Poorly Developed Game

Someone posted earlier that you do not need resources to build riflemen.
I was wondering why I could build them all of a sudden! I guess this explains it.

It has been said that air superiority is broken.

Any other unit related problems like this?
 
What are subs good for? Only certain units can see them! My nuclear sub sat next to an enemy battleship for about five or so turns! :lol: Gang up with them in enemy territory and reck some havok on their supply lines already!
 
Originally posted by Stuie


I know they were in Civ2. I said they were just as useless. I could build and deploy far better units for the cost of building a bunch of throw-away cruise missiles. No thanks.

Whatever.

But now I'd argue they are even more useless.. Now I have to build them, load 8 at a time on a transport. Guard the transport.. send it across the world if necessary etc. Cruisemissles from subs or carriers were cheap compared to having to build and maintain massive armies in some campaigns. Maybe I don't want to get involved in a land war in asia? Just wreak havoc on their units and cities so they stop harassing an ally (which is even more an issue now that diplomacy and the AI are much more effective and that combat requires a HUGE investment to invade).

My only real complaint with air units is the bugs with interception and that you can't attack ships. Not being able to kill units sucks but since it could and did get out of hand in Civ2 I'll live with the change. The bombing of improvements makes up for it IMHO.

Overall, I think the game was obviously rushed. Its good, and I enjoy developing new strats but by the endgame it just does not have the same feel as the other games did. The polish is not there (not considering MP in this).
 
Why do some people seem to think that the game was rushed? The number of bugs is so small, you can count them on one hand:

1) Air superiority is broken
2) That weird $10M/turn bug
3) An alleged name-all-your-cities-the-same bug
4) Some issues with sound

Well, that's all I can think of. Only one of these is even a problem: air superiority. The decision to make MP an add-on may be evil (very very evil), but it's not an indication of rushing. So where's the evidence?

Xerxes
 
Originally posted by Captin Spok
Originally posted by WankersRevenge

This isn't so much a bug as it is a feature request -

Expand the role of the UN

The Civ developers spent so much time developing diplomacy, they skipped over the UN which is opportune for diplomatic/peacekeeping type events. Wouldn't it be cool to vote on sending a peacekeeping force to England and France to tone it a little. Or Repeal or Allow certain technical advances. Personally, I think they missed out on something which could have been great.

Also -

What happened to planting diseases and nuclear weapons in cities? My favorite part of Civ and SMAC was planting weapons, and blaming it on a neighbor.




Is this a complaint??

No Spok - it is as it is. A feature request. Besides, you don't see me ranting or raving. It is a request/critique of an excellent game. Jeez. Grow up.
 
Originally posted by Xerxes314
Why do some people seem to think that the game was rushed? The number of bugs is so small, you can count them on one hand:

1) Air superiority is broken
2) That weird $10M/turn bug
3) An alleged name-all-your-cities-the-same bug
4) Some issues with sound

Well, that's all I can think of. Only one of these is even a problem: air superiority. The decision to make MP an add-on may be evil (very very evil), but it's not an indication of rushing. So where's the evidence?

Xerxes


Read the first posts
 
Not on your life. If the first bite from a plate is bitter, why on earth would a man stick his fork back in it a second time?
 
Originally posted by Julian I


Ok. So suppose the designers, for whatever reason, made Battleships able to fly, armed Sperarmen with fusion cannons and gave them 99 points of movement, made tulips the money unit and based all world trade on tulip haggling, made the settlers cost 10 food/500 tulips, allowed only one system of gov't - Anarcho-Syndicalist Truffle-Hunting Autocracy and made railroads actually slow units down (to simulate the time lost when buying train tickets and getting on and off the train).

So just because those are the rules in the new game, and they wrote it, that makes it correct by default, right? Please, let's not be so damn pragmatic.

Don't be so damn absurd. Of course I'd think that'd be stupid.

They did none of those ridiculous things. The things I was referencing that some people are complaining about are things that are nowhere near as silly as your fun list up there (for instance, the "I could beat Deity in Civ 2 by 100 A.D.! Since I can't, this is a badly flawed, very poorly programmed game" argument).

You EXPECT things to be in a particular way, saving minor variations, because that's the nature of the game. If you want fantasy, you have Fantastic Worlds. If you want something more sci-fi-ish oriented, you got AC.

