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planetfall
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Incoming from CO
Jan 2002 time: 22:32
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Don't know if anyone has started conquest #3. But if you have, what do you think of this design.
According to designer on civ3.com, in developer link, the developer boasts of the challenge to barbarians as even though the game is supposed to last 150 turns, because of the way Rome is set up the game will end about turn 100.
I started game as random civ and got sassanids. Nice stacked deck. You have a bunch of techs, BUT strongest defensive player is spearman. Can't access any of the strong offensive/defensive units as they are in the "Barbarian Tree" and cost about 200 turns of the 150 turn game. Moreover Barb Tree Techs cannot be traded. To say winning is difficult is an understatement. You start with a bunch of techs, so only can research about 8 techs. That's about 800 points. You can kill a few units, but at 30points a pop, that will take too long.
OH, and forgot this is eliminatation also, so if lose 8 cities it's bye bye time.
Would be fun to play as a Barb tribe, or even as one of the Romes, but what is the odd man out tribe supposed to do. Defense of 2 vs legionaires and locked alliance. Those 20 legionaires would cut thru civ like knives thru butter.
My conclusion: this conquest is not designed well for Sassanid tribe.
Humm, just rechecked according to designer, Warlords are 8.2.1. But I thought they were more like 8.5.1. I need to double check tonight.
Anyway, what do you think of this conquest design?
-- PF
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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I played halfway through a game as the Celts and didn't care for it. I liked the ideas behind it but I thought the 8 city elim was not good-I took 5 great britain w.roman and 3 mainland cities and there were ruins all over the place. Its not difficult to snipe 8 smallish cities from anyone.
And then its a mad dash for the victory points.
It seems like it has a lot of potential, just needs to be flushed out a bit. I agree with you on the Sassanids point. I wish they had an elite unit or something to give them some balance. have to wait a long time for heavy cav's to do anything.
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Fried-Psitalon
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Not just another pretty face.
Dec 2002 time: 00:32
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The trick is, ironically enough, diplomacy. You can win with any civ simply by repeatedly forcing all the other Germanic tribes to attack Rome with treaties, and letting them snap up each other's cities and so on. After the Romans are eliminated, you get all the Germanics to gang up on the one with the highest score, rinse and repeat.
When there's only two tribes left, you take one city, two at most, from the bloodied and battered remaining foe, and you win. If you don't use super-diplo-cheese, this scenario is a vicious and bloody battle from beginning to end, with backstabbing to make a corporate board room look like a Barbie convention.
I won with every available civ during the beta using this method and warned of it but no solution was found - I even won with the Celts without so much as stepping foot off the isles until there was only one opponent left.
I also agree of the need for a higher-value defender, but you are supposed to be churning out insane numbers of attackers in this scenario, so I suppose the whole "best defense is a good offense" rule applies.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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quote: Originally posted by planetfall
While talking about plague, does plague ever go away? The civopedia says almost nothing about plague.
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it only lasts for a couple of turns, I think I've seen it go 3-4 turns then go away...
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charliechizel
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I didn't like this scenario for a couple reasons. I played as the anglos, had the scourge of war and was cranking out warlords like crazy. Eventually I sacked Rome and Constantinople, but I still didn't win. When western rome went down, it gave me a bunch of victory points, but when the eastern empire went down, it didn't. Since I was expecting to win after the east went down, all my armies were far off to the south, when the huns blindsided me from the east. Since I had already lost like 5 cities in scuffles with other barbs, (hard to defend w/2 against 8) I was eliminated. Shitty! I think my problem was that I took too many non-victory points from them before the empires bit the dust. But still I think if you sack both Rome and Constantinople you should win. Also it seemed that after a victory point city was destroyed by the collapse, I couldn't get any points for controlling them.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:32
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Sassandids aren't a barabarian tribe.
They are playable as a challenge for any that find winning as the barbs to easy.
quote: Originally posted by planetfall
Don't know if anyone has started conquest #3. But if you have, what do you think of this design.
According to designer on civ3.com, in developer link, the developer boasts of the challenge to barbarians as even though the game is supposed to last 150 turns, because of the way Rome is set up the game will end about turn 100.
I started game as random civ and got sassanids. Nice stacked deck. You have a bunch of techs, BUT strongest defensive player is spearman. Can't access any of the strong offensive/defensive units as they are in the "Barbarian Tree" and cost about 200 turns of the 150 turn game. Moreover Barb Tree Techs cannot be traded. To say winning is difficult is an understatement. You start with a bunch of techs, so only can research about 8 techs. That's about 800 points. You can kill a few units, but at 30points a pop, that will take too long.
OH, and forgot this is eliminatation also, so if lose 8 cities it's bye bye time.
Would be fun to play as a Barb tribe, or even as one of the Romes, but what is the odd man out tribe supposed to do. Defense of 2 vs legionaires and locked alliance. Those 20 legionaires would cut thru civ like knives thru butter.
My conclusion: this conquest is not designed well for Sassanid tribe.
Humm, just rechecked according to designer, Warlords are 8.2.1. But I thought they were more like 8.5.1. I need to double check tonight.
Anyway, what do you think of this conquest design?
-- PF |
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planetfall
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Incoming from CO
Jan 2002 time: 22:32
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Ok, after more play time, revised a few initial conclusions.
1. Elimination game is not all bad. It does change the flavor of the game a huge amount, but still is playable. The plus side to playing elimination is can quickly get rid of both Romes and assorted pesky civs.
2. Even if plague pops up, it is not bad as it goes away in 3-4 turns.
Sass's arenot a bad tribe to play. {Was my picked random selection}.
1. 2 sides are safe from attack and 3rd is only rarely used. South and West are safe. A few troops makes East safe, which means only have to worry about north.
2. Huns will probably attack but that is not hard to deal with.
3. Romans are stagnant, so there is time to build a mini empire.
4. Hard part is timing when to switch from building to conquest. If wait too long, Rome will steal away the game.
If I were changing the scenario, about all I would change is the VP generated by Rome. Rather than projecting a win about turn 110, I would move it out to about turn 130.
OH, would also change scoring. Dumb that higher difficulty level generates less points than lower difficulty level. Need some additional factor here to recognize higher levels.
Oh #2, warlords need adjusting a bit. They either need more offense, like 9.3.1 or lower cost. They are no match for heavy cavs. Barb warlords are helpless against Sass heavy cavs.
Oh, #3. I would probably extend the number of turns from 150 to 200. I was left with Celts & Sass. Without RR, these two don't come into contact. The only way the Sass can touch Celts is to plant a city on the Med. Sea and then have time to build galleys. Granted the Celts do have cities in N.Europe
but it will take about 20 turns for one unit from Sass to move to their area. Even with all other civs except Celts gone.
-- PF
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