Why were GPT and resource trades made incompatible with war solicitation and tech trades?

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Having started the series with Civ III, I recall being able to trade lump sums as well as GPT/resources for tech trades and war solicitation, but this is conspicuously absent in Civ IV (where it is only a lump sum to the exclusion of both GPT and resources). Was this just for balancing reasons, as it facilitated too many "gamey" strategies that were too enabling for squirming out of a bad position? If not, what's the reason for this?
 
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Because GPT and resources trade can be cancelled together. Other things have permanent effects or diplomatic effects that you can't just roll back if you cancel the trade.

I think in Civ6 you can trade lump sum things for per turn things, but the AI has been quite bad at trading and exploitable from the start. For example, you could ask them for a lump sum of gold or a great work vs gold per turn, then declare war with them which cancelled the gold per turn part of the trade.
 
^Civ3 and Civ6 behave similarly in this regard.

Also having started with (and still occasionally playing) III, and having played IV and VI, my suspicion is that Firaxis disabled this option due to its exploitability. Let's face it, there were two classic exploits in Civ3:

- Sign a right of passage, move all your troops next to the most valuable enemy cities, declare war, easily take all their cities
- Set science to 0%, agree to give your enemy 300 gold per turn in exchange for a bunch of technology and maybe some valuable resource like Rubber or Saltpeter, insta-upgrade any units needing upgrades to the newly-enabled Cavalry/Infantry/Artillery/etc., declare war

Better yet, combine both of the above, especially if your enemy has conveniently built railroads for your to conquer them with, and you can wipe out your rival almost instantly!

Civ IV doesn't allow either of these - if you try the former, your troops are auto-ejected to the nearest friendly or neutral territory on declaration of war.

Why the change? In single-player, it's very gamey - albeit exacerbated by the infinite movement of railroads in III (versus 10 tiles, IIRC, in IV), and the AI's lack of suspicion about your motivations. And while you'll trash your reputation by taking such actions, by that time it's often too late for it to really matter that you trashed your reputation. If you just conquered half of your rival's cities and all their important resources by sneak-attack, you've already become the juggernaut, and unless you were trying for a Diplomatic victory, you are likely in the driver's seat at that point.

In multi-player, the other humans might team up against you, but such actions could easily lead to rage-quits by the player who was sneak-attacked. It's one thing to be beaten because your enemy out-strategized you, it's quite another to be defeated because they stole all your tech and immediately used it against you. And thanks to the instant upgrades and full enablement of just-traded-fortechnology, this was actually more devastating in Civ than it would be the real world.

Perhaps Firaxis could have instead allowed these actions, but made the AI in IV intensely go after any Civ committing such nefarious acts. Europa Universalis IV does this - if you break a truce by declaring war on your truce-partner in that game, it puts you right at the threshold of having all your neighbors form a coalition against you, such that any aggression - including ones committed prior to breaking the truce! - will cause you to face a coalition of enemy countries, intent on bringing you down as if you were Napoleon. I think it would have been interesting if such treachery would have resulted in any Civ that didn't really hate the aggrieved Civ declaring war on you - but the easier action was to remove the possibility for these actions.
 
Because GPT and resources trade can be cancelled together. Other things have permanent effects or diplomatic effects that you can't just roll back if you cancel the trade.

I think in Civ6 you can trade lump sum things for per turn things, but the AI has been quite bad at trading and exploitable from the start. For example, you could ask them for a lump sum of gold or a great work vs gold per turn, then declare war with them which cancelled the gold per turn part of the trade.

Well, that makes plenty of sense... :lol:

You could technically make the trade for either GPT or resources permanent (or, at least, locked in for a relatively long-term period such that the diplomatic benefit of bringing in a war ally is factored into the strategic equation), but it does also make plenty of sense why the next rendition of the game went ahead and forbade this entirely.

^Civ3 and Civ6 behave similarly in this regard.