And I contend that most of these things people are complaining about, some quite incoherently, are nothing more than those "minor variations" that you have excepted.

This is Civ. Plain Civ.

Whoops! It's actually the third game in the series. Why, one would expect that we'd have two generations of "minor differences" now. If you want Civ 2, play Civ 2 (to steal your sentence structure).

And as such, the rules have been set long ago. You can only change them SO much and still call it Civ. Improve them? Yes, by all means. Perfect them. Include more detail. Everything can be improved... but as long as you don't break anything in the process.

BS. Since whether something is "improved" or "broken" is largely a judgement call (see below for possible exceptions - I partially agree with you), this is not a relevant observation. You can't say "This is Civ, and the rules were set long ago," and then say "but it's okay to change those SACRED CIV RULES if I agree with the changes." It's a new game. Either it's okay to change some stuff, maybe even make it (gasp) more challenging, or you might as well keep playing the old one.

Corruption was fine - now it's broken and out of control.

Snot. Corruption wasn't "fine," it wasn't even remotely an issue. Now, it's something that you have to think about and incorporate into your strategy. I call that a marked improvement. Of course, it does make the game harder, so people start complaining about it instead of working on figuring it out.

Combat in Civ2, though it wasn't perfect not even by a long shot, was a great improvement from Civ1 - now it's broken again and we're getting stupid combat results en masse.

Again, I disagree. Yes, there do appear to be some issues with balance, and even a few outright bugs (the Air Superiority issue, for instance). But combat is not "broken," you simply have to put some thought into planning an attack or a defense, instead of using your Civ 2 tactics (I'd hesitate to call them "strategy," since there was very little of that involved). Before, you could simply crank out a bunch of one kind of unit and pretty much be guaranteed a quick victory. Now, combined arms and watching the terrain are absolutely necessary, and real planning has to go into every campaign. Again, I'd call that a BIG improvement. But it's a BIG challenge, so we've got people very accustomed to winning easily who are now very upset that that's no longer the case. Sorry, but I have zero sympathy for them if they can't change their strategy to deal with new challenges. That means that they didn't use their brains to begin with.

Problem : Corruption makes an empire of moderate/large size grind to a halt. (snip)

Styles of play shot to hell :
- Colonial Empire
- Peaceful Expansionist


So come up with new ones. You seem to be fairly smart.

Problem : The combat system is unbalanced. Defending units can use from a variety of 10-15 unit specific/terrain/improvement/city size bonuses. Attackers have no such bonuses.

You know, though it's markedly more difficult than in previous games, I've had no problems mounting an effective attack, as long as I put good planning and forethought into it. Strangely enough, the same is true for my defensive efforts. Again, just because it's harder does not mean it's broken or unbalanced. If anything, the Civ 2 system was balanced the other way in favor of the attackers. Think back. In Civ 2, did you ever have even the slightest difficulty sweeping the globe once you got Artillery? Of course not. Now, it is no longer possible to automatically win a war merely because you could out-produce the enemy. It still helps, but strategy and brains make a much bigger difference than they used to. THAT'S A BIG IMPROVMENT, unless you're someone who is only concerned with the sense of self-esteem that comes from being able to whip the AI without even trying.

Bombardment (Aerial, Land or Naval based) is ineffective against enemy military units.

Nonsense. It is very effective, but you must have ground troops to finish the job. I think that if you look at every war in the history of the world since "bombardment" became used, you'll find that bombardment alone will not do the job. Civ 3 is more realistic in this regard (more, not entirely).

Bombardment can't destroy sea units.

Now this, I agree, could stand changing. Aircraft can sink ships, so this does seem odd. Perhaps it's a gameplay thing - if airplanes could easily destroy navies in the game, who'd build navies? (Hint: no one) It does seem like aircraft ought to have at least a chance of sinking a ship outright.

Solution : Don't attack.

This tears me up. Really. If this is the best solution you can come up with, then frankly, you're terrible at this game and should definitely put it away. That's not a solution, and it's not an argument. Would you really accept it if I said this?

Problem: I can't win the game easily anymore.
Solution: Don't play.

