Smidlee said:
Civ3 AI couldn't/didn't take advantage of the many options the player had. For example: Armies, artillery,etc. So adding a butch of options which the AI couldn't handle kind of hurt both SMAC and Civ 3 for me. There were just too many options to totally cream the AI.
The best civ game I've played which gives the player a lot of options plus a good AI has to be Gal Civ 2. Yeah I know that's not in the Sid's civ series so I guess it will be civ4 for balance.
I agree about Gal Civ 2. I will probably play it today some now that I am back in town.
Yes the armies were an idea that may never be able to be balanced enough for an AI to fully use properly. However, I do not feel this same way with artillery. It would work almost exactly how it does now, but it just wouldn't "run forward" and must be guarded. I think the artillery system in 3 was needlessly thrown out. The promotion system is better than the army system but I think it sucks that they are soley for defensive purposes. I think if they really expect promotions to overtake the armies idea, they need to throw in more offensive promotions other than simply city raider. Like terrain attack promotions.
nullspace said:
ThERat said:
However, C3C has such an epic feel that CIV will never be able to recreate. The mere size of empires makes a game so fun.
Yeah, hundreds of cities that you developed in exactly the same way. Civ 4 lets you make meaningful decisions about the development of your cities (cottage or farm, heroic epic or national epic), but Civ 3 was mostly repeating the same build order in all your cities. This was a major improvement for Civ 4.
I do not unerstand where this comes in. Because all of my games hold the same basic idea behind them no matter what civ I play in 4. The current system added in a bunch of new tile improvements but they can have watermills back as far as I am concerned. I am almost willing to hand back the workshop, which is really no different than the old system where you could mine a grassland. The national wonders have a place that bests suits them once you figure out the purpose of your cities. (Having your cities hold a primary purpose was in 3 BTW it was just expanded upon in 4 by a decent amount at the cost of other things, namely military.)
In 4 I still "Mostly repeat the same build order in all my cities." So this was barely touched. This is coming from someone with a simply casual playstyle as well for the most part. The only REAL big changes I see are:
1) Civics - No more "best government" is great but they streamlined it in the end. Eventually they lock me down with the UN into using civics I dont want to use and I have no choice but to do it. I cannot even leave the UN. A great idea that fell short right before reaching its goal IMO.
2) Great People - An expansion of what they had developed in 3. I like the current system better but I still don't see why the GG was not put into the game from vanilla when it was he (in 3) who inspired the whole system. I like this expanded idea in the end, however.
3) Promotions - Good idea that need expanded upon more for a more offensive setup for you army. I personally would like to see them raise the cap-offs as well a little bit. But I mostly think it needs more aggressive promotions involving some terrains.
4) Specialists - They used to be a bother to me because you didn't see them until your city had went up in population for a while. But now you can focus your efforts a lot earlier.
5) Religion - Either do something with it or toss it out. Here is all religion does currently:
a) The AI bases a HUGE portion of its relations off of religion allowing the player to use religion to sway relations of other empires into their favor. The AI will
always pick what religion holds the most benefits and never checks with it's relations as to what it picks. So the AI never uses it here for relations. Whereas the player has the ability to switch and a few turns later have an old neutral/annoyed civ lay its life on the line for something that only recently changed. And holds no real commitment on the part of the player. Here the player has now used religion in a way the AI will never be able to understand. So it is off balance here.
b) Rather than actually having to mess with harbors and trade routes and economic civics, just found a religion and build a shrine. You now have an instant economic backbone. This is rediculous. Sure, I don't mind having a little gold income come from religion it makes since but I don't think you should be able to base an economy off of the idea. This is unbalanced.
That about does it really as for new stuff. Promotions and Civics are a good start, but I think they need to be completed for a more balanced system. GP and specialists I like the idea of and it actually changes gameplay. Religion, well my explanation explains it as well as I could here - it is way off balance.
I do not see the game as any more diverse than it has ever previously been. We may have all new stuff but it we are doing the same stuff with it. As ThERat says, it is only diverse on a superficial level. I am going to cut it off here. I know this thread is dying but I am bored today and haven't figured out yet what I am going to do after I finish playing on the boards.Maybe play some Midnight Run 3.