Also having started with (and still occasionally playing) III, and having played IV and VI, my suspicion is that Firaxis disabled this option due to its exploitability. Let's face it, there were two classic exploits in Civ3:

- Sign a right of passage, move all your troops next to the most valuable enemy cities, declare war, easily take all their cities
- Set science to 0%, agree to give your enemy 300 gold per turn in exchange for a bunch of technology and maybe some valuable resource like Rubber or Saltpeter, insta-upgrade any units needing upgrades to the newly-enabled Cavalry/Infantry/Artillery/etc., declare war

Better yet, combine both of the above, especially if your enemy has conveniently built railroads for your to conquer them with, and you can wipe out your rival almost instantly!

Civ IV doesn't allow either of these - if you try the former, your troops are auto-ejected to the nearest friendly or neutral territory on declaration of war.

Why the change? In single-player, it's very gamey - albeit exacerbated by the infinite movement of railroads in III (versus 10 tiles, IIRC, in IV), and the AI's lack of suspicion about your motivations. And while you'll trash your reputation by taking such actions, by that time it's often too late for it to really matter that you trashed your reputation. If you just conquered half of your rival's cities and all their important resources by sneak-attack, you've already become the juggernaut, and unless you were trying for a Diplomatic victory, you are likely in the driver's seat at that point.

In multi-player, the other humans might team up against you, but such actions could easily lead to rage-quits by the player who was sneak-attacked. It's one thing to be beaten because your enemy out-strategized you, it's quite another to be defeated because they stole all your tech and immediately used it against you. And thanks to the instant upgrades and full enablement of just-traded-fortechnology, this was actually more devastating in Civ than it would be the real world.

Perhaps Firaxis could have instead allowed these actions, but made the AI in IV intensely go after any Civ committing such nefarious acts. Europa Universalis IV does this - if you break a truce by declaring war on your truce-partner in that game, it puts you right at the threshold of having all your neighbors form a coalition against you, such that any aggression - including ones committed prior to breaking the truce! - will cause you to face a coalition of enemy countries, intent on bringing you down as if you were Napoleon. I think it would have been interesting if such treachery would have resulted in any Civ that didn't really hate the aggrieved Civ declaring war on you - but the easier action was to remove the possibility for these actions.

I'm truly really curious, as someone who experiences and understands the aesthetic draw to Civ III, why, in light of things like this, serious strategic players such as yourself still prefer it to IV? While the mid-2000s was indeed the time for showcasing how your game had 3D graphics, I totally get people not really buying into that look (and, though the UI hasn't aged very well, Civ III still looks quite good even up to the present day), I still don't get how its gameplay and mechanics are preferred by the same crowd when obvious ploys such as this are known, normative and must be expected and implemented by the elite player base when the next game outright makes the same dilemma more dynamic and consistently variable.

Granted, my allure to Civ III owes much more to nostalgia than to an appreciation for superior gameplay (my being pretty young between those two titles), it still begs the question of why the former is often preferred by those who knew it first. Elite players of Civ III seem to have relatively subjective reasons for preferring it (and, it being a game whose object is to have fun, all power to them for that!), but, it leaves me (who really fell in love with Civilization and the depth of it as a strategy game with Civ IV) truly confused why the latter is typically dismissed by Civ III players, when IV was much more of a spiritual successor and much more of a refinement than a redefinition of concept for the series that V and VI pretty decidedly were. Several pre-existing formative and experimental concepts introduced in III such as specialists, great people, and culture were just refined and made more dynamically and cleanly introduced in IV, which makes me scratch my head why it is conceptually disliked by elite players of the series on a strategic or gameplay basis.

The critics of Civ V and VI typically reference major strategic and gameplay factors for disliking them, but the strong Civ III player typically has something more arbitrary and indefinite to say about why the next title wasn't something they enjoyed.
 
I'm truly really curious, as someone who experiences and understands the aesthetic draw to Civ III, why, in light of things like this, serious strategic players such as yourself still prefer it to IV? While the mid-2000s was indeed the time for showcasing how your game had 3D graphics, I totally get people not really buying into that look (and, though the UI hasn't aged very well, Civ III still looks quite good even up to the present day), I still don't get how its gameplay and mechanics are preferred by the same crowd when obvious ploys such as this are known, normative and must be expected and implemented by the elite player base when the next game outright makes the same dilemma more dynamic and consistently variable.

