My take on Civ 3's problems...it's a strategy game that lacks strategy

Well I think this has turned out to be an argument about definitions.

For instance the baseball example, a man's on base so have your pitcher bunt or send in a pinch hitter, to me that is a tactic. It's merely a reaction to a specific situation.

Or, how about, go to war when you have your UU. That's a tactic, it is merely a preconceived notion that that is the best time to go to war and I don't agree with that tactic.

A strategy requires one to create a plan that considers a position and formulates a method to make the most of the position. To say that Civ3 has limited strategies is merely ones own opinion and has nothing to do with the actual number of strategies available in any situation. Just look at the varied results in any Game of the Month and the variety of results speaks for itself.

If you play the game with a certain set of predetermined tactics and conceptions, then the game may seem to be without strategy.

CB
 
[[CB- I hadn't read your post before I wrote this]]

Dave a couple of people have posted what the definition of strategy is. It doesn't quite fit with what you have related.

Also, Chess is almost entirely tactics. Tactics: A word which means skillful methods of procedure; or arrangement of forces. Backgammon involves risk management. A good backgammon player will consistently beat a poor backgammon player because of strategy (most often by using the cube). A good chess player will consistently beat a poor one through tactics.


When you choose a strategy, it might work out, it might not. Could you accept it not working out? I've gotten the feeling that you wouldn't. I used to trade options in Chicago. What I did there was make good bets. Sometimes they didn't work out, usually they did and that's the way it went. I considered my plan of action at the beginning of each day strategic and the trades tactical (both in the sense of playing a game). I also play chess. My strategic decisions in that game occur usually only in the beginning when I choose my opening. The rest of the game is dictated by my choices.

Perhaps I'm just hung up on word choice, but Civ3 and Civ2 for that matter definitely have strategy.

I do see your points about population reduction early in the game (2 to 1 is a 50% reduction from disease), and it usually does make a lot of sense to go to war to expand, but lets focus on them as gameplay aspects of Civ3, not as things that eliminate strategy. I still like wonder building, even early on.


Also, again with the baseball. Pitchers do not always bunt or are pinch hit for when there are men on base and less than two outs. You may think so, but that is not the case. Livan Hernandez even pinch hits when he's not pitching.
 
(i) A "Perfectionist" strategy is perfectly viable, at least up through emporer. I will play straight peaceful, builder strategy with only 6-8 cities on a standard size map (usu. 5-8 civs total) - it's a nail biter early on, particularly if you're next to an aggressive civ and you don't have hoplites, but they're definitely winnable (through diplo, cultural, un, space, and late-game domination wins) and have been some of my best (i.e. most fun) games.

(ii) I understand you're complaints about the unpredictability of resources/disease/etc., but I think it is fundamentally part of the game and a true test of a good player. The best analogy is not to chess, but to poker. A good poker player will not win every hand - sometimes you just don't draw well - but a good player will win much more over time with a wider variety of situations. It's exactly the same in Civ. If you prefer chess style (little left to chance), you can play on maps with equalized starting positions. For MP especially, it would be nice if there was a random map function with roughly equal starting positions. But for myself, and most players I think, we prefer the exciting challenge of dealing with the unpredictable - some of my best games have been trying to recover from that very unlikely combat loss, or the lack of access to a strategic resource, or barely losing the wonder race bcs I failed to properly monitor the situation (due to lack of gold, inattention, etc.).

Bottom line, if you view the seemingly random occurrences as part of the hand you're dealt, the true test of the player is over time with successive hands - and any poker player will tell you that poker is a *strategic* game.
 
THE SUMMARY:

1. Randomizing the special food and shield and trade resource placement has taken away the decision of whether to concentrate on getting in the sweet spot, and reduced the importance of the decision as to being perfectonist, and the decision whether to build the Super Science City.
2. The way in which special resources are implemented has actually taken away decisions. If you have the resource, you use it If you don’t, you acquire it. If you can’t acquire it, you re-start. (This is more of an early game problem, but then, the huge problem with Civ 3 is that the early game is too hard and/or the late game is too easy, depending on your level. This was a problem in Civ 2, but in Civ 3, it’s ridiculous.)
3. Unique Units, combined with Golden Ages, have made decisions about when to go to war and when to try to build wonders about as difficult as the decision about whether or not to have your pitcher bunt when there’s a runner on first base and none out.
4. Getting rid of the tricks for rushing WoWs was good, but the inability of a city to make use of wastage when you get beat to a WoW makes the cure worse than the disease. It’s not a calculated risk whether or not to embark on building a wonder, it’s blink luck.
5. The higher cost of units, the less-varying cost of them, and the lack of spies has taken away the difficult decision of balancing your army between all the various kinds of units, and reducing shield waste.
6. The loss of food caravans have taken away a strategic option.
7. The high corruption, along with the high AI aggression toward weak civs (and the juiced-up “cheating” of the civs early in the game) have combined to take away your decision as to how big of a civ you want. The variation between the smallest viable civ and the most aggressive expansion strategy is MUCH MUCH smaller in Civ 3 than Civ 2.
8. Disease in flood plains is a matter of random luck, and can cripple your early game. Pointless change.

