ2 and his opinions about trying to improve the game to suit the way he thinks Civ2 should be played (or be playable); making it more historically accurate.

Of course walls don't have to be a big deal. But Zhoragh doesn't want to play according to the strategies that ignore/circumvent them, because he doesn't think those are realistic.

He changes the game to suit his strategies, while most people here change their strategies to suit the game. I can certainly see his point.

If I weren't so stuck in my ways I might've tried out his rules changes. But I like sticking to the standard rules. Civ2 can become a totally different game when changing rules. And I tend not to like that, especially when it's thrown at me in the middle of a game, like how most large-scale scenarios start. That's why I prefer smaller, campaign or quest-type scenarios.

But I'm quite sure there are a number of scenarios out there that more closely follow the things Zhoragh is talking about too. Have you played any scenarios, Zhoragh?

Even more, Zhoragh keeps talking about the walls because everyone else is tripping over them. He's just trying to bring his point across. It appears nobody has a problem with the changes he proposed to the terrain resources.
 
As far as Deity +1, +2, +3 goes, I admit I've only played the game on a PC a few times (with that on), I just didn't notice anything significant between doing it that way and tuning the unrest factor in the editor. Maybe the computers are just so easy to beat at this point that I can no longer make a distinction between "easy" and "hard", because "hard" is easy as well.



While you seem to be understanding where I'm coming from, I might elaborate a bit more. You say that "he changes the game to suit his strategies" - but this isn't quite accurate. I know how to deal with City Walls, there's many ways, but it would be odd to say that - if my changes weren't made - that using catapults to take out city walls is "my strategy". Rather, what I'm suggesting is what should be a strategy. And still, nobody has bothered to mention why Cannons or even Artillery are in the game. Without an additional ability, Cavalry and Armor outright outclass them, at roughly the same class level. Cannons and Artillery may as well be removed if they cannot crack City Walls because there's no other purpose to them (and, while I won't pull back from this contention, if someone were to argue to me that this change was sufficient to make my City Walls production cost increase overkill, I'd be willing to back away from it without argument. Rather, nobody's really commented at all on the cost increase or the idea of making the 3 siege units City Wall-penetrable, people have simply been suggesting to me ways of beating City Walls which I am perfectly aware of).

Regarding scenarios, I've played some, but there's plenty in number of them that I've hardly had a chance to play them all. After playing a number of them, though, I often come to the conclusion that I like the normal game best, it just needs some changes - and I don't see what's wrong with that.

And, you're right, nobody seems to be arguing against my changes to terrain resources, rather the argument used against me is that people tend not to change their terrains. But that argument doesn't invalidate what I'm talking about. To analogize, it would be like saying "if the P-bomb (the P-bomb is a non-existent weapon I've made up for this analogy) were used in war, it would cause too much damage to ourselves, and therefore its yield should be decreased so that the blast doesn't reach our shores", where the counter-argument is "P-bombs aren't generally used in war".

Ace claims that I'm here to start a flame war, and other than making the fairly obvious comment that if I wanted to start a flame war I wouldn't have used 14+ pages of typing to do it, the fact of the matter is that all of my responses so far have been in order to clarify my position so that someone can give a response to IT, and not things on the side, namely...

1. I claim that Catapults, Cannons, and Artillery should ignore City Walls, and perhaps City Walls need a cost increase.
A. And the response to me is that there's ways to beat City Walls like massing units or bribing, both of which I'm aware of and know full well how to do. Or that in general people don't build City Walls, and neither do I unless it's tactically valuable (against a computer it basically never is because they're morons, but against a human I know when the right time is to build one to make myself the biggest pain in the arse). But neither of these responses have anything to do with my suggestion to change the unit abilities or the wall cost.

2. I claim that certain terrains need changing so you can't maximize their power outright.
B. But the response is that people don't always change their terrain. But this has nothing to do with the power of the terrains when they are changed.

3. Finally, regarding terrain again, my claim for grasslands never having a production point at any point in the game has a very specific impact for the early part of the game, and not just the late game where everyone seems to be commenting as though it all has to do with engineer transformation. The setup of this suggestion in fact has it implied that there is no changing of terrain, and my goal in bringing it up in the first place is that there should be a motivation to change terrain (unless you're happy with lots of grasslands and no production, you'll need to make a few forests).
C. But everyone has focused on the idea of 2. and nobody has even commented on 3. at all.



You might think I'm trying to be argumentative, Ace, but the fact of the matter is that nobody has even replied to any of the arguments I've made. I've been trying to tell you that what you're saying to me isn't what I'm talking about. You say to me that CivII is not stale as I claim it is, yet your form of argumentation seems duly repetitive and unchanging, and hence so must be my replies. This can only be reflective of the reality of the game, and I'm even more convinced of it now than I was before - or you would have been reading what I was saying more objectively and not placing a subjective sticker on my words.

