Originally posted by Rhandom
The loss of the firepower system (or power plant system in SMAC) is the worst, considering how bad the random number generator functions.
I liked SMAC much more than Civ 2. But, I think over all this is still a step backwards from civ 2, and a mad dash back from SMAC. No political intricacies at all. No PENALTIES for the huge bonuses some civs get. No caravans/crawlers to help supply a city in the desert, or to pull resources from a non settled hex. Air units can't kill sea units. Air units can't really do much of anything, though they do tend to survive longer to compensate.
The AI is dumb. The fact that the science whore ploy works at all should indicate that. You still see civs attacking piecemeal instead of building groups.
The resources are an interesting touch, but not well implemented. There aren't enough required in any given age to make trade viable. Many of the cultural units are useless, and several require iron at a time when it is impossible to have transoceanic trade at all. Nice concept, poor implementation.
I miss planetbusters from SMAC. I miss the rising and falling sea levels.
The best improvement from civ 2, the culture war, is poorly implemented and tested. Wartime culture flips of fresh conquests are ridiculous, as is the loss of all the units in the city that should be preventing defection.
Luxuries are a nice addition, also.
The leaders are an awful addition. The ability to instantly build a wonder is crazy powerful now that there is no other way to speed it, and the scarcity of leaders means usually one or two civs get a huge advantage. If multiplayer ever shows, you are going to see this break a lot of competitive games.
I originlly said the game would rate a 9 out of 10 if they fix the bugs. I now think 7 out of 10 is more accurate without some major revisions to the rules.