For me, the key reason that Civ 3 isn’t as good or as addicting as Civ 2 (despite some excellent, well thought out improvements), is that I don’t have as much control over my civ. It’s a strategy game lacking strategy. There’s too much luck and simple decisions.

Well, I'm glad you had a Summary! Whew.


The STUPIDLY rare resources on the basic game has been a mystery forever. I modded them up in December. This is proof Firaxis never playtestested the game. Iron was NEVER that rare, not even close. No war was ever fought over an iron mine. By having such low resources they also made post-gunpowder units' values ridiculously low to give those civ without a resource "a chance" Firaxis admitted this. :crazyeye:

UU's and GA being tied together push you to war in a predictable way. GA should come in a manner NOT determined by a victory by a UU. BAD CHOICE, Firaxis. The irony is they push this "Culture" stuff at us, but then have concepts in the game that ENCOURAGE warfare, or genocide (razing). Rushing Wondrs is another example (see below). . .

Of course it is worse in Civ 3 - the WASTAGE in not being able to rush a Wonder or stockpile resources is so bad it makes building them almost prohibitive. The ONLY way to rush them is to use a GL created in COMBAT. Such a leader IN FACT should supply a MILITARY BONUS for units. Rushing a Wonder should be done differently. Again, the result of NO PLAYTESTING.

No spies, no frieght, and no effective naval warfare (and no attacking sea borne TRADE) has made much of the game an ineffective tedious abstraction. Another bad decision.

MOST IMPORTANT POINT: a game becomes addictive based on the number of SIGNIFICANT decisions (and their variety) the human has to make. There are not enough of those in Civ 3, and too many tedious "chore" tasks to perform. That is the result of inadequate playtesting. Combine that with various quirky things the AI does and we have a game that will NOT stand the test of time - as Civ 2 will.
 
Originally posted by Zouave
Well, I'm glad you had a Summary! Whew.
I had alot to say. I was putting together a bunch of different thoughts I've been having over the last few weeks.

Iron was NEVER that rare, not even close.
I don't mind the lack of realism, if it serves the game. We agree that it doesn't help the game be better.

Having iron all over the place wouldn't work by itself, either. You can't be like that planet in The Hitchhiker's Guide to the Galaxy that eliminated poverty by making leaves currency. Like I wrote above, it should be more common, but one iron mine shouldn't empower your entire empire to crank out swordsmen for the next millenium.

There are so many ways they could have used special resources to increase the number of decisions you make, and increase the variety in game styles. Oh well. I would love to shoot up a game designer with truth serum and ask him if he is happy with how special resources is implemented, if it is (roughly) what they planned...OR, if they didn't adequately playtest the game, and got too far along to go back and come up with a different system when they realized they'd f'ed it up.

The irony is they push this "Culture" stuff at us, but then have concepts in the game that ENCOURAGE warfare, or genocide (razing).
I thought this was crazy when I was first getting into the game, too. I couldn't figure out whether they were trying to make me more warlike or less.

But here's what I figured out...they want us to have civs of a certain size. That's what I mean about a game lacking in strategy. The way they've pushed culture, AND added things to make us more warlike, resolves itself if you think of trying to have 6-8 cities early in the game, and doubling that each of the next two eras. You can't be like Civ 2 and win on a medium map while entering the modern era with 5 cities, and you can't be a total warmonger, presiding over a huge empire of conquered cities, either.

Compared to Civ 2 (sorry to belabor the point, but it's critical), you don't have as wide a choice for the size of your Civ.

Of course it is worse in Civ 3 - the WASTAGE in not being able to rush a Wonder or stockpile resources is so bad it makes building them almost prohibitive.
To those who have been disagreeing with me, think of it this way. Missing out on a Wonder early in the game can easily mean you waste enough shields and time to double the number of cities you have, and put a unit in each one. All just because someone beat you to a Wonder by 2 turns. To me, there's no way on God's green earth that such a tiny mistake should be so brutally punished. There's no proportionality.

Think back to when the designers were first working on Civ 3...do you think they made an intelligent choice on this matter? Don't tell me how to overcome wasting shields. That's not the point. Tell me if you think the game is better because of this "winner take all" decision. Then defend your position.

I've explained how the game would be better if you could put 75% (or whatever) of the shields wasted to work. Or if they limited each Civ to X number of Wonders, and made them all universal (anyone can build them.) Or...a bunch of ways to fix this. Tell me how I'm wrong. Tell me why the game is better, and gives you more control over how your civ develops, when you can lose out on a wonder (or several) and lose hundreds of shields, with nothing to show for them.

MOST IMPORTANT POINT:
a game becomes addictive based on the number of SIGNIFICANT decisions (and their variety) the human has to make. There are not enough of those in Civ 3, and too many tedious "chore" tasks to perform.
That's another, insightful way of stating my general thesis.

The midgame and endgame are alot better, because of changes in how you fight, how you can win peacefully, and AI improvements. No doubt about it, Civ 3 is a huge step forward from Civ 2 in the modern and near-modern era.

But the game before that point is a pretty substantial step backward.

PS...thinking about it, limiting each player to, say, 6 of this game's Great Wonders, but allowing anyone to build the Colossus or Hanging Gardens...that would give you more control over your civ. THAT would add strategy.
 