Nostalgia and the desire never to make change are indeed powerful allies. And I perfectly sympathize with you, Mercator, when you say you like to stick to the standard rules, it makes sense. If you enjoy that, I won't say that I should take that away from you. It's merely a thought you might like if you put it into practice - although it's real feel works best when put to the test against other humans. Don't think that I'm not an "unchanger" myself, it takes quite alot to get me to turn tail on original design and condemn it invalid. (Indeed, I'm the one fighting against my mother in her desire to purchase a brand new kitchen because it's an old house and among other things, the floor tiles are falling apart, just because it'll look different, and broken tiles are OK as long as they keep us from falling through the floor.)


And finally, an added note, and this seems strangely universally applicable to games when I've made the observation. No matter how outrageous a game may be, even if it's based in fantasy or sci-fi, while you can't have it all, it appears that the more a game is realistic and the things therein are believable as themselves by an audience so long as the realism does not make the gameplay aesthetically uninteresting, being realistic in a game always adds positively to it. (For example, it would be stupid to say that we should be realistic in Escape Velocity such that there is no sound in the game because there is no sound in space. Everyone would, rightfully, hate that. And while people might find it fun to ignore the laws of physics in, say, a game of Tank Wars, a game of Tank Wars where the laws of physics are properly taken into account would be far more strategically challenging and intellectually stimulating.)
 
Mercator: Perhaps your right. I just teed off on city walls because I do not find them to be that much of an influence in my games. As to the resource changes, I have ignored them because if you use his changes, your not playing civ2 anymore. If he wants to "change" the game into something else, that is his choice, but than he is not playing civ2.

And that is the point, this is a game, not real-life. The units in civ2 "represent" units from history, but they are not exact duplications, merely units in a game with historical names. The object of the game is to let us, the gamers, recreate history and have fun doing it.
 
Zhoragh, The problem with your three points is that you should have brought them up 10 years ago. No one is saying that those changes would not have changed/improved the game back then, but its much too late to demand those changes now. Civ3 & 4 are on line and Civ 5 is probably in the pipeline, so it is really much too late to redesign Civ 2.
 
10 years ago I couldn't have possibly formulated the ideas I have now. But that's beside the point.

The point is: why not? Alot of people have already clearly stated that they like CivII more than 3/4 for various reasons, CivII is still quite alive. Something's being old doesn't seem, for me, to be a good reason not to attempt to bring about change. I would concede, on the other hand, that making a plug-in for Escape Velocity Classic, would at this point be pointless. As long as CivII is alive and well, there's no reason not to at least make the presentation, if nothing else.



EDIT: It occurs me to me now and several times in the past that rather than making sequels to some games, rather, fixing up some games would be more worthwhile, and I would even be willing to pay for such games a second time to see such things. For example, who here has played Master Of Orion II? Who thinks that the programmers' time would have been better spent building a Master Of Orion II Expansion: where the expansion did nothing other than fix bugs and balance the game, rather than creating Master Of Orion 3? Old games thrive for a good reason. Despite all their imbalances, design flaws, and so on, they're just damn good games, whereas new games are comparatively unimpressive. Why not launch the crusade for making great games into amazing ones?


P.S. I never knew this existed until recently, but apparently some MOO2 players made an unofficial patch for MOO2 to fix some things. Holy crap this patch sucks. Well, that's not entirely true. There was genuine effort made to solve some problems, but to say that anything is better than it was before, or that anything actually accomplished the intentions would be...stretching the truth...just a little...
 
Actually, i did address your point no.1 - I said that effecting these mods had been done, and 10 years ago, and the end result was that the AI was unable to make use of the strategic logic involved in this, therefore simply making the game easier for the human and not more challenging. Specifically, i made catapults, cannons and arty ignore city walls, but the AI didn't start conquering cities anymore than usual, although i was able to. I think you are underestimating the insight of the more experienced people here a bit. Virtually every conceivable mod has been tried over the years, yet the only thing that has produced a significant difference has been the innovation of Deity+ and Barbarian Wrath. IMO, this is not solely because the human is handicapped, but the AI substantially strengthened, as was pointed out earlier. This point is crucial. We won't see a reworking of old games because creating a superior AI engine is the most difficult and expensive project a game developer can pursue, and they won't do it for an old chestnut because they wouldn't be able to reap anywhere near the same profit that they can get with a new "hot" product. Hey, i'd play "chutes and ladders" if it had a killer AI. Deity+ is the next best thing. I guess you've never read the post from the guy who had his trireme passed by an AI battleship in the year 1000 AD. I can win at Deity +1, i struggle at +2, and i lose at +3 and i got the game for Xmas 1996 (and started sleeping 2 hrs. a night). Anyway, mod away man, if you find one that's more than a minor wrinkle, i know that i'll be interested, but it's tough. I once made early Fundamentalism, made all civs militaristic expansionist, and gave them an "8" rating (max) for desiring the tech, and they didn't do a thing with it. Hmmm.....maybe i should try this at Deity+.
 
