TimTheEnchanter said:
Shouldn't the opportunity exist whereby efficient management results in superior results?
No. Why? Because it gives an advanatage to those players that are willing to spend an hour calculating exact results (i.e. the 'accountant' players) and thus penalizes the player that is not willing to waste small chuncks of their lifetimes on such things and prefer to work on '
macro-management.' The point is to remove the tedious elements (and yes, they are tedious to most players).
Weren't many wonders were put together with dedicated resources of a nation state, combined with massive slave labor?
I completely agree but where the game is concerned, it's an exploit. I
do think that there should be some interconnectivity between cities and production (something automated that won't give the player any advanatage).
I already gave he reasons for removing trade and diplo units.
Once you've got an embassy, you can find out everything you need to know.
You missed the point: in Civ, you
don't get this info automatically with embassy or anything else. YOU have to do all the work even though it doesn't benefit your game in any way to do it yourself.
Game designers should always strive for the option that is "not as fun".
Well, Firaxis specifically made these decisions in order to eliminate "un-fun" elements from the game. Some of their decisions are debatable but other are just common-sense.
A designed feature of the game is now considered an "exploit"?
There is only one use for exploit: a game feature that allows the player to EXPLOIT some unforeseen fault (i.e. something that is not meant to play a role in the game), thus deteriotating gameplay. It usually, if not always refers to AI because the AI will not adapt to something that it has not been programmed to take into account.
happy_Alex said:
See my reply to TimTheEnchanter.
happy_Alex said:
Anyway, who ever heard of only a few lumps of iron appearing here and there in the world. Iron is everywhere, as is aluminium and titanium. Advancing tecs made these metals viable.
It's everywhere but not in sufficient quantities to build masses of armor...in reality. Civ3 is not trying to be realistic. If it were, Iron would be more numerous and Swordsmen wouldn't require it as it doesn't take much to forge small arms. Resources are spread far apart--although not always--because this forces the player to trade. The random disappearance is the biggest problem, as your precious resource my disappear well before you can make proper use of it. Personally, I just set the disappearance value to zero so that this is not a problem (of course this means that resources last forever but considering Civ's tech tree only goes to present day, it's a non-issue IMO).
As for your comment about Civ2's system being better: you can't be serious. First, Civ3 still uses bonus resources (if you set disappearance/appearance values to zero and give them no prerequisite, they are identical to Civ2 resources). Second, having resource requirements adds a whole new level of depth to the game--Civ2 not having this is not a good thing.
Smash said:
Automated exploration!?...boy does that sound like fun!
Exactly. It's not fun. Neither is moving a unit around for no strategic purpose. Why do you think they added this feature? If it were up to me I'd have the 'Automate' option for EVERYTHING! The point is to eliminate tediousness (exploration barely even counts as micromanagement because you don't really gain any advantage moving the unit yourself). And BTW, the 'Automate' order is OPTIONAL...so you can feel free to move the unit about all you like.
When have you gone past 1AD in Civ3 without the map being full?
And why
shouldn't it work that way?
If rapid colonization bothers you, then all you have to do is increase the cost of Settlers--unlike in Civ2, this will have no effect on the rest of the game as the tile improvement role is seperate to the settlement role in Civ3...which is very, very, very good and it's one of the big failings in Civ2 (especially because you can't prevent settlement without also preventing tile improvement--which is really bad for historical scens). (If MP had at least added a settle flag for terrain, but no.)
Economics is not anywhere near the same.I don't actually do anything.I just build a road.Not much fun really.
And Civ2 is different because...?
Some improvements (namely, Port Facility--Harbor has dual role--and Superhighways--RR fill this role) are out and there is no Farmland (hence, no Supermarket). Aside form thisand no terraforming (a real downside for Civ3 modding but good for the epic game as it was an exploit)
They just got rid of redundant advanaces and added advances where needed. They added a few tech flags and nothign is hard-coded. I guess it's a matter of preference. Personally, I never liked the epic game in any release because I like my games more realistic. But that is besides the point: for game-balance purposes and market requirements, the changes are acceptable.
(BTW, the real problem with Civ3's advance system is that the Science Advisor screen only allows a fixed number of tech spaces; any techs added above that overlap or are simply not visible--must've been some ****** at Infogrames that wasn't aware the Civ3 would be modded.)
SMAC was not an "enhanced" civ2.
Example.
I am always amused when the Civ3 AI sends settlers deep into my territory to build on those few unclaimed squares.
It does that in Civ2 as well. In Civ3, expanding borders eventually seal all unclaimed squares. In Civ2, you have to calculate city distance in order to claim all sqaures just so that doesn't happen--not fun. (This was actually the main reason for adding borders AFAIK.
You couldn't beat the Civ2 AI with modern weapons though.
I just finished playing a game at Emperor where I sabotaged the AI's cities so that they couldn't build any heavies (although the AI's production bonus had it building Battleships in like 4 turns in a city with only 5 shields

), built up my own arsenal and liquidated the whole lot of SOBs in 2 turns ('shock and awe' for the AI so to speak)...and I haven't played the stupid epic game for over a year--only went the AC route once and got no satisfaction out of it.
More difficult with Civ3 for some reason...could it be that I'd go bankrupt if I did that much sabotaging or perhaps it's because the AI exposed my spy?
Never been to AC in Civ3...no patience for the long turns in the really late game.
I just fear this series will never jump up and grab me the way Civ2 did.And that makes me sad.
That's because the guys who designed Civ3 are losing their edge (i.e. they should have innovated more instead of just giving us Civ2 and a bag of chips...but without events).
Civ4 will probably change things but the high requirments will probably alienate even more strategy-gamers (i.e. people who like games but have better things to do with their money than spend a fortune on a new high-end system just for game purposes).