Originally posted by Flavor Dave
1. Randomizing the special food and shield and trade resource placement has taken away the decision of whether to concentrate on getting in the sweet spot, and reduced the importance of the decision as to being perfectonist, and the decision whether to build the Super Science City.
Of all your points, this is the one I most strongly disagree with. The random resource placement has, IMO, created a much more realistic, and therefore enjoyable, playing environment. There are still sweet spots to be found, they are just not as predictacble. You can still find locations that make for the perfect industrial city, or a great science city. Just keep your eyes open and youi will see them. They're just not laid out for you. Its not really strategy in deducing the resource seed pattern.
2. The way in which special resources are implemented has actually taken away decisions. If you have the resource, you use it If you don’t, you acquire it. If you can’t acquire it, you re-start. ...B]

What do you mean you restart? Did the Native Americans get to call a time-out when the Europeans came over with horses, iron weapons and gunpwder? The rest of the world didn't get to call a do over when the Europens were colonizing everything in site. Some civilizations started off in areas less minerally rich than others. These civilizations generally tended to lag behind those civs that were in resource rich locations. I think that Civ3 does a good job of attempting to mirror this aspect of history.
For me, the key reason that Civ 3 isn’t as good or as addicting as Civ 2 (despite some excellent, well thought out improvements), is that I don’t have as much control over my civ. It’s a strategy game lacking strategy. There’s too much luck and simple decisions.
History is full of good and bad luck stories. Thats the way things go. I know this is a game, but it is supposed to be a strategic simulator. As such it is an attempt to simulate the development of human civilzation over the course of history. Luck played a part in our history, luck and strategy, but a lot of luck. One of the things that is missing from the game is the random events that used to occur in Civ and Civ2. Thats a bit of luck that they took out of the game. Wish they hadn't.
 
Originally posted by Kal-el

Of all your points, this is the one I most strongly disagree with. The random resource placement has, IMO, created a much more realistic, and therefore enjoyable, playing environment.

I agree absolutely. In the latest GOTM, I didn't have oil and it led to a wonderful little battle on faraway Balkan Island. Hey, they started the war!

** WARNING ** GOTM9 SPOILER **
http://www.zachriel.com/gotm9/ad1640-Oil.htm
lamp.gif

(Ancient Egyptian Oil Lamps)
 
Originally posted by Zachriel
I agree absolutely. In the latest GOTM, I didn't have oil and it led to a wonderful little battle on faraway Balkan Island. Hey, they started the war!
I'm guessing you didn't play Civ 2. You're talking about oil, a special resource. I'm talking about wheat, gold, cattle, whales, fish, those things. In Civ 2, they were laid out in a pattern, such that you could get 4 resources for one city. So if you decided right off the bat to start your first or second city in the "sweet spot," that early decision did alot to dictate how the rest of the game would go. 1. You needed to put settlers (settlers did in Civ 2 what workers do in Civ 3) to work to improve the city. That meant slowing your development, if your settlers were building roads and mines instead of founding cities. 2. It meant that you could easily have a city site ideal for the Super Science City, which would dictate the emphasis you would put on defending that city, and it would dictate "starving" the rest of your empire to make sure that city was properly developed. 3. Building the SSC meant that you'd probably miss out on some other key wonders, and adapt to that. 4. If you want to go perfectionist, you'd want the Oracle instead of the Hanging Gardens.

Suppose you just start out your Civ in the first reasonably good places you can find. That early decision meant: 1. it would be a long time before you could take advantage of large cities, since you didn't have that many good tiles to work. As a result, 2. it makes sense to create settlers quickly, instead of buliding up your cities' sizes. 3. You should shoot for the Hanging Gardens and not the Oracle. 4. You should shoot for Adam Smith. 5. The computer civs would likely be aggressive toward you, because they gang up on powerful civs, and you were planning to be a large, powerful civ. Build up your military accordingly.

Etc. etc. There's more to it than I've gotten in to.

Suffice it to say, we're talking about two different things.
 
Originally posted by Kal-el
What do you mean you restart?
I shouldn't have written that. I was on a rhetorical roll, and got carried away.

I've restarted when about 20 moves into the game my size 3 capital went to size one because of disease. (Once.) I've restarted when I barely missed out on multiple WoWs and was in a hopeless position (many times.) And I've restarted when hemmed in and attacked by the Zulus or Greeks.

And when making the jump from regent to monarch, I've restarted for all sorts of loserly reasons.

I can't recall ever restarting solely because I didn't have iron or horses.

Shouldn't have written that; it made my original post much more whiney than it should have been.
 
All I can say is, if you dont like it . . . dont play it.

Next . . .
 
Originally posted by Flavor Dave

I'm guessing you didn't play Civ 2. You're talking about oil, a special resource. I'm talking about wheat, gold, cattle, whales, fish, those things. In Civ 2, they were laid out in a pattern, such that you could get 4 resources for one city.

With wheat, gold, cattle, whales, fish, those things, Civ3 is clearly superior by not having set, artificial, digitized and utterly predictable placement. (But yes, I loved it when I got four resources around the capital in Civ2.)

Me? I always play the map. Here's a very poor position that was made possible because the Americans are expansionist and start with a scout.

