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Krasny
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my biggest gripe with CIV3 is the vast quanity of units in the endgame, stacks & stacks of infantry, masses of bombers and waves of artiliary
this quanity of units really bogs down the gameplay, especialy on larger worlds and makes the endgame a real drag
one solution that has occured to me is to edit modern units so that building them causes the city to reduce in population
any thoughts?
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Maquiladora
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Lots of fun in pushing 200 units a turn.
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Naokaukodem
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quote: Originally posted by vmxa1
But it is not any fun. |
Why?
quote: Originally posted by Maquiladora
Lots of fun in pushing 200 units a turn. |
You forgot to add the battles: or you can't see them (not fun), or you have to watch them all the way. (not fun)
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Maquiladora
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Well thats fine, its a preferance. If civ3 had stacked combat and public works id play it just as much as CtP2. I prefer to spend the majority of my time planning strategy, rather than waiting and clicking.
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Krasny
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'Lots of fun in pushing 200 units a turn.'
if this floats your boat then great, but having 90% of the playing time occupied by endgane grinding is like something one is sentenced to
were it not for the fact that the pre-endgame is marvelous i would uninstall CIV3
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:35
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The ability to lock-stack units and resolve battles involving multiple units with one push of a button in CTP greatly reduces end game tedium because each locked stack (up to 12 units) acts as a single entity...
So if you have 120 single units (entities) in civ3, that can be reduced to 10 stacks (entities) in CTP.
The group movement button helps to some degree, but it does not help once you have to send 60+ units into battle, each one at a time or if you want to subdivide a large stack to send in several directions.
It is probably my main gripe with civ3 (OK, infinite rails is my main gripe, but I can mod rails out of the game)
CTP is set up with a maintenance cost based on shields, and this cost is a percentage of the total cost of a unit. So the more expensive the unit is to build, the higher the upkeep. (and this can be further adjusted via modding)
Last edited by hexagonian on 08-04-2004 at 21:15
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:35
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Nasty web server. Deleted post.
Last edited by vmxa1 on 06-04-2004 at 01:25
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Midget*Toilet
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If you want to speed up the end-game "grind", get a faster PC like I did.
There's no such thing as the grind when you have an A64 and the enemy battle animations turned off. This is even with my 700+ unit army (Russia has a 1,250+ unit army).
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Krasny
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'I find myself staying in peace a lot near the endgame, just so I dont have to mess with moving my 2837681235 units around all the time. I leave everything fortified in cities unless I absolutely HAVE to go to war.'
which is just a response to the tedium of the grind rather than any strategic decision on your part
also if you are aiming for a conquest or domination victory having the panzers parked in cities isn't an option
the best method of reducing endgame grind, IMHO, would be to adopt a stack battle system (maybe using something similar to the battle res of spartan)
other methods would be:
1. crank up war weriness for units lost
2. impose a stacking limit
3. increase unit cost / maintenence
4. limit number of moves per turn (1 stack is one move)
5. building unit costs population
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