While you seem to be understanding where I'm coming from, I might elaborate a bit more. You say that "he changes the game to suit his strategies" - but this isn't quite accurate. I know how to deal with City Walls, there's many ways, but it would be odd to say that - if my changes weren't made - that using catapults to take out city walls is "my strategy". Rather, what I'm suggesting is what should be a strategy.

Sorry if I was being a bit presumptuous. That was also what I was trying to say; that you think that's how the game should be played.

And still, nobody has bothered to mention why Cannons or even Artillery are in the game. Without an additional ability, Cavalry and Armor outright outclass them, at roughly the same class level.

That might just be the way you're doing research in your game, putting a bit more focus on the artillery side of things. I usually get Cannons along with Dragoons and Artillery with Cavalry.

If he wants to "change" the game into something else, that is his choice, but than he is not playing civ2.

Well, I agree with you there to some extent, but is it really not Civ2 anymore? Scenarios make lots of changes, and they're still Civ2. You might not *like* playing scenarios (I usually don't), but it's still based on the same thing. And then I'm forgetting about modpacks too, because I never really got into those.

I think all of Zhoragh's points are very interesting, partly because they make the game so different. It'll mean having to adjust your game to compete, which was his point... And he seems to be enjoying the changes. All your changes are just in the rules, right Zhoragh? Could you attach your new rules? I might try them out some time.

But simpeter has a good point. The AI is pretty limited as it is (*cough* says the non-Deity player). Changing the rules isn't going to make it any better. It's going to be hard to say how exactly any rule changes affect it though.
 
If by "changes just in the rules" you mean "I am not adding any new features to the game or taking features out of the game, just modifying existing ones", then yes.

I'll attach it for you either later today or tomorrow.



Oh, and for the record, I've discovered that computers seem to perform a zillion times better if you set the AI values for all the technologies up to Monarchy to a really high number so they get Monarchy ASAP...no, it doesn't improve the performance of the computers in all the other aspects of the game, but when I tried this I noticed the difference in their progress almost right away.
 
Trying new modpacs and/or scenerios is always interesting and fun, but just changing the rules "to make units more realistic" just changes the game, not always for the better. I have played a lot of wargames since Avalon Hill produced D-Day in the early 60s, and every one of them could have been changed "to make units more realistic", but that would not always have improved the games or made them better, "just different". One of the biggest dangers in changing "stuff", is always the possibillity of taking a playable game and making it unplayable by trying to make it more realistic. Sometimes that just complicates the game for no gain in playablity and just plain old fun.

And rules changes do ignore the original problem in Civ2, that is the weak A.I..
Unless someone can figure out how to strengthen it, all other changes are just window dressing. Giving certain units new features is not the same as "teaching" the A.I. to use those new features. (Note: I, personally, thought Sid got it right in Civ2 with Catapults, Cannon, Arty, and Howitizers. Each represents a different era.)
 
Meh, even with all the computer AI talk in mind, I'd prefer to play against a human opponent any day.
 
If by "changes just in the rules" you mean "I am not adding any new features to the game or taking features out of the game, just modifying existing ones", then yes.

No, I mean, have you just changed the rules.txt file. But then you edited things in the scenario editors, right? I don't use those. If you just changed terrain resources, city improvement and unit properties and technologies that should all be in the rules.txt. Find the folder your changes are in and attach the rules.txt here.

Meh, even with all the computer AI talk in mind, I'd prefer to play against a human opponent any day.

Ah right, I keep forgetting. Without the AI those objections don't really apply, obviously. I've hardly ever done multiplayer.
 
Want to try multi sometime? It's truly a difference experience! :D


Okay, I've made the attachment...wherever it will decide to appear. Keep in mind that this is the 3-times-longer-tech, infinite turns, can't-take-tech-on-city-capture, WWII-AI version. If you want it with "normal" settings - that is, only with the terrain changes and the unit stat changes, just let me know - however when I play the game with a saved game in the folder, it ignores the above changes I mentioned. I actually have to use "begin scenario" for any of the above changes to apply.
 

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