America.jpg


http://www.zachriel.com/gotm5/3300bc.htm
 
Originally posted by Zachriel
With wheat, gold, cattle, whales, fish, those things, Civ3 is clearly superior by not having set, artificial, digitized and utterly predictable placement.
Rmembering that the gist of this thread is my contention that Civ 3 reduces your control/choices over how you develop your civ...

How is the random Civ 3 pattern superior?

On the Civ 2 "Ideas for Civ 3" boards, I probably wrote 50 times, no exaggeration, "If you want realism, play two turns and die of old age."

So the artificial pattern of bonus tiles in Civ 2 didn't bother me, because I figured out how it made me make important decision in the first 10-15 turns. I liked the pattern for that reason. And I liked the way it made me think substantially more than I was bothered by the "unrealism."
 
But I think, if you try and forget about what you were used to with Civ2, you will find that this new random placement provides for a more exciting early game.

The random placement forces you to make important decisions too, but the factors that go into that decision are different than what you had become accustomed to.
 
How is the random Civ 3 pattern superior?

Hmmm...Do I want to place my city on this square, so it's borders will grab that whale? Or do I place it, here, giving up that whale, but having a tile or two less overlapping with that other city. Do I build this city on that river (commerce bonus, free aqueduct), but having several tiles overlap with the other city, or do I forego the river to have less overlapping of tiles?

Dave, it sounds like in Civ2, you basically had 2 different routes to take and that was determined only at the start, by where you placed your first or second city. Not much strategy involved there, IMO. With civ3, there are multiple routes you can take, which gets decided as the game goes, how many cities you get, what kind of resources the cities got, and how certain events play out. I used to play a form of the 'perfectionist' style by trying to place every city so that no tile was unused, and only 1-2 tiles would overlap with another city. I found it to be boring and too frustrating for Civ3. ("Grr.. that mountain screwed up my city placement pattern!").

Civ3 makes you a better player, because you have to learn how to deal with things that aren't 'perfect'.

But here's what I figured out...they want us to have civs of a certain size. That's what I mean about a game lacking in strategy. The way they've pushed culture, AND added things to make us more warlike, resolves itself if you think of trying to have 6-8 cities early in the game, and doubling that each of the next two eras. You can't be like Civ 2 and win on a medium map while entering the modern era with 5 cities, and you can't be a total warmonger, presiding over a huge empire of conquered cities, either.

It's called game balance between being a builder and being a warmonger. Not many people want Civ3 to be only a war game, or only a building game.

Having a small civ, no, you won't have a huge tech lead (except on the lower levels), and it may be difficult to conquer the world, but the game can easily be won. There are several people who won the game with ONE city! I'm pretty sure there have been people who won with 1 city on deity, but I don't have any links readily available to prove it. The one-city challenge (OCC) is almost always won diplomatically, and sometimes by spaceship. Look at the Succession Games forums and you can find some OCC's and other unique ways to play the game. Like, the Always War (you declare war on every civ and NEVER sign a peace treaty), no culture games (you can only get culture from your palace and a couple military wonders), are some examples.

Corruption is there because it would be too darn easy just to keep conquering cities, with every city making you that much stronger. Without corruption, this would just have a steamrolling effect, as after conquering 1 civ, you are now twice as strong as everyone else, and the remaining civs just get that much easier to defeat.

There is a maximum limit to corruption, and you can push it to the limit and have the cities around your palace still somewhat productive. I had over 400 cities and nearly the whole world (1 civ out of 7 remaining) to myself around 500 A.D. on a huge map.

So either extreme (1 city, the minimum vs 512, the max.) you can still win the game.
 
Dave.. you say the stragedy goes away becuase you don't choose when you fo to war, you UU and GA choose. Correct? Well why do you keep on talking about the "sweet spots" then? How did these add to stragedy? Think about it. Isn't it bascially stupid if I don't put a city there and put one far away where I can't get all those goodies? This seems exactly like what you are arguing against. Civ2 dictated where you put your cities by making these "sweet spots". To me it seems to your destroying your own arguement.
 
Originally posted by Yzman
Dave.. you say the stragedy goes away becuase you don't choose when you fo to war, you UU and GA choose. Correct?
Incorrect. I'm saying that the UU and GA dictate decisions aLOT. [b/]
Well why do you keep on talking about the "sweet spots" then? How did these add to stragedy?[/b]
In Civ 3, I build my first city in a turn or two. In Civ 2, sometimes I *decided* to build in a turn or two, and sometimes I *decided* to move to a sweet spot. This decision had a fair amount of impact on the location of my 2nd and 3rd and 4th cities.
 
Originally posted by Flavor Dave
My complaint is one I haven’t seen made here before, so it may be a new way of looking at Civ 3’s weaknesses. And please forgive me for plowing over this worn-out soil, but I think I have a new crop here. And, with all due modesty, I think this is as devastating a criticism as can be made of Civ 3. There’s a reason chess is a better game than checkers, and checkers a better game than tic-tac-toe.

I can defend this, but first I have to define “strategy.” If you think strategy is the act of making decisions, then you’re not going to agree with me. But if you think strategy is when you have to choose between 2 or more non-obvious choices, when you make decisions that will send your game in one direction or another, then Civ 3 lacks strategy.

