4. Features I like in Civ 4- 6 and (if possible) want to add to C3C:
When playing Civ 4 - Civ 6 I frequently wondered, what parts of the game I would like so much, that I would add them to C3C.
For Civ 5 and Civ 6 the answer is very easy: In my eyes there is nothing to add from each of both games of the civ series to C3C.
a) Possible candidats from Civ 5 could be the hex-tiles and 1 unit per tile.
- Hextiles in computer games still were existing when Civ 1 was released and I think if wanted, Sid Meier would have been able to release even Civ 1 with those hextiles. A possible advantage of hextiles is, that diagonal moves now need a movement over two tiles, while in Civ 3 (and 4) this movement can happen over one tile. On the other side,
hextiles reduce the movement options in a civ game drastically. Located in a hextile, a 1-MV unit has six movement options, while in the current version of C3C (and Civ 4) a 1-MV unit has 8 movement options.
I really see no need to reduce the tactical movement options for units in a civ game and therefore the hex tiles of Civ 5 (and 6) have no place in my individual wishlist to be added to C3C.
- Another possible candidate from Civ 5 could be the concept of 1-unit-per-tile.
I am a great fan of Panzer General and Panzer Corps, where this concept is used successfully, but Firaxis forgot, that those games are "scenario games", dealing only with a different scale in time and place compared to a worldwide epic game of the civ series. To handle such a concept, a civ game in my eyes would need a much, much bigger map and even with this needed massive new place, archers firing their arrows over dozends of kilometers, in my eyes would really be a very strange feature. So the 1-U-p-t-concept has no place in my wishlist for additions to C3C.
b) A possible candidate from Civ 6 could be the concept of districts.
In short: Planning up to 6000 years ahead, if this would be a good place for an airport or spaceport district and so on (taking into account inventions and technologies that are only existing in the far future) in my eyes are massively colliding with the great concept of history, that made the civ series such a success. No place for it to add it to my wishlist for C3C. Players who want to play Tetris should play Tetris and not Civilization.
c) Completely different in my eyes is the situation about adding concepts from Civ 4 to C3C:
There are many concepts existing in Civ 4 that I want to add to C3C - and this addition to C3C in most cases can be achieved easily. This is proofed in the C3C mod CCM 2.50. Here Soren Johnson´s skillful analysis of Civ III gaming elements at the end of the manual of Civ IV (pp 159ff of the German manual), dividing Civ 3 game elements in "fun" and "unfun" elements, was a very precious help, but the biggest help comes from Flintlock and his fascinating
Flintlock mod for C3C. This mod in my eyes is a "must have" for every player of C3C.
- Setting the MV of workers in Civ 4 to 2 is a genial idea to avoid tons of micromanagement in C3C, as now a worker job after moving into a new tile can be started by workers in the same turn and don´t need an additional activation in the next turn. The integration of this great idea into C3C was done by a simple click in the editor. I will never miss this great setting now when playing a C3C game. The ingenious is usually simple.
- The elimination of pollution as an "unfun" element of the game and replacing it by additional unhappiness:
Throwing out that element as most as possible in C3C was also very convincing for me. This was done for C3C in CCM 2.50 for population- and building pollution simply with the C3C editor. Nuclear fallout and volcano pollution are still possible. Now even population pollution can be completely eliminated by the settings in the Flintlock mod.
- Corruption was cut out in Civ 4: Without doubt, this is the most critisized concept of Civ 3. This unfun element in CCM 2.50 is massively reduced by additional buildings, that can reduce corruption cumulatively. Now with the Flintlock mod, corruption in C3C can be completely cut out, as the setting "OFF" in the Quintillus editor now is working as it should be.
- If wanted, with the Flintlock mod, railroads can be set to perform as in Civ 4.
- The newest version of the Flintlock mod allows to set up to ten buildings as additional prerequisites for producing a unit.
- The newest version of the Flintlock mod also allows to create "artificial resources" by buildings and it can be chosen, if this resource should become a part of the tradenet or be only available in the city where that building is located.
- Fight against the ICS tactics: The problem was recognized by Firaxis, but in my eyes there is no proper solution in the complete civ series.
Unfortunately Firaxis never recognized, that connecting new settlers to the normal production of cities is a big failure in the concept and in most cases also had no equivalent to founding new cities in history. CCM 2.50 in my eyes has a much better solution for this situation: The palace produces new settlers in constant intervals and the individual civs can receive additional settlers by Great Wonders. An additional normal production of settlers can only be started in era 3 of the game.
As can be seen in many well documented
Civ 3 succession games, this setting still allows very interesting early games and races for the best locations of cities, but now the normal production in cities is not hampered by the production of settlers or the unnatural stopping of growth in the cities when producing settlers, as it is in Civ 4.
- The wrong AI routine for land artillery in Civ 3 was fixed by Flintlock for C3C (something Firaxis was not able to achieve in 20 years!). The normal suicide artillery in Civ 4 (without battle promotions) is far inferior to the current options for artillery in C3C.
Features, that are possible in Civ 4, but still are not possible in C3C:
- Civics:
I don´t need them, as I want the focus of a civ game happen "on the map" and not "behind the map" in some additional obscure lists. Permanent fiddling around with these civics for me is unnecessary micromanagement. For me the "streamlined" governments are sufficient and playing with these governments is no request concert.
On the other side I am aware, that creating convincing additional governments in Civ 3 is one of the most difficult modding tasks in Civ 3 and even in this thread there are civers who prefer C3C over Civ 4, but like those civics. These "microgameparts" can not be substituted well with the current C3C tools.
- Events:
I don´t miss them in the epic standard game, but they could be very helpful in scenarios. Per example in the C3C WW2 scenario SOE, I had to sacrifice the complete C3C techtree to achieve an event-like structure for that scenario.
The events I was confronted in my Civ 4 epic games were always somewhat silly, like my civ has breeded some small dogs and therefore receives a small amount of money, or that a storm has devastated parts of the harvest of my civ. I am wondering, if there are Civ 4 mods that achieved some really great things in the epic game by events, like giving a civ several different leaders during the game and changing the focus of the game for the player from identifying with an immortal leader, who in nearly all cases was a bloody mass murderer, to the focus from the sight of a civ, that had several different leaders during its history.
In CCM 2.50 the civs at least have 4 different leaders during the gameplay, but at present, the power to give them different personalities in the game for C3C is lacking.
- Multiplayer:
I have no experience with multiplayer computer games. When we are several people to play a game, we are playing board games and are not sitting behind laptops or in front of monitors. So here I don´t give any comment.
5. Conclusion:
In my eyes, at least for civers, who don´t like the tabletop presentation and the so-called "3D graphics", C3C is the most modern and best way to play a civ game. Therefore in my eyes the question about the graphics is the real border in the development of the Civ series.
With the great work of Flintlock and may be later with the great
project C7 to create a new civgame, based on Civ 3, Civ 3 and C3C have a great potential of growth, at least when compared to Civ 4. C3C now is receiving new options, while it seems Civ 4 is in its final stages.
Civ 4 here always will be in the defense, as all new civ versions created by Firaxis will try to be better than Civ 4, as long as they are using those - by me unloved - so-called 3D graphics. Civ 3 in my eyes is in a much better position, as it holds the best graphics, that are not 3D (but in many cases are looking much more "3D" than these so-called 3D graphics). Trying to unite the different positions in the future would mean, to give a possible Civ 7 additionally to those so-called 3D graphics an alternative graphics outfit, that is at least as attractive as the current best graphics available for C3C. In other words: To add C3C to the next versions of the civ series should be an interesting option.