Granted, my allure to Civ III owes much more to nostalgia than to an appreciation for superior gameplay (my being pretty young between those two titles), it still begs the question of why the former is often preferred by those who knew it first. Elite players of Civ III seem to have relatively subjective reasons for preferring it (and, it being a game whose object is to have fun, all power to them for that!), but, it leaves me (who really fell in love with Civilization and the depth of it as a strategy game with Civ IV) truly confused why the latter is typically dismissed by Civ III players, when IV was much more of a spiritual successor and much more of a refinement than a redefinition of concept for the series that V and VI pretty decidedly were. Several pre-existing formative and experimental concepts introduced in III such as specialists, great people, and culture were just refined and made more dynamically and cleanly introduced in IV, which makes me scratch my head why it is conceptually disliked by elite players of the series on a strategic or gameplay basis.
I'm pretty 50:50 when it comes to Civ3 and Civ4, and I think part of the reason Civ3 appeals to me is the nostalgia factor - it was my first Civ game, buying it in 2003, and even after I bought Civ4 in 2005, it ran rather poorly on my computer at the time, so I went back to Civ3 and didn't really return to 4 in a serious manner until 2010 - by which point I was an established member of the Civ3 community here, and thus well-versed in what Civ3 had to offer veterans of the game. In the 2010s, I probably played 60% Civ3, 40% Civ4, but also spend a good amount of time creating a scenario editor for Civ3, one of my primary side projects.

What is the appeal of III vis-a-vis IV? I think there are two primary arguable points:

- Some find that it offers just the right balance of streamlined, fast-paced gameplay and strategic depth. IV is deeper and more flexible. But III is very low-friction. No deciding which promotion to give a unit, for example, it just becomes Veteran or Elite. Eight governments rather than 25 civics. Plus keyboard shortcuts to make it really quick to take actions. The series has generally added more complexity over time, and sometimes I'm in the mood for a game where I can just focus on the higher level.
- The scenario library. Civ3 is more easily moddable by non-programmers. So there are a lot of historically-inspired scenarios, some authored by actual historians. I'd love to see Firaxis return to a "moddable by laypeople" approach with VII.

There are some more niche reasons as well. Civ3 handles larger maps better without the risk of memory allocation failures (if only IV had had a 64-bit version...). There are a handful of people (you know who you are if you're reading this) who really don't like IV's graphics. The "suicide catapult" mechanics in vanilla IV turned a number of people away, and some missed the more flexible Civ3 bombardment options. In III, you can turn an enemy's land into a moonscape of craters, like the Western Front in the Great War, if you have sufficient advantages in the air or with artillery, whereas bombardment is basically limited to city defenses and strafing units in IV.

As for the exploits? There are rules about which exploits are allowed and disallowed in the competitive (Hall of Fame and Game of the Month) arenas of Civ3. How enforceable this is, I'm not sure (I'm not on the Hall of Fame/GOTM staff), but there's a list of disallowed exploits (although the gold-per-turn and then canceling the deal through war is allowed). But these exploits aren't necessarily the way to victory. Sure, if you are going for the quickest Conquest or Domination win, being a perfidious backstabber may be the way to go. But if you are going for a Cultural 20K or Space Race victory, let alone Diplomatic, it's probably counter-productive. I played quite a few Cultural 20K games in January in my quest to become the lowest-ranked Quartermaster in the Hall of Fame competition, and I don't think I broke a deal once. City development, expansion via settlers, and a bit of luck with scientific great leaders was much more important than securing high-level domination through treachery.

So largely, yes, I'd say IV is a proper successor to III, unlike V/VI to IV. But they both have their charms. It's like how I play both Railroad Tycoon II and Railroad Tycoon III - each has its strengths, and RT III has more depth, but both are good games. Whereas I don't play Sid Meier's Railroads! - it went off the rails a bit too much and is widely regarded as not as good as its two predecessors (it also likes to crash on launch on for me, even when I do try to give it a fighting chance).
 