First, allow me an analogy. In baseball, the American League uses the designated hitter, and the National League does not. (For you non-baseball fans here, in baseball, pitching is a very specialized skill, and most pitchers are very poor hitters. It’s much like how soccer goalkeepers are poor dribblers and passers. The "designated hitter" is a player whose sole job is to hit in the pitcher's place.) One of the complaints baseball purists have about the designated hitter is that it reduces “strategy.”

And, in fact, there is much more bunting in the National League. (Bunting is when a manager instructs a batter to make an out, but to do it in such a way as to advance a teammate on the bases.) So if you think strategy is defined as a manager calling a play, then the designated hitter does reduce strategy. And the same is true for pinch-hitters…there are more in the National League than the American League.

But for both bunting and pinch-hitting, the spread between teams that do it a lot and those that do it little is MUCH larger in the American League. That tells you that the strategic decisions are less cut and dried in the American League. That tells you that many of the “decisions” that a National League manager makes to use a pinch-hitter, or to bunt, aren’t really decisions at all, but obvious choices.

And that’s the problem with Civ 3. Let’s take the special tiles (wheat, gold, whales, etc.) In Civ 2, they were laid out in a pattern, so that you could plant a city in a “sweet spot” and have 4 special resources. In Civ 3, it’s random. On the one hand, I understand the change. Human players could use their understanding of the pattern to their advantege. But the Civ 3 method takes away a decision. In Civ 3, you find a decent spot, and start your first city. And your 2nd. Lather, rinse, repeat. In Civ 2, you had to decide how long you wanted to muck about looking for a good spot. And that decision was tied up in the strategic decision of whether or not to build the Super Science City (Colossus, Copernicus, Newton). It impacted your decision on whether to try to build a small civ, a medium civ, or a large civ. If you were able/decided to put most of your cities in the sweet spot, then you’re going to play perfectionist. In Civ 2, if you plopped down in the first decent spot, you were going for the large civ. The “improvement” in Civ 3 makes the game less strategic.

Or take special resources, like iron. In one recent game, I had a very good game. I was the Greeks, and I found iron early. One thing I’ve learned is that you have to take advantage of your UU in Civ 3, and your Golden Age. So I started building swordsmen and hoplites, and took Rome and a few other Roman cities. England, on the other side of Rome, declared war as well and took some Roman cities.

The key in Civ 3, even more than Civ 2, is to survive the early game. Because of my early discovery of iron, I was able to get more than my normal share of land, and my nearest neighbor, the Romans, were no threat. And my next nearest neighbor, the English, were building units for its war with Rome instead of libraries and temples, so I was able to compete with them wrt culture and science. (As a side note, I can’t figure out why the designers didn’t “ratchet up” the computer civs’ advantages as the game wears on…a slight science bonus early, a higher one in the midgame, a big one later. Instead, they chose to make the early game damn near impossible to survive, but once you get through that, it’s smooth sailing. My ratio of games abandoned to games finished it incredible.)

In my current game, I’m the French, on a big island with the English. Well, more a small continent. But the continent has no horses or iron. The nearby mega-island also has neither. So it’s 700 AD, and my army (and England’s) are ridiculously behind the times. I have to pray that none of the other civs attack me, or I’ll have no chance. And without horses, I haven’t been able to rout the English. (They started the war, I was able to take 3 cities, but that’s it. Aggressive war without horses OR iron, in midgame, isn’t worth it.) So it’s not like I can compete with the AI civs by sheer size.

In my Greece game, I thrived, and eventually won a diplo victory. In my French game, I’m not in a good spot. I’m reduced to hoping the Civs with the special resources don’t attack. My problem is that my good position and bad position have NOTHING to do with my strategy. Going to war with swordsmen and hoplites early in the game is a no-brainer, once I was LUCKY enough to find iron. And there’s nothing I could do differently in my current game. I couldn’t waste shields on the Lighthouse with the English attacking me. (Plus I have a huge problem with Wonders, which I’ll get to in a minute.) The resources in Civ 3 are a great idea, but have been counterproductive. The purpose was to introduce strategy into trading, war, and expansion, but the effect is the opposite. I have ideas as to how they could have made this innovation work, but that’s for another thread.

Unique units…sort of a good idea, but they do make it pretty obvious when each civ should be aggressive. The combination of the U.U.s and the Golden Age they trigger clearly takes away a strategic decision. If it weren’t for all of the other factors that take away your options, the benefits would outweigh the problems. But as the game is, it’s just another factor that takes away strategy.

OK, about Wonders and Wonder rushing. Getting rid of Wonder rushing was a great idea. It was too big of an edge for the human player. But the shield wastage in Civ 3 ruins many games. How often have you tried to build a wonder, been 3 or 5 turns away, and been told that someone else just completed it? OK, that’s not so bad, but then the other 2 WoWs you can build, get completed by two other civs. And now you switch to a marketplace, and waste 180 shields. If you’re like me, you normally start over at that point. I’m sorry, but there’s way, WAY too much luck involved. This is supposed to be a strategy game, but the huge, huge punishment for barely losing out on a wonder makes the decision to build one not a calculated, STRATEGIC decision, but a blind guess. Again, there are solutions to this, but that’s for another thread. Suffice it to say that, again, the decision to get rid of the various ways to hurry a wonder was meant to add strategy, but, instead, has added luck. And the huge, ruinous effect it has on an 8 city civ, early in the game, to waste 150-200 shields tells me that the game wasn’t playtested properly.

