I spent many hours this weekend playing the first part of many different games, to sort of check up on some of the stuff we've been discussing on this thread. I only played the first part, because that's where the problem is. Like I've written, the late game is much better in 3 than 2.
Originally posted by Flavor Dave
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.
Just to make it clear, here, I'm not talking about the tradeable resources, but the cows and wheats and such.
I stand by what I wrote. The lack of the pattern makes Civ 3 less strategic than Civ 2.
But there is a countervailing force here, esp. if you are an expansionist civ and you have a scout. How far away should you build the next city, either to claim land or to claim a resource? In my last savegame, I was the English, and my scout found a very nice region of easily irrigated plains, with several cows and a couple of gold hills. I expanded aggressively, hemming in the Germans. This has caused many wars. They keep sending in a settler and a spearman, and I keep insisting they leave (once I've made sure my defenses are in order.) I'm behind the other 4 civs in the tech race, but I'm having alot of fun. The Germans built Munich in a "gap" in my territory, but I'm letting it sit. I've taken the first German city, and the next one is Berlin!! I have an army of spearmen and an army of swordsmen. I have just gotten chivalry. Wish me luck!!
VERDICT...thinking very precisely about this issue, Civ 3 has more or less as much strategy as Civ 2 on city placement. My opinion is that if you have a scout, there's more strategy in Civ 3. Otherwise there's less.
I still think Civ 3 would be better if they kept a pattern and a sweet spot. I still think that the lack of a sweet spot undermines your choices. BUT BUT BUT...much less than some of the other problems that narrow your range of choices on Civ size. Given those other problems, the lack of a sweet spot is minor.
In the game I'm playing now, I decided to expand as much as was judicious. And it wasn't anywhere near as aggressive as what you could pull off in Civ 2...AI is smarter (good), corruption is outlandish and crippling (very bad), temples are more expensive (neutral in and of itself, but it does make aggressive expansion less of an option.)
2. The way in which special resources are implemented has actually taken away decisions. If you have the resource, you use it If you dont, you acquire it. If you cant 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, its ridiculous.)
I haven't changed my mind here; in fact, I feel more strongly that this is poorly done. Again, I think there should have been more resources, but their use should be limited. Making iron or coal an all-or-nothing affair means you make fewer decisions than if you had 3 times as many resources, but you could only have 3 workers building RRs for every coal resource per turn (for example.) Then you'd have to decide if you could live with a slow growth in your RR network, if you only had one coal. Or whether you needed to grow it ASAP, and needed to acquire another coal resource.
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 theres a runner on first base and none out.
I've been more "aggressive" about not being aggressive when I have my UU and GA. I still think this is a problem, in that *IF* you've decided to go to war, the UU and GA make your decision for you. I mean, if you're about to get Riders, you'll wait, won't you? But I will admit that war in other eras is not as tough as I'd first thought. It was a matter of me forcing myself to fight without the UU and GA in effect.
It can be done...but it's still smarter to wait, if the Rider is coming up soon. A substantially smaller problem than I'd first thought, but still a problem.
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. Its not a calculated risk whether or not to embark on building a wonder, its blink luck.
If I could find it in the manual where you can spy with only embassies, this wouldn't be bothering me as much.
But you can never convince me that the punishment of wasting 180 shields early in the game fits the crime of missing a wonder by 2 turns.
Also, I had high hopes that Civ 3 would rely less on the city-states and more on empire-wide building. Just another way this could have been implemented...corporation makes the "freight" unit possible. It costs 40 shields, and can be disbanded for 30 shields.
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.
I don't think people understood me here, or maybe they agreed. What I meant was, in any war, you want a certain mix of defensive, fast attacking, and bombard units. That's no different in 3.
What's different is that in Civ 2, the units were cheaper, and the
percentage difference between a tank and a Mech was alot higher. So when you had developed cities, cranking out 40-70 shields per turn, there was alot of potential for wastage. You had to decide how much wastage you could live with, in your efforts to balance your army.
I stand by that criticism. If you played alot of Civ 2, I think you'll know what I mean. Your instinct is to set all of your cities with 17 or 25 shields on MIs, your cities with 40-49 shields on tanks, your cities with 30-34 shields on spies, your cities with 35-39 shields on howies. But what if that doesn't produce enough howies? Or too many spies?
6. The loss of food caravans have taken away a strategic option.
Not alot of discussion about this. At least this should have been available later in the game.
With 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.
In one of my games, I was the Egyptians on an island that held 9 cities (IIRC), and 3 of those had at least some arctic tiles. So that's a pretty small civ.
I built a city overseas, and sent along a worker, just for the heck of it. The worker mined and roaded a gold hill, and the city had a fish. I was in republic. When I quit to start up a new game, that city had 15 arrows...14 of them corruption.
Please remember that I'm not using any of the patches.
The ridiculous overseas corruption is a stupid feature. I cannot believe it was playtested.
One question...if I edit the FP to be a city improvement, would that work? Could I rush it without a GL, and build as many as I wanted?
That would be one way to get around this stupid, game limiting problem.
8. Disease in flood plains is a matter of random luck, and can cripple your early game. Pointless change.
I stand by what I wrote. It doesn't bother me later in the game, but early in the game, to have your city shrink, and have that delay your second city, is dumb.
But I built many a city on flood plains, to test this, and it never f'ed up my beginning again. So I'll chalk up the one time it happened to freakish bad luck, which is hard to eliminate from a game.
Because I was experimenting, I forced myself to try all kinds of different strategies. My opinion, still, is that "geography is destiny" much more in Civ 2 than Civ 3.
You can make the argument that the challenge in 3 is in dealing with your geography, overcoming your adversity. OK.
But I still believe Civ 2 gives you more control of your destiny.