
@ scratchthepitch, that's precisely the problem. And it also works (or doesn't) at the other end as well.
I remember my first ever game of Civilisation III, where I followed various norms dictated from my experiences with Civilisation II. I held firm and created about 10 amazingly advanced core Metropolises. I got to the point where I had each defended by three Infantry with the Civil Defence building in place (a feature/variable sadly lacking from the Calculator Spoonwood posted). I basically calculated my defence per Unit of being around the 25 mark.
The Aztecs declared war on me and I suffered a deluge of Aztec Cavalry, nice big stacks but not anything I thought I couldn't handle. I sat back and waited for them to commit suicide on my brick-like defenders. OMG, how stunned was I when these horse Units just ploughed through my Infantry like they were Spearmen. Some were even dropping without fighting back. As soon as the first Metro fell and the Cavalry continued to stream in I thought "Oh crap, this is going to be a totally different gaming experience, I don't understand either the numbers or the point of these defence enhancements/stats." How on earth could an attack of just 6 create such utterly convincing results versus a defence of 25+. It immediately destroyed any sense of anything right there.
The top three Irritants:
I'm currently playing a Standard Regent Archipelago, my favourite level and map design. All nice and easy but engaging enough to keep me interested. There's just something really nice about collecting islands. In order to add an element of challenge I've put the settings to their hardest possible level - Playing as Carthage (Seafaring/Industrial, average to weak traits), maximum opponents, Raging Barbarians, AI Most Aggressive, Warm/Arid 3 Billion Year planet, 80% water etc.
This game, like most games I play, generates a huge amount of irritation/frustration in three very big areas. Forgetting, for the moment, all the billions of little Irritants, my 'enjoyment' of this particular game has been diminished greatly by the big three Irritants which, in my opinion, are the three big killers of Civilisation III and why I find myself permanently on the verge of uninstalling the game.
1. Although Resources do add a 'challenge' element to the game, I find that the problem is that the game is then dictating how I play rather than letting me dictate how I play.
I start on an island. I have access to 1 Luxury tile immediately. My island has an AI Civilisation on it. They have access to 1 Luxury tile and there is another Luxury tile in the middle of us. Ok, so first job is to take out this Civ. Job done, I now have 3 different Luxury tiles and some to trade. In the meantime I learn/trade Iron Working and the Wheel. Oh, what a surprise, my island has neither Iron nor Horses.
The island to the north has Iron but the island to the south has both. Ergo, I guess I'm taking out the southern island first as soon as I've got to Longbowmen. Once that is done (quite frustratingly with Longbowmen) I know have the full accompaniment of Ancient Resources - but I'm now getting close to learning Industrial techs. I then take out the northern island with my leftover Units and prepare to upgrade them all to Industrial Units. But... oh, what a surprise, none of these 3 islands have either Saltpeter or Coal. Those are both on the next island over with a slightly stronger AI Civilisation on it.
So, again, my next choice is a bit of a no-brainer and off I go to conquer that one. Once that one is taken out the game is pretty much over, it's just then a matter of collecting bits of land to get to 66% rather than specifically invading someone in a proper war sense. So, although my own game might have been 'similar', I find it deeply Irritating that Resources are, more often than not, used to dictate my game rather than let me choose 'what I do next'.
2. I really don't like the All-Seeing-Eye of the AI. I find this to be the absolute biggest tragedy of Civilisation III. And this effects many aspects of the game but, for this discussion, provides the perfect link between my points 1 and 3.
Firstly, the All-Seeing-Eye hunts down all the Resources and grabs them before the human player (even with a 1.5 page tech lead) has had any chance of keeping up with discovering where they all are. Once Navigation is learned and the Map is very soon all completely visible the advantage of this is lost because all the islands with Resources are full and all the islands with none are left empty and pointless. Not only has the AI found them all but it will often land their town right on top it so the human player has to constantly check all the town squares via the terrain information screen every time a new Resource is 'discovered'.
This makes Resources 'discovery' a chore instead of a genuine opportunity to shake the game up and change a Civ's destiny. If this allocation had been a truly random upon the first Civ to discover the associated tech, and if even the AI didn't know where they would be and would have no 'visibility' of them once appeared then a huge amount of this 'crap' element of the game would be 'improved' instantaneously.
