sidsoldout
Chieftain
- Joined
- Aug 8, 2002
- Messages
- 1
Firaxis you did a great job cashing in by ruining a classic game. For some reason, probably greed, you've decided to change every single rule in the game to confuse the dedicated fanatics that have been playing since 1992. You've patched the game half a dozen times to the point that the README file takes a half-hour just to read and the original game manual (and $eperately $old $trategy guide) is obselete. I've played this imitation Sid game long enough to know that the AI is given an unfair advantage to make up for the poor programming in this game. Here is an example that sums the crap that an ordinary civ player has to put up with.
Babylon decides to start a war by sending some rogue spearman / settler team halfway into my empire. Fine have it your way even though your capital city is four squares north of our border.
So eventually I collect two invading forces, one diversionary on the eastern border flank and the main attacking force of pikeman, longbowman and probably six catapults to be sailed north up the western border coast. Babylon is not a coastal town, rather one square inland. Babylon had also built the Great Wall Wonder before instigating this war.
I am able to systematically unload my forces on the far (north) side of the capital city in the hills and dig in. There: about four pikemen, five longbowman and six catapults amassed directly to the north. This maneuver probably needed about 20 turns time.
It never occured to the AI to build a catapult , let alone any offensive unit, in the capital city to wear down and counterattack the IMMEDIATE threat to the capital city -- The AI was in check! Babylon probably tried to build a library or something. In a pathetic attempt to undermine my strategy the AI sent like three or four Bowman, the Bab's special unit, to try a frontal assault on one of my cities south of the border over the hills and desert lands, between my two invading forces.
Needless to say both my forces succeeded to the west and the east, the AI's stand on desert land was a debacle and the capital Babylon fell with one swift stroke. I took Babylon, size 9 I think and another town which I abandoned. Then I negotiated a peace settlement so that I would not overextend my forces, as Russia is to the east. Later I move in two settlers to build two cities in the border gap that existed after my invasion succeeded.
That was not the frustrating part but the easy sudden victory just felt like a cheap success.
To recap I have now gained three cities to the north by capturing the Babylonian capital directly north and its eastern neighboring city. This devastating loss for any conquered civilization wiped at least 30% of its population.
So how does the game react? First of all the Babs were able to found a new capital in like 5 turns. I am baffled. Oh well, good for Babs. I continue to mind my affairs and work on rebuilding these cities with temples and things to avoid the cities rejoining it's Babylonian culture, a dreadful concept which I am all too familiar.
After 50 turns, Babylon city rose up and deposed my govt! Why wasn't there any warning, any indicator about the state of affairs there? I mean there are 1/2 million Babylonians in the city -- surely there must be some kind of barometer to let the ruling class know what's happening in the city. I am not an ignorant ruler. The borders were two squares away from the city. The lousy useless F5 culture screen tells me "the Babylonians are admirers of our culture," whatever that means. Furthermore my units garrisoned in the city were not "deposed". They were turncoats -- they joined the other side!
I bought this game last December and I am well aware of this culture / border rules garbage, what's healthy for culture and how to make the borders expand. So I know that by the book there is NO WAY a civ so damaged by war can rebuild that kind of culture within 50 turns. Not to mention that the Great Wall I conquered didn't give me any culture points at all but that's just a side argument.
So I experiment a little. I reloaded the Auto-Save one turn prior and abandonded the city Babylon to save my units and destroy the revolting Babylonian citizens. So how does the game respond?
Not to be outcheated, the AI picks another city eight squares to the east along the border and deposes that town instead! A town I built fair and square, with my own settler, built with my own money, and grew with my own food. Gone.
So I believe that the AI gives itself a highly inflated advantage when compared to humans. There's no other explanation for this kind of behavior. I mean, why would the conquered city decide to return to a civilization that sat on it's hands when trying to defend it? How come when I abandoned one city in hindsight the computer picks on another city eight squares away, on different ground, on the same turn? Also why is it that whenever I gain a city by culture it's some failing sandhole with two people but over the six months I have lost large, happy, cultural and networked cities to an inferior AI culture in almost half of my campaigns?
I am more willing to believe other people's complaints now, such as the AI's battle calculation is favored, the AI is given unfair reconnaisance about the human civ, the culture factor is slanted toward the AI, the AI players conspire and suit other AI players before the human, and the AI adjusts it's calculations based on relative strength.
Civ 3 involves changes in every single rule out there but for every rule there's an exception. The game is now one-dimensional and it's pretty much he with the biggest bag of gems wins. There is no room for ingenuity when dealt at a disadvantage -- no way to bluff. Rather the game rules just seem to favor the AI style of play with just numbers, numbers, numbers. The only way to get ahead in this game is follow the system. No spies? You can't call asking daddy gov't if we can afford a spy espionage, I mean doesn't that defeat the purpose of subversion in the first place? The culture / border concept might be tolerable if it were calculated on the level but now I see it's just another tool to make up for the lack of brains and expense at Firaxis. The Civ 2 game was great though I admit it had plenty of flaws but at least it is fair and is STILL FUN TO PLAY!