Of course you wouldn't (at least I hope not). If you can't win the game right away, try to figure out a way to do it. If you are having problems with combat, try to figure out strategies to win. I was having terrible difficulties winning battles the day after I got the game. But I thought about my strategies, realized that they needed to change, and figured out how to do it. You, as well as a lot of the whiners (I'm not calling you a whiner, though) need to do the same before resorting to blaming the game for your own shortcomings as a military planner.

I'd love to debate about the corruption issue, since it's rather complex and everybody that kinda worked around the problem has its own particular method. Every little bit helps.

My advice is just that perhaps the world-spanning empire approach that was very, very easy to achieve in previous games is no longer remotely as easy. I have not had difficulty managing an entire (large) continent. Going bigger than that may be tremendously difficult, and that seems realistic (and therefore good) to me. Past a certain point in the previous games, world conquest was inevitable, and it made the late games boring. Now, the challenge continues all throughout the game, and I love it. We all asked for a tougher AI (i.e.; a tougher game), and we got one.

I will NOT debate, however, on the combat system.

Too late. :D

knight v. longbowman snipped

Well, look. As in real life, sometimes the odds are for you and you still lose (ask the Seattle Mariners if they think that's true). Yeah, this can be frustrating in the game, but if you're mathematically certain of victory whenever you make a move, why play the game? I don't think that's fun, and I think you'd agree.

I don't think it's valid to take a unit v. unit example and use an adverse result to posit that the whole combat system is flawed. I think things need to be looked at in a wider scope, like over the course of a campaign. Sure, a Longbowman might sometimes defeat a knight, but I don't think that a defense composed entirely of Longbowman will always defeat an offense composed entirely of Knights. If the results were absolutely certain in either way, there'd be little point to playing the game.

Heck, the very fact that chances to hit are used to govern battles rather than simple yes/no decisions based entirely on the math reflects, at least to me, the degree to which luck (and cunning, perhaps)plays a part, no matter how small a part, in all military engagements. To me, this degree of uncertainty makes it a much better game than Civ 2.

I agree that there are some flaws in parts of the game. But I think that the vast majority of the people upset about it are viewing everything that doesn't go their way as a flaw, and that's what pisses me off. Now, a mostly-well-crafted debate such as this is another animal entirely, and I think that you've made some valid points. I just think that there are solutions to the problems that you haven't seen yet, or haven't worked to find.


:goodjob:
 
First of all, this is probably the best discussion I've had since Civ3's launch. Kudos, Sarcastro, for keeping it cool ! :D

On to your points :

They did none of those ridiculous things. The things I was referencing that some people are complaining about are things that are nowhere near as silly as your fun list up there (for instance, the "I could beat Deity in Civ 2 by 100 A.D.! Since I can't, this is a badly flawed, very poorly programmed game" argument).

True. And unfortunately your example has been way too abundant lately.

Saying 'Waaaah! I can't take over entire continents with 3 tanks anymore!' is stupid.
Saying 'I need probably 8+ modern units, a mixture of artillery and ground troops, to be sure I can take a city defended by 2 pikemen and have acceptable losses' is not.


And I contend that most of these things people are complaining about, some quite incoherently, are nothing more than those "minor variations" that you have excepted.

But at what point do we keep considering 'minor' if they end up affecting (in any way, good or bad) entire avenues of play? For instance, corruption could be considered a 'minor' concept on paper, but it can become crippling.

Whoops! It's actually the third game in the series. Why, one would expect that we'd have two generations of "minor differences" now. If you want Civ 2, play Civ 2 (to steal your sentence structure).

Believe me, I was vaguely aware that it was the third installment of the series ;)

I suppose I don't want another Civ2. I want a Civ3 that makes sense.

And no, laying waste to entire continents with 2 or 3 tanks didn't make sense. But neither does pikemen beating tanks and galleys beating ironclads.

That's why I mentioned Fantastic Worlds and AC. If you wanna go wild with the rules, those are the games you have to do it in. Civilization is reality-based, and as such, we have a frame of reference to compare it to.

And even though, AFAIK, we have no records of battles between tanks and pikemen, common sense tells us that the tanks will always win. That's where the game fails and sometimes makes no sense at all.

You can't say "This is Civ, and the rules were set long ago," and then say "but it's okay to change those SACRED CIV RULES if I agree with the changes." It's a new game. Either it's okay to change some stuff, maybe even make it (gasp) more challenging, or you might as well keep playing the old one.