And the cost of units…in Civ 2, late in the game, you had spies at 30 shields, alpines and mechs at 50, howitzers at 70, and tanks at 80. If you were like me, you set certain cities to build certain items and reduce shield wastage, but were careful to have a good mix. With the higher shield costs, and lower (relative) variation in the costs of the different units, there’s fewer choices to be made. In Civ 2, you had to decide the proper mix of units for your army, and balance that out with the need to reduce shield wastage from unnecessary shields. In Civ 3, you just crank out that proper mix, because shield overage isn’t an issue. Again, a change in the game has taken away strategic decisions.

And food caravans…I can’t for the life of me figure out why this was taken out. As I got better at Civ 2, I started to realize that these were nice little things to have. In Civ 3, without them, you have fewer options for how to develop your cities. In general, one problem with Civ 3 is that it has taken as many steps backward TOWARD city-states not being cooperative parts of a civ, as it has steps forward. But that’s another thread.

And the juiced up corruption…again, another change that makes sense on one level, but has the impact of taking away strategic decisions. I’m still running the original version because I’ve heard such bad things about the patches, and I’ve been waiting for a patch that gets a good review (plus spent most of my time playing Championship Manager.) Anyway, the aggressiveness of the AI civs, and the tremendous corruption overseas, means that there’s little strategy as to the ideal civ size. Past a certain point, new cities are just targets for the AI to take. And under a certain point, the other civs see you as a weakling. I really miss that you can’t thrive with a 6 city civ. I used to love those quick Civ 2 games. But I also miss that it’s not a viable option to try to build city after city after city. It was good that the AI civs are more aggressive about expanding. But it’s not really a good option to attack them and take their cities, past a certain point, as the corruption is debilitating. Again, there’s no doubt the game wasn’t properly playtested. Actually, with regard to this one item, I doubt it was playtested at all, or the playtesters weren’t listened to.

Finally, diseases in flood plains. What a dumbass, unplaytested idea. I play monarch, and it’s soooo damn hard to get on your feet early in the game. If you have a city cranking out an early settler, and you have a nearby neighbor, and you’re desperate to get enough space to at least have a halfdozen cities without having to go to war, it’s crippling when you can’t build that 2nd settler on time because disease reduces your city down to size one, and so you have to wait to get up to size three before the city can finish the settler. I understand that this may be “realistic,” but realism has been made a fetish here. Anyone who has ever had this happen, what do you do? You start a new game. You’ve only invested a few minutes at that point, so what the hell. Someone trying to make a game where strategy matters more than luck would have taken out this “feature.” There’s too much luck when you end up 10 turns late on your 3rd city.

THE SUMMARY:

1. Randomizing the special food and shield and trade resource placement has taken away the decision of whether to concentrate on getting in the sweet spot, and reduced the importance of the decision as to being perfectonist, and the decision whether to build the Super Science City.
2. The way in which special resources are implemented has actually taken away decisions. If you have the resource, you use it If you don’t, you acquire it. If you can’t acquire it, you re-start. (This is more of an early game problem, but then, the huge problem with Civ 3 is that the early game is too hard and/or the late game is too easy, depending on your level. This was a problem in Civ 2, but in Civ 3, it’s ridiculous.)
3. Unique Units, combined with Golden Ages, have made decisions about when to go to war and when to try to build wonders about as difficult as the decision about whether or not to have your pitcher bunt when there’s a runner on first base and none out.
4. Getting rid of the tricks for rushing WoWs was good, but the inability of a city to make use of wastage when you get beat to a WoW makes the cure worse than the disease. It’s not a calculated risk whether or not to embark on building a wonder, it’s blink luck.
5. The higher cost of units, the less-varying cost of them, and the lack of spies has taken away the difficult decision of balancing your army between all the various kinds of units, and reducing shield waste.
6. The loss of food caravans have taken away a strategic option.
7. The high corruption, along with the high AI aggression toward weak civs (and the juiced-up “cheating” of the civs early in the game) have combined to take away your decision as to how big of a civ you want. The variation between the smallest viable civ and the most aggressive expansion strategy is MUCH MUCH smaller in Civ 3 than Civ 2.
8. Disease in flood plains is a matter of random luck, and can cripple your early game. Pointless change.

For me, the key reason that Civ 3 isn’t as good or as addicting as Civ 2 (despite some excellent, well thought out improvements), is that I don’t have as much control over my civ. It’s a strategy game lacking strategy. There’s too much luck and simple decisions.

What kills me is how I agree with Dave on almost every point, but i'm still addicted to Civ3, no matter how innacurate or unfair it is. I restart many of my games in Ancient Times because of how incredibly unfair it is, but if i make it to Medieval Times and im not in dead last place 5 techs behind the computer, i always have a fun game. Civ3 is one of the worst, and the best games i have ever played.
 
It still sounds to me like your not debating strategy, indeed you are far closer to 'tactics' than I was. You have an idea of how the game is gonna be, a 'perfectionist' ideal you held over from Civ 2. Your entire game is then a 'tactic' for those sweet spots.