I hope Firaxis goes out of business. It's only because half of the Civ players will probably buy anything that says Civilization on the box that you have any fan base at all. Twice now you've taken a great Sid Meier idea (Gettysburg the other) and squeezed all the money you could from it. Please show the old Civ fans that you milked money from some humility and let some other designers release Civ 4.
F U Firaxis
Babylon decides to start a war by sending some rogue spearman / settler team halfway into my empire. Fine have it your way even though your capital city is four squares north of our border.
So eventually I collect two invading forces, one diversionary on the eastern border flank and the main attacking force of pikeman, longbowman and probably six catapults to be sailed north up the western border coast. Babylon is not a coastal town, rather one square inland. Babylon had also built the Great Wall Wonder before instigating this war.
I am able to systematically unload my forces on the far (north) side of the capital city in the hills and dig in. There: about four pikemen, five longbowman and six catapults amassed directly to the north. This maneuver probably needed about 20 turns time.
It never occured to the AI to build a catapult , let alone any offensive unit, in the capital city to wear down and counterattack the IMMEDIATE threat to the capital city -- The AI was in check! Babylon probably tried to build a library or something. In a pathetic attempt to undermine my strategy the AI sent like three or four Bowman, the Bab's special unit, to try a frontal assault on one of my cities south of the border over the hills and desert lands, between my two invading forces.
Needless to say both my forces succeeded to the west and the east, the AI's stand on desert land was a debacle and the capital Babylon fell with one swift stroke. I took Babylon, size 9 I think and another town which I abandoned. Then I negotiated a peace settlement so that I would not overextend my forces, as Russia is to the east. Later I move in two settlers to build two cities in the border gap that existed after my invasion succeeded.
That was not the frustrating part but the easy sudden victory just felt like a cheap success.
To recap I have now gained three cities to the north by capturing the Babylonian capital directly north and its eastern neighboring city. This devastating loss for any conquered civilization wiped at least 30% of its population.
So how does the game react? First of all the Babs were able to found a new capital in like 5 turns. I am baffled. Oh well, good for Babs. I continue to mind my affairs and work on rebuilding these cities with temples and things to avoid the cities rejoining it's Babylonian culture, a dreadful concept which I am all too familiar.
After 50 turns, Babylon city rose up and deposed my govt! Why wasn't there any warning, any indicator about the state of affairs there? I mean there are 1/2 million Babylonians in the city -- surely there must be some kind of barometer to let the ruling class know what's happening in the city. I am not an ignorant ruler. The borders were two squares away from the city. The lousy useless F5 culture screen tells me "the Babylonians are admirers of our culture," whatever that means. Furthermore my units garrisoned in the city were not "deposed". They were turncoats -- they joined the other side!
I bought this game last December and I am well aware of this culture / border rules garbage, what's healthy for culture and how to make the borders expand. So I know that by the book there is NO WAY a civ so damaged by war can rebuild that kind of culture within 50 turns. Not to mention that the Great Wall I conquered didn't give me any culture points at all but that's just a side argument.
So I experiment a little. I reloaded the Auto-Save one turn prior and abandonded the city Babylon to save my units and destroy the revolting Babylonian citizens. So how does the game respond?
Not to be outcheated, the AI picks another city eight squares to the east along the border and deposes that town instead! A town I built fair and square, with my own settler, built with my own money, and grew with my own food. Gone.
So I believe that the AI gives itself a highly inflated advantage when compared to humans. There's no other explanation for this kind of behavior. I mean, why would the conquered city decide to return to a civilization that sat on it's hands when trying to defend it? How come when I abandoned one city in hindsight the computer picks on another city eight squares away, on different ground, on the same turn? Also why is it that whenever I gain a city by culture it's some failing sandhole with two people but over the six months I have lost large, happy, cultural and networked cities to an inferior AI culture in almost half of my campaigns?
I am more willing to believe other people's complaints now, such as the AI's battle calculation is favored, the AI is given unfair reconnaisance about the human civ, the culture factor is slanted toward the AI, the AI players conspire and suit other AI players before the human, and the AI adjusts it's calculations based on relative strength.
Civ 3 involves changes in every single rule out there but for every rule there's an exception. The game is now one-dimensional and it's pretty much he with the biggest bag of gems wins. There is no room for ingenuity when dealt at a disadvantage -- no way to bluff. Rather the game rules just seem to favor the AI style of play with just numbers, numbers, numbers. The only way to get ahead in this game is follow the system. No spies? You can't call asking daddy gov't if we can afford a spy espionage, I mean doesn't that defeat the purpose of subversion in the first place? The culture / border concept might be tolerable if it were calculated on the level but now I see it's just another tool to make up for the lack of brains and expense at Firaxis. The Civ 2 game was great though I admit it had plenty of flaws but at least it is fair and is STILL FUN TO PLAY!
I hope Firaxis goes out of business. It's only because half of the Civ players will probably buy anything that says Civilization on the box that you have any fan base at all. Twice now you've taken a great Sid Meier idea (Gettysburg the other) and squeezed all the money you could from it. Please show the old Civ fans that you milked money from some humility and let some other designers release Civ 4.
F U Firaxis