I agree with changing the rules, if it's done in a sensible and well-thought out way, and the consequences of those rule changes are thoroughly tested. I don't think that was the case with many of the rule changes between Civ2 and Civ3.

But that's a personal opinion only...

Snot. Corruption wasn't "fine," it wasn't even remotely an issue. Now, it's something that you have to think about and incorporate into your strategy. I call that a marked improvement. Of course, it does make the game harder, so people start complaining about it instead of working on figuring it out.

I don't mind hard at all. I stopped getting pissed off at how hard it was probably by the 4th or 5th game of Civ1. I adapted and beat it.

I don't mind hard. I do mind unfair and nonsensical.

If I'm running an empire and corruption is rampant and gripping on my production, well, I build courthouses to mitigate it. The courthouse effect is negligible. Ok, well, maybe a more liberal type of gov't will boost the courthouse effect. It doesn't. Ok, the Forbidden Palace will surely reduce corruption... too bad I can't build it where it's needed to because the city produces one shield out of 12, the rest is wasted.

Democracy:
Before courthouse : 12 shields produced, 11 wasted.
After courthouse : 12 shields produced, 10 wasted.

How am I supposed to build *anything* in there if I don't have a hero?

I understand the need for new strategies to deal with the problem, but so far the best I've seen is what I mentioned earlier : 'Don't expand'. There's only so much you can do about corruption, and the tools the game gives you to deal with it don't work.

That's a badly implemented rule change.

But combat is not "broken," you simply have to put some thought into planning an attack or a defense, instead of using your Civ 2 tactics (I'd hesitate to call them "strategy," since there was very little of that involved). Before, you could simply crank out a bunch of one kind of unit and pretty much be guaranteed a quick victory. Now, combined arms and watching the terrain are absolutely necessary, and real planning has to go into every campaign. Again, I'd call that a BIG improvement. But it's a BIG challenge, so we've got people very accustomed to winning easily who are now very upset that that's no longer the case. Sorry, but I have zero sympathy for them if they can't change their strategy to deal with new challenges. That means that they didn't use their brains to begin with.

Again, I don't mind having to come up with new strategies if needed... that's one of the beauties of the series.

But it's still things that don't make sense. Not only defensive units, since they enjoy all the bonuses in the world, are effective for thousands of game years, but because of this, you have to commit a large force of modern units just to deal with 2 or 3 middle age units in a city.

Combining arms is great and fun (and I think all strategy gamers will agree), but it's NOT fun and makes NO sense to do that if you have an opposition that still has pikes and swords.

Styles of play shot to hell :
- Colonial Empire
- Peaceful Expansionist


So come up with new ones. You seem to be fairly smart.

That's not the issue. I will come up with new ones and people will come up with new ones. I mind the limitations placed on those. Less and less choices on how to play instead of more and more.

Think back. In Civ 2, did you ever have even the slightest difficulty sweeping the globe once you got Artillery? Of course not. Now, it is no longer possible to automatically win a war merely because you could out-produce the enemy. It still helps, but strategy and brains make a much bigger difference than they used to. THAT'S A BIG IMPROVMENT, unless you're someone who is only concerned with the sense of self-esteem that comes from being able to whip the AI without even trying.

I disagree.

If I lead the science, have efficient, modern and productive cities and also have the infrastructure to deploy my forces effectively, why am I being penalized when the other players can't keep up?

Now my tanks perform only marginally better than cavalries and still have roughly the same chances of losing than them. Why the hell did I build tanks again?

I'm using no exploits. I'm not abusing the AI. I'm playing a fair game with no cheating. And yet the game throws another nonsensical ball at me giving middle age units even a remote chance of beating my modern forces just so I can't roll over them, something I might choose to do or not, btw. Again, common sense down the drain.

These design choices with the combat system are penalizing the player, that is rightfully winning by the rules, because the others can't keep up. If I have modern armor and you still have musketmen, sorry... it's buh-bye for you if you can't come up with something to stop me. You should've stepped up your warfare technology research when you had the chance. It's not my fault that you're more primitive than me.

I think that if you look at every war in the history of the world since "bombardment" became used, you'll find that bombardment alone will not do the job.

You're right but I still think it needs to be more powerful.

I was having terrible difficulties winning battles the day after I got the game. But I thought about my strategies, realized that they needed to change, and figured out how to do it. You, as well as a lot of the whiners (I'm not calling you a whiner, though) need to do the same before resorting to blaming the game for your own shortcomings as a military planner.