The concept of commerce prevents this in Civ4, I think. The AI don't really run large gold surplusses to accumulate gold like a human player would if he is waiting to start teching. They mostly run their sliders pretty much as high as they can afford, so GPT isn't a factor like in Civ6 for example where it's a separate thing and the AI will happily trade their entire GPT away for a few strategics that they don't really need anyways, or open borders, or diplomatic favour which has really no purpose, or whatever. In Civ4 the purpose of gold is really in trading, upgrading but mostly in paying maintenance while running your slider high (fringe cases where running US). In Civ6 you can do everything with it, buy buildings, buy great people, buy units, buy settlers, buy great works, buy anything. You can win almost any game by abusing trade mechanics.
 
^But Civ III is basically the same as Civ IV in regards to how commerce works. Both are slider-based games where you can redirect up to 100% of your commerce income to science, and in both cases the AI tends to direct a significant portion, but usually not all, of their gold to that purpose. I'd have to check for Civ IV, but in Civ III, the AI will trade enough gold per turn to force it to decrease its science rate if you are offering something it really wants. So if it's running a +6 surplus at 60% science and you offer it Oil that it really wants, it might offer 25 gold per turn and turn its science down to 40%. As far as I know, the same could apply in IV? Or will the AI not trade more than its current surplus, regardless of what its science slider is set to?

There is a classic Civ III strategy, most used for space race games, of trading techs to all other civs, which brings in more gold than it costs to research it, at least on larger maps if you've discovered most of the other civs. This enables increasing your own science rate to 100% if the strategy is successful enough, and reaching the Space Age super early (as in Hall of Fame games), and either gaining a tech advantage and/or selling the AI enough techs that it is giving most of its income to you. Which is not such a feasible strategy in IV, since you can only trade tech for lump sum gold. So perhaps reducing that strategy was part of the motivation as well.

If so, did it work? If I look at the Civ III Hall of Fame for Standard size maps at the lowest difficulty, the Space Age dates are 550 AD to 1210 AD. For Civ IV, it's 280 AD to 1586 AD. To me that suggests that the top players found other ways to win extremely quickly anyway, but perhaps the nerfing of that strategy made it somewhat more difficult in general, for the average player.
 
Yes, in Civ4 you can only offer as much gpt in trade as you currently produce. Same goes for trading partners. It's actually kinda annoying at times. If you want to offer gpt for something you have to adjust your slider first. On the other hand, it alleviates some exploits. For example if a civ has a trade running for more gpt than they are able to produce at 100% commerce the game will create the difference out of thin air.
 
Interesting discussion above! For one, I wasn't aware of what Civac says above, that the game will effectively create money to maintain unsustainable trade deals vis a vis the AI, but only for them. On the other hand, though, I guess by the same token, it also arbitrarily takes money away from everyone over time throughout the game via the inflation mechanic, which I am pretty sure Civ 3 lacks completely. I haven't played Civ 3 seriously as an adult, however, so I could be mistaken, but I believe this was a concept introduced in the subsequent title.

I'm pretty 50:50 when it comes to Civ3 and Civ4, and I think part of the reason Civ3 appeals to me is the nostalgia factor - it was my first Civ game, buying it in 2003, and even after I bought Civ4 in 2005, it ran rather poorly on my computer at the time, so I went back to Civ3 and didn't really return to 4 in a serious manner until 2010 - by which point I was an established member of the Civ3 community here, and thus well-versed in what Civ3 had to offer veterans of the game. In the 2010s, I probably played 60% Civ3, 40% Civ4, but also spend a good amount of time creating a scenario editor for Civ3, one of my primary side projects.

While I was only a kid too young to properly appreciate the depths of a well-made strategy game at the time, I still extensively played Civ 3 in the early 2000s, so that nostalgia factor is certainly there for me too, and I know what you mean. At the same time, I would say that Civ 4 still holds more nostalgic appeal for me, since I ended up playing it even more and over a longer span of time, during which I became old enough to play Civ seriously and started to gain familiarity with a lot of the "orthodox" gambits of play in its community, similarly to what you said yourself with respect to the third game.