Secondly, the All-Seeing-Eye will always place troops in the most Irritating positions and will have full knowledge of what Units you have and where they're going and what they're likely to be doing. This makes a mockery of any kind of 'risk-taking'. It's not at all uncommon in almost any war game for a player to 'leave one area weak but bluff strength while maximising another area'. This basic war technique is what is called a 'classic' way of getting the most possible from a limited army. This whole concept is utterly destroyed by the AI's Irritation methods of taking every little weak spot and driving a bulldozer through it.
Particularly with Archipelagos, an enemy Civ might be spread, quite literally, all over the world. It might take 20 turns just to clear up 2 or 3 cities spread over 2 or 3 different islands spread over the world. Having to create the troops necessary to do this in a timely fashion is complex enough, but having to do it before towns go onto Cultural Conversion cycles and before your outlying cities succumb to War Weariness is one problem but, when then combined with the AI Civ dropping Units at every single weakspot, makes the whole process so formulaic that it becomes boring. Again, the AI is dictating the game instead of letting me play. I MUST leave at least 3 Units next to each town I take in case of Conversions or, more importantly, landings.
Without this All-Seeing-Eye the AI landings would be more haphazard, the islands could be cleared out quicker and the general feeling of an invasion by superior forces would actually feel like an invasion by superior forces rather than just a simple Unit-spam. It would be 'nice' if the player was permitted to 'try their luck' in exchange for a quick victory rather than be constantly and relentlessly 'punished' every time they try to push anything.
Combine this with a complete inability to prevent the ships of landing Units from landing due to a complete lack of attacking Naval Units (even a Frigate can't take down a Caravel) and one is left feeling as if one is just observing someone else's game. A simple game of reactive rather than pro-active actions. And Frigates require Saltpetre! Why are they not the Naval equivalent of Cavalry instead of the Naval equivalent of Catapults! And why on earth are Infantry having to be carried around by Galleons? Just how bizarre is THAT!
3. 'Trying our luck' brings me neatly onto the 'Battle (lack of) Mechanics' and the supposed Random Number Generator. Finally adding this concept to the already claustrophobic elements of the previous two points is enough to turn the entire game, at one point a simple matter of logistics, into a complete and utter FARCE. I have a fully healed Veteran Guerilla DIE attacking an unfortified red-lined Knight. Irrespective of any terrain conditions this is STUPID. Such encounters should NOT be decided purely on the basis of 'luck'. An Infantry Unit should NOT die attacking a Pikeman Unit, regardless of defences. It makes no SENSE.
And, even regardless of 'extreme' results, even if we forget all the little 'pains' and just 'get on with it', it is still virtually IMPOSSIBLE to attack ANYTHING without taking some form of damage which, most often, leaves your Units either red-lined or Yellow and, once they have got down to this stage, they then become utterly useless and die if the attack anything else. Trying to attack anything with either one or two Hit Points left is the equivalent of committing suicide because no matter what one does, one loses Hit Points.
So where does one recuperate Hit Points? Not in enemy territory! A Unit with either one or two Hit Points is effectively a useless Unit. You could have an enemy city surrounded by red-lined Infantry and they can't take out one simple red-lined Pikeman, no matter how many you throw at it. Then, once you have taken the town you have 1 turn to calm the Resistors or you have to then evacuate the Town in order to ensure you don't lose your entire army to an inevitable Conversion. If it then converts you can be left with 5 or 6 damaged Units with no hope of winning it back without taking troops from the front line or dedicating at least 2 Artillery to each conquered town.
And then, because your troops HAVE to lose Hit Points you then find the AI sends out Longbowmen and Knights to 'finish off' weak Units. Not to win the battle, but to take every little opportunity to ram another spike into the every-increasing War Weariness accumulation. And the fact that Infantry/Guerillas, even halved in health, have very little 'chance' of defending against Knights and Longbowmen is the other side of the 'extremity' coin which can turn a simple walk-over into a frustrating facepalm-fest.
The sound-bite:
What these 3 things do, when combined, completely destroy any hope the player has of playing the game via their own objectives and styles and pretty much forces the player to conform to exactly what the game is 'teaching' (forcing) the player to do.
The great irony is that many of the things the game is 'teaching' the player to do have absolutely no basis in 'correct' or even 'risky' military strategies and conformities and bare absolutely no correlation to real-life intelligence. It's just a game and to beat the game one has to play by the game's rules, but when the game's rules are so restrictive and confounding then one really has to question it's quality and playing Civilisation III is more akin to a comedy than a 'serious' empire building game.