simwiz2
Warlord
Originally posted by marshalljames
It seems to me that what many of you aggressive players don't realize,is while you've been building military units your opponent has been building culture.
To put it simply while you and your men have been ****ting in the woods your opponent has flush toilets,and when you take your opponents city its inhabitants have no desire to give up their flush toilets to join you and your men ****ting in the woods.
If you were paying attention during any economics lecture,the simple economy begins with guns and butter and it's finding the right mix of this that will enable you to take cities without inheriting un-happiness.I willing to bet that those that loose cities by flipping have luxury goods set to 0..a definite no no.IMO
My personal pref is 4,4,2 or if I can 3,4,3 or better 2,5,3.Allthough I have never been able to maintain a 2,5,3
It seems to me that those that complain the loudest know the least about simple economic principles.
A prime example is the placement of aluminum on some world maps that ppl have created.Some falsley assume that bauxite = aluminum.WRONG,bauxite is worthless(ask the jamaicans) without electricity,As far as I know Quebec is the largest producer of aluminium in the western world and not one grain of bauxite is to be found here naturally,what we do have is cheap electricity.
I am not usually very "agressive", and i build culture in ALL my cities. Then in the industrial age, when lack of creativity by firaxis causes the game to get boring, i go to war. Cities flip on me regardless of garrison, regardless of my culture (which is about three or four times greater than theirs. My people are hardly ****ing in the woods. And i have a ton of luxuries, and lux rate at least 10%. Higher than that is a waste of money, because it simply does not stop flips. It seems every post where there is a complaint/suggerstion about a feature (flawed or not) there are a bunch of people who come in with links to their strategy page, or say we need to check our tactics, or we suck at civ3, or giving us real-life analogies that simply are NOT represented in civ3: "if you subjugate your conquered with force, they will live for revenge". Where is something as complex as that represented? Is it really fun to have a city worthless forever because the AI decided to whip it? Is it really fun to have the same PRNG that has combat reduced to civ1 level also decide whether a city eats up 30 modern armor? And what does aluminum and bauxite have to do with this thread?
"This is not simply a war game for you to wipe everything out."
No, but that doesnt mean they should intentionally make stupid rules to make conquered cities eat up units, or be useless forever. That is like saying that because civ3 is not just a wargame, it should have a worthless combat system.
"If you were paying attention during any economics lecture,the simple economy begins with guns and butter and it's finding the right mix of this that will enable you to take cities without inheriting un-happiness. . . ."
What are you talking about? You inherit the AI's whip unhappiness no matter what, or you raze the city. Economics has nothing to do with it! Unless civ3 was meant to be a genocide game, where you raze every enemy city and build your own "pure" cities.