So, at the end of the day, it seems that this ends up being the dominant factor for most people (and not even wrongly, per se!). When this question gets asked of veteran Civ 3 players, the answer tends to be something fairly close to "It's a great game that I enjoy the look of, know well, and I don't really feel like deviating" and not some highlighting factor of how Civ 4 is strategically inferior in any definite way, other than the argument that "simplicity is golden, and 4 got too complex" which I hear from time to time, very unlike the criticisms of 5 (and maybe 6, though I honestly never even bothered looking into it much, but did play and follow along with 5 for a few years when it was new).

What is the appeal of III vis-a-vis IV? I think there are two primary arguable points:

- Some find that it offers just the right balance of streamlined, fast-paced gameplay and strategic depth. IV is deeper and more flexible. But III is very low-friction. No deciding which promotion to give a unit, for example, it just becomes Veteran or Elite. Eight governments rather than 25 civics. Plus keyboard shortcuts to make it really quick to take actions. The series has generally added more complexity over time, and sometimes I'm in the mood for a game where I can just focus on the higher level.

To me, this is actually a very interesting point; because, not only does it open a valid question within the Civ series itself, but broaches perhaps the leading one between Civilization as a franchise and other, more "serious" and simulative historical strategy titles, which sometimes offer more realism and granularity which end up coming at the expense of fun. In my opinion, that is a glory of Civilization, that it feels like you're really fighting a certain war or leading a certain culture at a certain point in history, allowing your imagination plausible free reign of roleplay in the midst of gameplay mechanic dilemmas which themselves require plenty of concerted thought and forward thinking, which together creates a really rich and immersive experience. The beauty of it is that it doesn't even require getting bogged down in the cryptic complexities of certain actual realities, when the essence of the thing offers the suspension of disbelief a helping hand in a simple modeling of a concept (such as, among many other similar examples along these lines in the game, irrigation for farms providing extra food when connected, without bothering with any contingent questions of the number of connecting farms drawing this, the amount of fresh water the original source is already adjacent to, etc., for instance; the concept is still there and enriches the depth and experience of how you want to develop your land without assigning you opaque homework about it first, both of which makes it more inviting to interact with).

By the same token, though I still think that Civ 4 strikes the better balance, the question of complexity is still relevant, even within the series that already is known for abstracting much of this. I once asked Civman here the same question, and he equated the additional complexity of 4 (such as specialists and great people) to adding more superficial tech trees, when the individual tech tree in the third game struck just the right balance on its own. I don't personally agree with that (and, a key difference between a game like Civ 4 in this regard and other strategy games, notably Civ 5, is that this "secondary tech tree" comes at the expense of and is interrelated to the "original" one, unlike a lot of strategy games where several branches of the same tree are mutually inclusive and don't entail meaningful opportunity costs), but it still represents an interesting contention in what should be the right degree of complexity, even within a game such as Civilization, which candidly is not a simulation, but rather a deep strategy game with either a fun coat of historical paint or something aiming to look and feel like actual history without aiming to actually simulate it.

- The scenario library. Civ3 is more easily moddable by non-programmers. So there are a lot of historically-inspired scenarios, some authored by actual historians. I'd love to see Firaxis return to a "moddable by laypeople" approach with VII.

While the boxed game of Civ 3 came with so many fun user-made scenarios, this is an interesting point in my opinion, since (as far as I know, and again I could be wrong) Civ 3 does not come with the "World Builder" that 4 does, at least not out of the box. If you just mean scenario creation, I think Civ 4 is much more inviting towards this end, between the two.

A lot of Civ 4 stuff is in XML, too, which doesn't take any special programming knowledge to modify. I can't speak for a comparison to Civ 3 in this regard, though.

There are some more niche reasons as well. Civ3 handles larger maps better without the risk of memory allocation failures (if only IV had had a 64-bit version...). There are a handful of people (you know who you are if you're reading this) who really don't like IV's graphics. The "suicide catapult" mechanics in vanilla IV turned a number of people away, and some missed the more flexible Civ3 bombardment options. In III, you can turn an enemy's land into a moonscape of craters, like the Western Front in the Great War, if you have sufficient advantages in the air or with artillery, whereas bombardment is basically limited to city defenses and strafing units in IV.

