Hi,
right now I am frustrated, disappointed and quite a bit angry towards a mod that bombarded me in its current state with nothing but pointless and completely random unpleasentness. And I am not talking about the technical difficulties like Crashes to Desktop or the complete absence of a player friendly simple download. These I am willing to endure for a promising and exciting mod. Instead I now have wasted four hours of my rare and precious free time for this one. One hour for trying to persuade Tortoise to install, three hours actual gameplay. Download time for the actual mod is not included. I am talking about revision 1157.
But let me start at the beginning. I downloaded version 1.1 a long time ago but played only a nice, short game as Genua until plague struck when I was about to start some major assault, necessiating a rebuild of my army and many additional turns for my UHV. Since my computer then was very weak and time between turns was long, this was the end of my patience. With my current machine, this is not an issue anymore, and a few weeks ago I excitedly restarted this mod with a preparatory game as England which I played successfully until the onset of the Reformation. Then I switched to the main course and my favourite civ: Byzantium! The start entailed tedium in the form of barbarians, and annoyance in the form of a plague, but everything was scaled to be easily overcome. A short time later Byzantium was an unstoppable powerhouse, and I had lots of fun playing emperor, even though the challenge was a bit low, and the artificial challenges in the form of continuing barbarians representing Mongols, and the Ottoman start were still annoying, especially since the scale of the danger could not be deduced. Which is logical, since these challenges did not evolve naturally (like an AI civ or a barbarian city), but were placed by the hand of god, so to speak. I did win the UHV easily, and had lots of fun, and was content. There was, of course, a slight nagging feeling that things were a bit too easy. And I wanted to build colonies! With Byzantium! Obviously that required a new game in which I would not persue the UHV. But on the same map? With vivid memories of the early game harassment in the form of barbs and plague? Boring! No, worse: annoying!
So I checked if there was a more current version of the mod - and there was! -, and I read the changelog. Things like the ability of naval units to enter cultural borders regardless, moving diagonally on water through landbrigdes (Hellespont etc.) and a reworking of minor asia sounded enticing enough for me to try the new version 1.3.
The first view was slightly, but really only slightly, disappointing. No Nicaea, with the very weak argument that it would have been too close to Constantinople. Uhm, hello, and where do the Ottomans start then? Checked a map lately where Bursa lies? Nicaea is important for Byzantium, I can stomach it if you remove it a bit from its historic location. (Well, I can rename a later founded city manually if I want.) And then there is an ugly river artifact at the mouth of the river Evros on which Adrianople/Edirne lies. Well... The interior of Asia minor is actually even worse for cities than before, even though Iconium's position is improved, a city which historically was soon lost. Well...
I started the game, not expecting big differences from version 1.1 with regard to gameplay. And I was half-right. Individually the differences were not that big, but the synergies of all negative factors combined stopped the fun altogether (at least for me!). I will make it very short. I had 13 turns plague while under constant barbarian assault on all fronts and the Arabian spawn. The Bulgarian spawn came so close after the end of the plague which affected all my european possessions that there were too few defenders to stop them. It is possible the AI would have taken only Adrianople (which would historically be accurate, but so would be the Fall of Byzantium...). I would have taken much more as Bulgarian leader with what Bulgaria had and Byzantium hadn't. This wasn't fun anymore. So I quit.
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I am not a newcomer to Civ4. And I did even "cheat" in the form of moving units from plague cities into neutral territory to save as many as possible. I did not build anything else than military units, except for workers in Alexandria and soon-to-be-arabian cities. This was actually my second game in 1.3 with Byzantium, but I stopped the first game even earlier, when I accepted the early loss of a swordsman, only to lose Thessalonica a short while later as a more or less direct consequence of this. Lesson learned: 1.3 does require better than optimal gameplay, where optimal gameplay is where you do the right things but still can lose units (reminder: because not all battles have 100% chance you may actually lose an early unit without having made any errors! Guaranteed wins were there for a reason!).
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I will now generally talk about barbarians and plague, pointing out the limits of employing barbarians and arguing very strongly against the RFC concept of plague, and will instead propose a proven alternative implementation.