There's only so much you can do, anyway. You can put (x) number of units stacked on (x) terrain instead of (y) units in (y) terrain, and so on. When you have to show the money it's still attacker vs. defender with bonuses.

A succesful strategy : Bombard, bombard, bombard and when they can't take it anymore, then waltz in with the other ground forces.

That's fine and a realistic strategy, except that you need to do it even if you're fighting pikemen and musketmen with modern armor. And that's when it makes no sense at all.

But I'm curious, could you share some of the strategies/tactics you've found useful so far?

My advice is just that perhaps the world-spanning empire approach that was very, very easy to achieve in previous games is no longer remotely as easy

Then make it hard, not unfair and lacking common sense. Los Angeles is not an anarchic, wasteful craphole *just* because it's too far from Washington (it might be for other reasons, but not 'distance') ;)

I don't think it's valid to take a unit v. unit example and use an adverse result to posit that the whole combat system is flawed.

I just glanced over the log and posted one of the best ones...there are plenty more, believe me. I'm getting close to finishing the logs (23 pages now ;) ) so I'll share it with everybody when it's finished.

Peace...
 
Originally posted by Julian I
Saying 'I need probably 8+ modern units, a mixture of artillery and ground troops, to be sure I can take a city defended by 2 pikemen and have acceptable losses' is not.

No, it certainly isn't, but honestly, I haven't had bad experiences with this like you're reporting. Perhaps I will at some point, but so far I haven't had any problems that I would call significant.

I'm using no exploits. I'm not abusing the AI. I'm playing a fair game with no cheating. And yet the game throws another nonsensical ball at me giving middle age units even a remote chance of beating my modern forces just so I can't roll over them, something I might choose to do or not, btw. Again, common sense down the drain.

Well, not necessarily. See the "Italy v. Ethopia" example from another thread somewhere around here ("Spearman Beats Tank" or something like that). See also the well-used example of Viet Cong v. United States (and to a certain lesser extent, Afghanis v. Soviet Union). There are other variables in combat aside from sheer strength of technology, and the uncertainty in combat in Civ3 reflects that. Perhaps not in the depth that we would want, but the game isn't that sophisticated yet. We'll not go into reasons for that, but the end result is clear: your tank is probably going to beat those spearmen, but they might turn out to be craftier than you think. I think that this boils down to opinion, since we agree that winning combat is possible: I think that the uncertainty adds to the game, and you think it detracts. In the end, though, it's still possible to win, and I think that's the bottom line.

A succesful strategy : Bombard, bombard, bombard and when they can't take it anymore, then waltz in with the other ground forces.

That's fine and a realistic strategy, except that you need to do it even if you're fighting pikemen and musketmen with modern armor. And that's when it makes no sense at all.

I don't know about that. We're doing it to the Taliban right now (and with good reason), when by your theory we ought to be able to just send our ground forces in and wipe them out in hours. In close combat, the imbalance caused by technology is not as great as it would initially appear.

But I'm curious, could you share some of the strategies/tactics you've found useful so far?

Well, good use of bombardment is certainly one. Another is total, committed warfare, as opposed to just skirmishing here and there. If you're warring with another civ, attack them culturally, economically, and militarily, and do what you can to get the other civs to help (or at least not interfere). The real-world parallels to this are obvious. For instance, in my current campaign against the Germans, I have asked all 5 other civs for trade embargos, and several have granted that. This hurts the German economy and stifles any luxury or strategic trade they might have had going. I have moved to cut their road networks off from other civs, and I have warred against their military allies (the Aztecs in this case, who are technologically on par with me), forcing them to sue for peace. All of these things combine to hurt the German war effort very badly.

Also, do not underestimate the value of strategic tactics. If they are concentrating their forces along one front, and you can afford to open a second one, do it. While the Germans were attacking me in the Middle East (I'm on the regular Earth map), I formed a group and swung around the other side, making a Normandy-style landing and seizing Berlin in a matter of a couple of turns, and with no losses. Their attack is now in disarray, and I conscripted half the population of Berlin (then sold it to the Iroquois :) ).