Knowing the 'sweet spot' resource pattern is a crutch in Civ2, not a factor that increases strategy. You have more options in Civ3 in this regard, not between 'do i settle here or wait a few turns to find that sweet spot' (2 options), but many more possibilities. You can settle on the first turn. You can shift your city over to a more productive early location for your first city, taking a couple turns. Or you can scout out a better position for your empire as a whole, taking many turns to 'migrate' your center (rarely does anyone do that, they hit restart and get a new map, but just for fun I've migrated from the far cold north to a more equatorial region. Oddly I was the Iroquois and it made an amusing comparison to actual history as I crossed a frozen landbridge to another whole continent.)
Knowing the sweet spot pattern makes the strategic decision of migrating much too easy.

I made a 'STRATEGIC' decision to forego iron because the cost to acquire it would be greater than the gain. Maybe its difficult to grasp that the variety of units in Civ3, and possible strategies, can allow you to proceed into Industrial times without certain units. In earlier civ games if you were to lose the ability to manufacture certain units you would face a much harder time than in Civ3.
Your making iron common but less valuable might make the game easier for you to play, by eliminating the all or nothing aspects of the special resources, but as it is the special resource system IS strategic. Instead of being short of iron, you have none, the decisions are the same though: Do i get by without it, do I go to war for it, do i explore for it, do i trade for it. They are the EXACT same decisions as in your 'more' strategic version of iron implementation.

And if you can't see how anyone could survive in a game without iron, yet alone decide not to pursue it, maybe you should think a little creatively.

Your Civ size and aggressiveness claims are not well founded. Once again, maybe I've just played a lot more Civ than you have, but I've played with small civs, big civs, aggressive and peaceful, at varying levels of difficulty. It may be more difficult than in Civ2, might require MORE strategy, but it is certainly possible. I've found many more options though, precisely because of features such as culture flipping and that massive corruption. Anything in the game that is a disadvantage to you can be used as an advantage against your enemy.

Barely missing out on a wonder is a great thing. You are making the STRATEGIC decision to bet the farm on getting a massive benefit to your civilization. The cost is not just in shields, but waste. Its called risk, something inherint in strategic games. Once again, it seems you want less risk, not more strategy. Its like going to Vegas and betting it all on Red and then demanding that you get 75% of your bet back if you lose.

Early game is hard, I agree. My answer is to make late game harder through improved AI Military Strategy (which of course includes better unit handling tactics, but also changing how the AI decides to 'make war'). The suggestions I have seen in this thread revolve around making the early game easier.

The minimization of wastage issue has never been very important to me. In Civ3 I often am producing more than 4 different unit types. I know how many of each unit I desire for my army, and I make them as fast as possible, shield wastage is not a strategic issue, its a tactical issue. Deciding army make up = strategic, lowering waste = tactical.

I'm quite aware of huge civs having large corruption, I deal with it. There is a strategy in overcoming adversity, not simply coasting along the same path to victory over and over.

Once again, random factors do increase the amount of strategy needed. If you know everything precisely that will occur according to some formula (like the sweet spots), you are gonna constantly seek these optimal TACTICS of yours. If I know a flood plain will always give me a bunch of food I will of course settle there. If I know there is a chance I will get a ravaging disease in my city, I need to make a strategic decision. Risk losing population points sporadically in exchange for a big boost to food production. I'm not being limited in my options by this, I'm being given something more to consider. Sometimes strategy will lead a city to be placed there, sometimes not. In your perfect world, a city would ALWAYS be placed there because it fits that happy sweet spot pattern. What is strategic here?

Sure chess has zero unpredictability on the game board and yet remains a strategic game. Except of course that the unpredictability comes in the form of your opponent and their strategy.

Civ3 is a different game though. Its chess with a mismatched board, not every player starts out with the same position and resources. There is unpredictability in the game board, and unpredictability in what your opponent will do. Is the computer making the same wonder you are? Or are they expanding their population and military? In chess your strategy deals with handling the other person's strategy, in Civ3 it deals with handling the board's irregularities and how you or your opponent will use them in your strategy.

So are you saying that chess has no unpredictability? For if it were predictable wouldn't you always be able to win? Then, what would be fun about that, it would get boring fast. Indeed I too am saying that strategy in Civ3 is pretty weak, but I believe it so for entirely other reasons. Primarilly because the game is TOO predictable, not because of the game's features.
 
Originally posted by Flavor Dave
If you think strategy is the act of making decisions, then you’re not going to agree with me. But if you think strategy is when you have to choose between 2 or more non-obvious choices, when you make decisions that will send your game in one direction or another, then Civ 3 lacks strategy.


Strategy is not merely making decisions obvious or otherwise. Strategy is about long term goals. As in 'I am going to try to win this game by Domination/Space Race/Diplomacy'.

Tactics refer to the means, moves and decisions made along the way to achieve that goal. Building mil units as part of a Conquest strategy are good tactics, but a poor one for a Cultural strategy.

Strategy is about WHAT. Tactics are about HOW.


First, allow me an analogy. In baseball... So if you think strategy is defined as a manager calling a play, then the designated hitter does reduce strategy. And the same is true for pinch-hitters…there are more in the National League than the American League.


No, the DH rule simply changes the pallete of tactics which make sense for each league.