This aspect I completely agree with, actually. However, I have switched over to the excellent Realism Invictus mod years ago, which actually completely remodeled this (as you are likely already aware) and it ended up looking a lot more like Civ 3 in this regard. As a criticism of the base game, I'd completely agree with the distaste for the siege mechanic, but, I will still offer a small apology: it does represent a good gameplay counter to the longstanding disdain for the "stack of death" in that, the bigger your stack, the more vulnerable to collateral damage it becomes. Historically, that is pretty dubious, but in strict gameplay terms it did provide an interesting dynamic against sheer weight of numbers in unpunished concentration being the trump card which seems to nullify a lot of tactical play. Vanilla Civ 4 also gave cavalry a "flanking" attack which targetted siege first, which made that a counter against the thing that counters stacks, so you get more dynamic and interesting warfare. I still of course prefer RI and its (in my opinion) several improvements (which includes ranged bombardment again for gunpowder era artillery onwards :D ), but for the detractors against the way this looked and felt in Civ 4, I do at least understand.

The map scaling is a valid point. I do think that Civ 4 provides a richer and more dynamic degree of depth with the same amount of "map real estate," but the fact that it is more constrained makes sense, and does still come across as less "epic" than a game that is truly massive. (Though, of course, things in Civ 3 like teleporting with railroads also kind of detracts from this, IMO.)

On the graphical side, it's more muddied for me. On the one hand, a distaste for the move towards a more cartoonish look (though, I think the latent unrealism here has more to do with 2005 than a deliberate artistic style, as the sixth titles seems to have shamelessly gone for) makes a lot of sense for me, and I like the warm color palette and "godlike" perspective of a fictional world that Civ 3 provides. There are only a couple of nitpicks with the Civ 3 map that I have, such as the cityscape graphic being replete with all kinds of what is otherwise represented by expensive buildings from the get-go, and being identical to one another (in the classical era, your settler drops down their knapsack and up comes a colonnaded temple and paved city square immediately, for instance; whereas in 4, a new city is visually small and rudimentary until its population grows, and it has no special architecture unless that gets built there), and the static icons for resources look fairly ugly (the image of a cluster of grapes covered by a mine, for instance, or the frozen green fish in the sea paralyzed above the water), and lastly that "irrigation" is strangely an improvement rather than a feature of agricultural land, such that you very strangely have ruts of water as the graphical representation rather than fields of crops.

However, while I like Civ 3 and how it looks overall, I simply can't go back to that UI without frustration. Civ 4's UI is probably one of the best of all time, in my opinion. Aesthetically, the icon art is beautiful (and, ironically, Civ 3's leaderheads and UI icons are comparatively kind of disturbing, from the Zoltar slow motion mood swings to the Vaporwave toilets of sanitation), but from a sheer usability and gameplay standpoint, for me at least, Civ 4 is almost seamlessly good, with several hotkeys, toggleable menus, and a huge density of information cleanly presented and easily sortable. A lot of that same information is shown in Civ 3, but getting to it and interacting with it is a lot more "high friction," contrary to the strategic gameplay, in my opinion.

As for the exploits? There are rules about which exploits are allowed and disallowed in the competitive (Hall of Fame and Game of the Month) arenas of Civ3. How enforceable this is, I'm not sure (I'm not on the Hall of Fame/GOTM staff), but there's a list of disallowed exploits (although the gold-per-turn and then canceling the deal through war is allowed). But these exploits aren't necessarily the way to victory. Sure, if you are going for the quickest Conquest or Domination win, being a perfidious backstabber may be the way to go. But if you are going for a Cultural 20K or Space Race victory, let alone Diplomatic, it's probably counter-productive. I played quite a few Cultural 20K games in January in my quest to become the lowest-ranked Quartermaster in the Hall of Fame competition, and I don't think I broke a deal once. City development, expansion via settlers, and a bit of luck with scientific great leaders was much more important than securing high-level domination through treachery.

