I wonder, is there any logic to Civ outside of the game/competition/strategy box? I know it attempts to maintain a balance between playability/sale-ability and realism, and I'm not complaining, afterall, its just a game. Although, sometimes the game is so in the face of common sense on any number of different levels, its seems to contradict itself. In as much as Civ creates an environment by fundamentals of civilization, and presents principle forces to be mastered for fun and if not the true wargaming spirit, and then it proceeds to shatter your appreciation of it with something colossally annoying, like allowing the Mongols to build the pyramids and denying them to egypt. Egypt? Pyramids? What's that? Or, instead of improving the tactics for the AI at the higher lievels of playing difficulty, it just makes your civs playing environment the most obnoxious and unhospitable environment you can think of.
A word of advice to anyone who is in a position to improve Civ. Back off of the competition thing. Its not what Civilization if truly about. Sure, its a dominant characteristic, BUT its not the only one. SO - here are the only elements that I think you need to improve, and for what its worth.
#1 - True player difficulty levels are not gauged by making all the civilizations want to sell you for fish food, nor do they make your combat units stink in combat and while making your enemies great, nor does it SPY on you especially where there is no such thing as espionage... etc. For example, playing a computer game that anticipates your war strategy with the foresight that only the AI can have - i.e. monitoring production - troop movements, etc. and generally gauging opponent computerized responses on information that shouldn't be available outside of the player's Civ is just CHEATING. Who wants to play a computer that cheats? Its depressing. So, case in point - cut the crap and give the AI advanced strategy and tactic's capabilities for its artificial player nations, and instead of chucking the player's Civ in the toilet at every turn.
#2 - Great Wonders are cultural. They don't exist outside of culture. Therefore, certains Civ's come prefabbed with certain Great Wonders, for example Inca's, Aztecs, and Egyptians with their individual architectural achievements - Eyptians get Pyramids, Aztecs get Steppe Pyramids, and Incas - well - whatever. But, I think you get the idea. If another culture wants to build these architectural achievements after meeting the other civilization and getting a chance to see them first hand, then they should be allowed to build them for whatever lesser yet still significant cultural advantage. But, if I let it go the way it is now, its just NUTS. And, the race to build it is NOT fun. Its annoying. I build the damn things because I don't want some upside down world, like America as the inventor of the Great Lighthouse, or some other culturally schizophrenic environment.
#3 - AI - Make it more interactive such that you develop relationships with the other AI Civs like real alliances instead of friend now stab you later stuff. Of this requires that WINNING is not necessarily the objective of the game. Playing is. So have a game level or venue of play where there are no victory conditions - there is just a histograph and an on-going score (like what's there now) where you can see if you are indeed the superior Civ if you like. Knowing you are the loser is, of course, very simple Your Civ ceases to exist.
#4 - The combat system is good, but Air War should include a system for determing/engaging in air superiority, and City Improvements should be able to be selected for bombing. Air strikes should be able to be called in for land and amphiblious war, such that Jet fighters can select specific enemy units for bombing/strafing - whatever Helicopters as well as Airborne can be carried by Carriers.
#5 - And, finally - a variant level or venue of play where there are no guarantees regarding Technology and its development. Maybe there never will be electricity. MAYBE gunpowder is never discovered. Afterall, it isn't realistic to plot you culture's course on the knowledge that 2000 years into the game YOU HAD BETTER have saltpeter and coal, even though technically, you don't know what they are yet, otherwise, if there is a war, you lose for sure.
Thanks.
ACD
A word of advice to anyone who is in a position to improve Civ. Back off of the competition thing. Its not what Civilization if truly about. Sure, its a dominant characteristic, BUT its not the only one. SO - here are the only elements that I think you need to improve, and for what its worth.
#1 - True player difficulty levels are not gauged by making all the civilizations want to sell you for fish food, nor do they make your combat units stink in combat and while making your enemies great, nor does it SPY on you especially where there is no such thing as espionage... etc. For example, playing a computer game that anticipates your war strategy with the foresight that only the AI can have - i.e. monitoring production - troop movements, etc. and generally gauging opponent computerized responses on information that shouldn't be available outside of the player's Civ is just CHEATING. Who wants to play a computer that cheats? Its depressing. So, case in point - cut the crap and give the AI advanced strategy and tactic's capabilities for its artificial player nations, and instead of chucking the player's Civ in the toilet at every turn.
#2 - Great Wonders are cultural. They don't exist outside of culture. Therefore, certains Civ's come prefabbed with certain Great Wonders, for example Inca's, Aztecs, and Egyptians with their individual architectural achievements - Eyptians get Pyramids, Aztecs get Steppe Pyramids, and Incas - well - whatever. But, I think you get the idea. If another culture wants to build these architectural achievements after meeting the other civilization and getting a chance to see them first hand, then they should be allowed to build them for whatever lesser yet still significant cultural advantage. But, if I let it go the way it is now, its just NUTS. And, the race to build it is NOT fun. Its annoying. I build the damn things because I don't want some upside down world, like America as the inventor of the Great Lighthouse, or some other culturally schizophrenic environment.
#3 - AI - Make it more interactive such that you develop relationships with the other AI Civs like real alliances instead of friend now stab you later stuff. Of this requires that WINNING is not necessarily the objective of the game. Playing is. So have a game level or venue of play where there are no victory conditions - there is just a histograph and an on-going score (like what's there now) where you can see if you are indeed the superior Civ if you like. Knowing you are the loser is, of course, very simple Your Civ ceases to exist.
#4 - The combat system is good, but Air War should include a system for determing/engaging in air superiority, and City Improvements should be able to be selected for bombing. Air strikes should be able to be called in for land and amphiblious war, such that Jet fighters can select specific enemy units for bombing/strafing - whatever Helicopters as well as Airborne can be carried by Carriers.
#5 - And, finally - a variant level or venue of play where there are no guarantees regarding Technology and its development. Maybe there never will be electricity. MAYBE gunpowder is never discovered. Afterall, it isn't realistic to plot you culture's course on the knowledge that 2000 years into the game YOU HAD BETTER have saltpeter and coal, even though technically, you don't know what they are yet, otherwise, if there is a war, you lose for sure.
Thanks.
ACD