The PITCHING strategy (which itself is a tactic for the GAME strategy) is not unaffected by the DH rule but remains robust for each league. 'We'll pitch to Smith, because he cant hit the starting pitcher; but if we are ahead with no men on, we have to consider walking Jones because he hits this pitcher well'. And Bobo likes to steal so we have to keep him honest."

Game Tactics (HOW we plan to win) but Pitching Strategy.




And that’s the problem with Civ 3. Let’s take the special tiles (wheat, gold, whales, etc.) In Civ 2, they were laid out in a pattern, so that you could plant a city in a “sweet spot” and have 4


Closer to an exploit (being able to predict the computer AI or game) than a strategy.


In Civ 3, it’s random.


LIFE is random. Things as unpredictable as the weather played a major or pivotal role in many watershed events like the English fleet defeating the Spanish Armada, Washington's withdrawal from New York, the Challenger, Operation Market-Garden in WW2 and so on.

Playing the cards you are dealt you is part of the challenge.



If you were able/decided to put most of your cities in the sweet spot, then you’re going to play perfectionist. In Civ 2, if you plopped down in the first decent spot, you were going for the large civ. The “improvement” in Civ 3 makes the game less strategic.


Not less strategic, less predicatable, less prone to an exploit. Unlike "real" early civs, you *know* iron and oil etc are coming AND what you can build with them AND where they are likely to be located.



Or take special resources, like iron. ... And without horses, I haven’t been able to rout the English. (They started the war, I was able to take 3 cities, but that’s it. Aggressive war without horses OR iron, in midgame, isn’t worth it.) So it’s not like I can compete with the AI civs by sheer size.

I tend to agree. If iron and gold were as plentiful as they are in the game, we would make coins of iron and build ships of gold.

It enhances gameplay at the expense of realism though.


Unique units…sort of a good idea, but they do make it pretty obvious when each civ should be aggressive. ... But as the game is, it’s just another factor that takes away strategy.


UUs arent the ONLY way to trigger a GA. In fact, I'd argue that allowing GA to start with certain wonders OR UUs enhances tactics. Your choices are expanded.



OK, about Wonders and Wonder rushing. ... This is supposed to be a strategy game, but the huge, huge punishment for barely losing out on a wonder makes the decision to build one not a calculated, STRATEGIC decision, but a blind guess.


I might point out that far from a blind guess, you can investigate and use F7 to see if a wonder is under way elsewhere.

If your stratgey (plan) depends on acquiring a certain wonder, the TACTIC (how) might be to build it, start a minor war in the hopes of gettign a GL, or build military to capture it when it is completed, if it is that important to you.



And the cost of units…in Civ 2, late in the game ... In Civ 3, you just crank out that proper mix, because shield overage isn’t an issue. Again, a change in the game has taken away strategic decisions.


Not a strategic decision, but merely a tactical consideration.



And food caravans…I can’t for the life of me figure out why this was taken out. In general, one problem with Civ 3 is that it has taken as many steps backward TOWARD city-states not being cooperative parts of a civ, as it has steps forward.


Possibly, but criticizing a orange for not being a banana seems irrelevant. If Civ3 were like Civ2 in every measure and regard it is criticized for, it would be Civ 2.3 or something.



And the juiced up corruption…again, another change that makes sense on one level, but has the impact of taking away strategic decisions. ... Anyway, the aggressiveness of the AI civs, and the tremendous corruption overseas, means that there’s little strategy as to the ideal civ size.


Disagree.

Using the same methods overseas as at home WILL result in a dwarfed colony. This simply means that the game tactic we might call Colonization Strategy needs different and more robust tactics than those used in the homeland including, cultural development, shield transfer, SW building etc.



It was good that the AI civs are more aggressive about expanding. But it’s not really a good option to attack them and take their cities, past a certain point, as the corruption is debilitating. Again, there’s no doubt the game wasn’t properly playtested. Actually, with regard to this one item, I doubt it was playtested at all, or the playtesters weren’t listened to.


Or the testers used different tactics with greater success than yours yield. While colonization is indeed a challenge, I find corruption neither debilitating nor have my colony cities been cannon fodder for the AI.

In my most recent game, I had better luck fighting on the colonized continent than the homeland continent for a while.



Finally, diseases in flood plains. What a dumbass, unplaytested idea.


How does that impact or impinge on "strategy"? You DO retain the ability to DECIDE to build there in spite of the KNOWN effect.


THE SUMMARY:

1. Randomizing the special food and shield and trade resource placement has taken away


...an exploit.


2. The way in which special resources are implemented has


...made certain tactical decisions more interesting. Do I build on the Tundra before someone else does, knowing the city will grow slowly, if at all, but also knowing oil may pop up there. If so, WHEN do I spend the time and resources to lock it in?



3. Unique Units, combined with Golden Ages, have made decisions


... important as early as decising which civ toplay as.



4. Getting rid of the tricks for rushing WoWs was good, but the inability of a city to make use of wastage


... makes the decision to start, more tacticly important.

It can even be strategic in itself by either shield banking (start a palace) or purposely starting war YEARS and YEARS before the availability of the desired Wonder in the hopes of getting a GL to use.


6. The loss of food caravans have taken away a


...TACTICAL option.



7. The high corruption, along with the high AI aggression toward weak civs


...requires a separate colony development strategy.


Some very well developed points, I simply dont agree.
 
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