The point is that you can't just think about conquest in terms of "what unit do I need to win with here?" You have to ask "what do I need to be doing with my entire civ's capacity for production and capital to win this war?" I don't think it's remotely unrealistic for a large advantage in numbers for the attacker to be necessary to seize cities. History has shown us that the odds are usually heavily against attackers.

But you put your finger on it - bombardment is very, very important, even with modern attackers against antiquated defenders. There is little doubt in anyone's mind that if the U.S. had invaded Afghanistan immediately, it wouldn't have worked. Hence, even with our huge technological advantage over them, we realize that we need to conduct massive bombardment in order to make a ground operation feasible. Sure, the method for showing this in Civ 3 is slightly crude, but it is there for a reason.

Then make it hard, not unfair and lacking common sense. Los Angeles is not an anarchic, wasteful craphole *just* because it's too far from Washington (it might be for other reasons, but not 'distance') ;)

Ha. True. However, it also wasn't anything close to a major city or economic engine until modern communications and transport methods made it only a few hours from Washington instead of three thousand miles. Someone in another thread suggested adding a "Television Network" minor wonder that pretty much set corruption back to Civ 2 levels once built. I think that sounds very good, and realistic. It's not unrealistic for vast empires to be completely unwieldy in pre-electronic eras. I do agree that they should be more feasible in the modern era, and this TV Network idea is the best I've heard.

I just glanced over the log and posted one of the best ones...there are plenty more, believe me. I'm getting close to finishing the logs (23 pages now ;) ) so I'll share it with everybody when it's finished.

Hope there's analysis coming with it. Looking forward to it. Going to lunch now. :goodjob:
 
Let me just say that I have quit playing this game for now for the following reasons.

1. I cannot handle the fact that a row boat destroyed my destroyer.

2. I cannot handle the fact that the musket man killed my fortified tank.

3. I refuse to accept that any wooden ship, horse mounted unit, spearman, primitive age, middle age military unit or whatever should be able to kill a modern unit with ease, if at all.

If possible.....I doubt the pirates of the Caribbean would have taken on a modern US battleship thinking....yeah we can take it boys..AAARGH!
 
A musketman ATTACKED you!? Wow- I've only ever seen them used in defense, after 10 games at Regent... never once...

Well I CONTINUE to play CIV3 BECAUSE these things are possible to have happen. Although, again, I never lost a BB to a wooden ship, in fact the AI REFUSE to ATTACK my BB's with wooden ships- it ALWAYS RUNS... And I would NEVER attack a ANYTHING with my BB if it had only 1 hp left... that opens up the possibility of defeat...

So Firaxis keeps on player and loses another... c'est la vie.
 
Captain Spok - Great post!! Soon as the patch comes out then MAYBE the game will be worth playing.
 
I was at war with Russia..they were sending everything at me cause they were losing. I had never seen their little wooden ships attack my destroyer before, I was mostly chasing them. The destroyer was at full power when it was attacked and sank like a strainer.

The musket dude was attacking the only city i had on russian soil, the city was fortified by a tank.

I lost two high end units to units much lower on the evolutionary scale.

I think that there are many other players who have had this happen them as well.
 
I think the problem with losing high tech units to low tech units is bad, but I think it is made worse by the fact that the computer doesn't seem to suffer the same sorts of loses.

If his musketeer can beat my tank, then by god my musketeer should be just as effective. I rarely see my fortified musketeers hold the line against units of their same tech level let alone against superior tech levels. Their tank on my musketeer is a 100% losing proposition, my tank on their musketeer is 50/50 chance. Boo that!
 
Originally posted by lc3man
Captain Spok - Great post!!

Since this is a kinder, gentler forum, I'll pass up this opportunity to make fun of you for this comment. Are you two the same guy? Honestly. It's cool. You can tell us.

Soon as the patch comes out then MAYBE the game will be worth playing.

Make no mistake; though I am enjoying the game immensely thus far, I am in favor of a patch, because there's certainly room for things to be tweaked.
 
Well, if Captain Spook has stopped playing, I guess Firaxis might as well close its doors. :lol:

Sarcastro, please allow me to express my admiration of your fine rhetoric and your well honed debating skills — refreshing, I must say.