Barbarians are low level substitutes for challenges that you are unable to incorporate easily into the regular flow of the game. They have validity to a certain extent and are fun to a certain extent. Remember, we are trying to play a strategy game here. A strategy game has the implicit contract that you as a player are roughly able to foresee, ideally by deducing or calculating, what you are up against. Barbarians are a violation of this contract because they can appear out of nowhere, practically everywhere. This is acceptable to a certain degree if the player knows what to expect and if he can dispatch them with moderate means. The vanilla Civ game is a prime example of a perfect execution of this theme. It begins to be critical if barbarians start as a significantly more severe threat - the barbarian events from the vanilla Civ game are a prime example for this kind of offense. Barbarians as substitute for outright civilizations, i.e. the Seljuk Turks or the Mongols who invade Byzantium in the east are a more critical offender. They are acceptable only insofar as the player of RFCE is expected to have a rough historic understanding and knows which threats happened where at which times, and thus expects some kind of threat for instance when historically the battle of Manzikert is lost. However, this does not signify how strong this threat is expected to be. I mean, the battle of Manzikert was lost for the Byzantines, the Seljuks beat them severly. If Byzantium is a powerhouse in my game, how strong must the Seljuks be?! I was very relieved when in my game in 1.1 the stack was laughable. And very annoyed, when unexpectedly more stacks turned up the following turns. Umm hello, there was ONE battle of Manzikert, I would expect the Seljuks were clever enough to bring their friends in one big army (which, of course, they did). And when this army is ahistorically beaten I would not expect a rematch too soon. But okay, I can file this under information for the second playthrough.
I would have found it more satisfying, however, if the stack had been bigger, but there would have been only one. (And I would have gotten an advance warning, i.e. 3 turns prior to this, like the crusade against Constantinople 1204.) This way there would have been a real threat, and the fall of a city or two would have been more likely while at the same time I would have been able to exactly assess what I would have been up against. This rinse and repeat as currently employed is dumb and only fun in a more horizontal context.
Plague. Plague however in its current form is a completely stupid, unfunny, disruptive and illogical idea for Civ for historical as well as game mechanic reasons. This idea also does not get better by being incorporated officially in Civ 3 (as, luckily, only optional component for scenarios). Or by being praised with the argument that all those killed off units make the game go faster. How sad and pathetic is that? That is like praising a city for its train station - which enables you to leave said city.
Let's start with the historical reasons, and I will not stop short by refering to an authority in the form of my gf who happens to hold a doctorate in medical history and teaches at the university. Yeah. I asked her if plague historically had any effects on warfare, and she answered, yes, very many, lots more soldiers died by plagues throughhout history than by actual combat. I then narrowed the question if the plague had any significance for military action, like, did it cause one side to have a military advantage over another. The short answer: No. Plague affected all sides.
Let's continue with the game mechanic reasons. As you remember, I mentioned that we play a strategy game. Intrinsically tied to the already mentioned foreseeability is the contract that you can plan your actions in advance and then execute them with a certain degree of certainty. RFCs plague interferes here with the enormity to completely obliterate plans and actions from many turns ago mainly by killing off units with many turns build time and reducing the productivity of cities to virtually nothing. To make things worse RFCs plague does not hit everything but only some cities and there residing units and other cities and units are spared or only affected later, possibly after having made a conquest that strategically speaking was impossible before. And the distribution pattern of the plague is random, of course. To make matters worse barbarians are not affected. Combine that with a spawning civ with fresh units and at war and you have a first degree fun killer. And a dice game. The fact that plagues are timed is not a grace saver either.
If you want plagues, please, do it right. There are a number of ways plagues can work... just... not the one currently employed. My idea would be to make plague affect everything and to have "only" economical consequences, hurting city sizes, productivity ect. That's still an offense to a strategy game but at least some degrees lesser than the tactical nuke thrown by god that it currently is. Or you just compare a similar idea from a very good mod named Fall From Heaven II. When the Armageddon Counter hits 30 an event called The Blight occurs. It hits all cities worldwide and gives them unhealthiness equal to the size of the affected city which is reduced every turn by one until it reaches zero. Having played this mod inumerous times I can attest that this event is disruptive but in no way the fun killer RFCs plague is, especially since it hits everything and does not kill off stacks which you took half the game to build.
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I want to close with the assessment that I have vented enough steam for now to feel significantly better and that I am not unaware of the efforts and difficulties a developer, maintainer and programmer goes through, being the first and last myself. As a player, however, I will fall back to version 1.1 and wait until a number of players find consensus that 1.4 or whatever is a really nice new version. Simply downloadable somewhere.
Thank you! and hopefully I have not shattered too much porcelain.