I did not know that there were player-enforced rules against certain gambits in Civ 3's Hall of Fame! That's funny, because in Civ 4's competitive community, it seems to be "even if it was an oversight by the developers and clearly an unintended loophole, the fact that Firaxis published it makes it sacred canon (no mods, you noob lol) to be wrested to maximum advantage" which might be part of the disparity here when it comes to records. I know that there are restrictions to games like no tech trading and such, but these are game options that are set from the beginning, not house rules that the player must be mindful to abide by.

So largely, yes, I'd say IV is a proper successor to III, unlike V/VI to IV. But they both have their charms. It's like how I play both Railroad Tycoon II and Railroad Tycoon III - each has its strengths, and RT III has more depth, but both are good games. Whereas I don't play Sid Meier's Railroads! - it went off the rails a bit too much and is widely regarded as not as good as its two predecessors (it also likes to crash on launch on for me, even when I do try to give it a fighting chance).

Having just played a tiny smattering of Railrood Tycoon II but knowing that it has a strong reputation (unlike the III, which, ironically again, introduced 3D graphics and stuff), what are the main talking points against it, if it's not another "I just grew up knowing RT2 and don't want to learn another game" situation?

^But Civ III is basically the same as Civ IV in regards to how commerce works. Both are slider-based games where you can redirect up to 100% of your commerce income to science, and in both cases the AI tends to direct a significant portion, but usually not all, of their gold to that purpose. I'd have to check for Civ IV, but in Civ III, the AI will trade enough gold per turn to force it to decrease its science rate if you are offering something it really wants. So if it's running a +6 surplus at 60% science and you offer it Oil that it really wants, it might offer 25 gold per turn and turn its science down to 40%. As far as I know, the same could apply in IV? Or will the AI not trade more than its current surplus, regardless of what its science slider is set to?

There is a classic Civ III strategy, most used for space race games, of trading techs to all other civs, which brings in more gold than it costs to research it, at least on larger maps if you've discovered most of the other civs. This enables increasing your own science rate to 100% if the strategy is successful enough, and reaching the Space Age super early (as in Hall of Fame games), and either gaining a tech advantage and/or selling the AI enough techs that it is giving most of its income to you. Which is not such a feasible strategy in IV, since you can only trade tech for lump sum gold. So perhaps reducing that strategy was part of the motivation as well.

This kind of a gambit I can clearly see being intentionally ruled out in Civ 4. While it's kind of cool in that it represents an international economy of technology which is a function of a limited supply of available money, the fact that you can command a higher price for the tech than its actual research cost while leaching everyone else's free commerce and preventing them from researching independently on their own is obviously extremely "gamey," because then you can just use the difference to fund an inordinate amount of standing military while still being minimally at technological parity with everyone else.

If so, did it work? If I look at the Civ III Hall of Fame for Standard size maps at the lowest difficulty, the Space Age dates are 550 AD to 1210 AD. For Civ IV, it's 280 AD to 1586 AD. To me that suggests that the top players found other ways to win extremely quickly anyway, but perhaps the nerfing of that strategy made it somewhat more difficult in general, for the average player.

Reading those AARs for those wins is actually extremely interesting. As I said, I prefer the modded the game, but the amount of calculated thought that went into optimizing a BC spaceship launch (which if I recall didn't end up making it in time, but still, even as a feat unto itself is amazing) was thrill to read, already being familiar with the constraints and obstacles of a typical game.
 
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While the boxed game of Civ 3 came with so many fun user-made scenarios, this is an interesting point in my opinion, since (as far as I know, and again I could be wrong) Civ 3 does not come with the "World Builder" that 4 does, at least not out of the box. If you just mean scenario creation, I think Civ 4 is much more inviting towards this end, between the two.

A lot of Civ 4 stuff is in XML, too, which doesn't take any special programming knowledge to modify. I can't speak for a comparison to Civ 3 in this regard, though.
Haven't read the rest of the post, but Civ3 comes with a scenario editor that includes both map-making and rule modification, all through a graphical interface. You have to start a separate program, but can tweak any of the rules (within what's tweakable in Civ3) without ever opening an XML/Python/C++ file. That's why it's friendly for non-programmers to mod - even XML can be intimidating to someone without any experience in technical matters, but check boxes and dropdowns and text/number input boxes are generally approachable.
 
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