With respect to attack strategies and tactics, I have found the following methods ameliorable. These are general guidelines, and will vary according to whether you can build armies and so forth:

Assessment

Follow the advice of Sun Tsu. Analyze your opponent's strengths and weaknesses. Gather whatever information you can in whatever way works best for you. If you have a Rite of Passage agreement, snoop around with scouts, explorers, or even workers and military units. Casually stroll around key areas and observe the state of your enemy's technology and force. Trade territory maps so you can watch the enemy's comings and goings. Visit the bargaining table. The technologies you show available are ones he doesn't have, and vice-versa. Visit your military advisor, and find out what he knows about them. Visit your foreign advisor, and find out what pacts he has with other leaders.

Once you have your information about your enemy, do an assessment of your own strengths and weaknesses. Now compare. If you reasonably believe that you can attain a vast superiority in a short amount of time, start making a plan.

Planning

Gear your plan toward your opponent's greatest weakness. This might not necessarily be his smallest city or most militarily weak spot. If he can muster reserves quickly enough, you might find yourself ambushed. Weaknesses are created by necessary compromises. Your enemy's weakness might be in his largest and most fortified city. How? Well, if it is close to your border, and if he has sacrificed production elsewhere, then that city might represent his "one basket" into which he has put everything. Thus, you might have greater success attacking a large city near your border than a crappy remote village where reserves pour in.

It's a return on investment consideration. Don't wage war just to fight. Wage war over something important, like territory or resources. Make certain that, once all the smoke has cleared, and you've suffered massive casualties, when you step onto the victory tile, you've gotten something substantial in return. Make sure that you haven't wasted your time and production on something trivial.

When your plan is complete — when you know what you want, what it takes to get it, and how you will prepare — begin amassing the assets you need for war. Do it as quickly and efficiently as you can. Once your decision is made, focus on war. Do war things. Cancel those cathedrals, draft the troops, and in general, put your country in a "war mode".

Consult the other leaders, and find out who is your enemy's enemy, and who is theirs, and so on. Be careful in this. You don't want to start a world war that you are not prepared for. You don't want to make a pact with A against B if that will cause C, D, and E to gang up on you.

Mobilization

When you've achieved vast superiority over your enemy in every way that you can, militarily, economically, and technologically, and you've selected a target, it's time to set up your attack. Move your forces as close to the battle point as possible, having given them every possible advantage, such as railroads and bombardment tools.

When all forces are mobilized as far as they can without triggering a war, it is time to move. If possible, include a provision in your plan to provoke your enemy into declaring war on you, so that you save face in the eyes of the other leaders and your people. War weariness and distrust will be much less.

Once everything is in place, move quickly to position your units on tiles that you have predetermined to be best. Don't go in without a plan. Already know how you intend to spread out and stack your units.

Attack

You need massive superiority to win. Defense, when conducted right, is always tactically superior to offense. Offense wins only against weakness and mistake. Surround your enemy on as many sides as possible. Stand on the securest defensive tiles you can find. Don't go into this willy nilly. Put everything into it. It's live or die once you've gone this far.

Stack units such that each tile has strong attackers and defenders as well as bombardment units. If you've made a good plan, your enemy has been taken by surprise. Make sure your bombardment units are not isolated and subject to capture. Make sure your reinforcements have ready and quick access to the battle field.

Begin your attack by selecting your defensive units one by one and pillaging the improvements around the besieged city so that your enemy won't have the advantages he built them for. Then, select your bombardment units and hit him bang bang bang, one after the other. This will soften him. Finally, attack with your strongest offensive units first. You can't count on softening with your weaker units and following up with your stronger ones. You might end up only strengthening your opponent that way. Use your greatest force first.

Expect losses. Expect heavy losses. Your plan should have anticipated them. You should have mobilized massive force, enough so that you can attack again and again and again in a single turn. After the first round of a well conducted attack, your enemy should be significantly weakened. But be mindful that his resisting units might have been promoted for their valor in battle.

Bombard again on your next turn. Bring in your fresh reenforcements and begin round two attack with them, not with your weakened units. Have battlefield medicine if at all possible. Continue in this manner until your enemy has been destroyed.

Aftermath

Once you've surveyed the carnage and assessed damage, remember that in Civ3, that's not the end of the story. It should have been a consideration in your plan that your newly captured city might rebel, or that your enemy might immediately try to retake your newly captured precious resource.

Thus, you will have needed extra units, not just for the attack, but for the protection of your spoils. Bring in those workers you had in tow. Use captured workers as well. Start cleaning up and fortifying right away. Tend to the needs of your new citizens. Make them feel secure. Build temples and things to keep them happy. Restore the improvements you destroyed.

Sue for peace as soon as possible. If you have left your enemy significantly weakened, he will agree to terms very favorable to you. If you have achieved your objective, don't get greedy for things that weren't in your plan. Start over with a new assessment and go from there.

(Edited for grammar.)
 
I can assure all of you that I only have one account on this server.

The problem with people is that they like to insult you when they do not feel the same way about something. Thats to bad!

Well my feeling is the game is harder to enjoy when a week unit is able to destroy your more advanced unit. For me, that takes some enjoyment out of the game. You work hard to get a technical edge on your opponent! All for what I ask?? So you can watch the musket man destroy you in 3/3 tries. As most of us know, a bunch of people running around with muskets is not going to take a city defended by the most modern of military equipment.


Sarcastro

I disagree with the response that we need to change our tactics to compensate for broken features with in the game. That is not a practical solution as you have insinuated in past posts.

The real issue is the game has evolved and we need to adapt.

Question, how much do we need to adapt??? When does all the adapting to compensate for broken game play stop??? When can we say this game does not work correctly!


Libertarian

Your great tactical "Assessment" is trampled in light of the fact that your strength is your weakness in this rendering of the game. Your strongest unit is made weaker by the attacking weaker unit. I advise you to take the time to read my quick posts if you wish to post here. At least that way you may sound more knowledgeable, even relevant when you post. Wait; here is a quick summary for ya BUD! In simple easy to understand English!

Weaker units beat up stronger units. That equals less fun for total time invested in game play.

Or how about....

Trying to attain a militaristic, technological advantage over your opponent does not prove to be an advantage, as unrealistic results are achieved in combat.

So as I take this eloquent literary battering for posting my uneducated feelings in this forum, I have come to the conclusion that people here are easy to please! They thrive on mediocrity. No room for improvement here.

God forbid anyone agree with me!! For that would make it seem as though I am making all kinds of aliases on this server to bolster support for my opinions or feelings on this matter.

Also, excuse me for saying that "I won't be playing anymore", or "Won't be playing until they fix the game". I guess Firaxis was thinking of shutting down because of the news. At least that’s what I read...I think??

:D
 
Captain Spok - I agree with you.

I have been a Civilization die hard fan for most of my video gaming life. I relish arguing with the "DOOM fans" about the "best game of all time" (we all know it's Civ or Civ 2 and not some Alien Blaster re-run) *grin*

However I will NOT be purchasing Civilization III as long as I hear about these ridiculous combat results.

People can talk all they want about how "it could happen" or "maybe they're just crafty" or "look at Vietnam or Ethiopia or Afghanistan" but those just aren't valid arguments.

Sure the Viet Cong and Mujaheedin were "primitive" compared to some of our technologies but they still had weapons available to them that could compete with ours in the hands of a skilled fighter. For example: automatic rifles and machine guns, anti-aircraft missles, anti-tank weapons, long range sniper rifles etc etc.

However a "pikeman" or "musketman' has no such thing. They are a far cry from the Viet Cong.

Ancient Civ units have single shot muskets and wooden spears. I'm sorry but it is IMPOSSIBLE for them to kill tanks or modern infantry. They could inflict casualties on a man per man basis maybe.. but could a company of soldiers from braveheart WIPE OUT (that is after all what a combat loss in Civ implies) a company of modern Marines? Or could a batalion of musketman destroy a batallion of modern front line battle tanks?

NO. it would NEVER happen. Not EVER.

Even accepting that it COULD happen... what would be the odds? Maybe one every 1000 encounters? 10,000 ecounters? It sounds to me like it's happening in Civ III FAR more often than that.

We all *****ed when this sort of thing happened in the original Civ and we were all so happy that they fixed it in Civ 2... but now that it happens in Civ 3 people are like "well you have to change strategies".. or "i like that it's harder" or "it could happen - you just don't know anything about military strategy"

Well no. it was crap in the original Civilization and it's crap again.

I want no part of it because the frustration that it would bring me would far outweigh the joy of playing that game.

When Firaxis fixes it THEN I will buy their product. Until then I'm happy playing Civilization II (STILL THE BEST GAME OF ALL TIME).
 
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