 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:37
|
|
I'll read a little while installing, then play for a while. Will wait for the next bowel movement before reviewing in depth.
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Solver
|
|
Apolyton Duke Of Something
|
 |
Latvia, Riga
Sep 2000 time: 07:37
|
|
Anyway, what did Conquests add that improved the game a lot? I must admit I stopped actively playing Civ3 after PTW, and didn't get to really play Conquests. From what I've heard, though, it does not fix the main problems with Civ3, which, for me, were:
Tech-whoring.
Worker diarrhea. GOT TO have tons of them, and got to move them all around.
Idiotic pollution model, which would only sometimes create fallout you'd clean in within 2 turns max.
Navies not being useful.
Worst of all... the ability to bombard all defenders down to 1 HP with Artillery, and then taking the city, thus conquering civs with practically no losses.
Bribeable AIs. You could buy any friends you wanted, could get them to do your fights for you. Just gift them their map each turn.
The combat system was still too random, and essentially you could do conquesting by only having a ton of one unit type - if you didn't want to do the artillery exploit.
|
|
|  |
 |
|  |
 |
|  |
 |
|
Jaybe

|
 |
Las Vegas, NV USA
Sep 2001 time: 21:37
|
|
quote: Originally posted by Solver
... From what I've heard, though, it does not fix the main problems with Civ3, which, for me, were:
Tech-whoring.
Worker diarrhea. GOT TO have tons of them, and got to move them all around.
Idiotic pollution model, which would only sometimes create fallout you'd clean in within 2 turns max.
Navies not being useful.
Worst of all... the ability to bombard all defenders down to 1 HP with Artillery, and then taking the city, thus conquering civs with practically no losses.
Bribeable AIs. You could buy any friends you wanted, could get them to do your fights for you. Just gift them their map each turn.
The combat system was still too random, and essentially you could do conquesting by only having a ton of - if you didn't want to do the artillery exploit. |
You have to be picky about what tools you use to enjoy a game. For me the Editor was one of those tools. After a time I used Rhye's of Civ mod, and then modded that.
Tech-whoring: Change the AI-to-AI tech rate.
Worker diarrhea: They don't cost enough (and neither do settlers).
Artillery: I ended up developing a mod which had NO artillery in it. Otherwise VERY rarely had close to 10 arty in a stack. Usually limited myself to 3 or 4.
Conquest by one unit type: Don't think I ever did that; didn't feel right. Almost always mixed offensive & defensive units together.
I have always enjoyed civ as a RPG. Could never just play the game as a pure game and utilize all exploits available; as such I might "win" but I would not be satisfied with it. Then again, I have NEVER played beyond Monarch level.
|
|
|  |
 |
|
Verrucosus
|
|
It depends on whether I have to work the day after I buy the game. If so, I will have to restrain myself from installing the game immediately, because if I would ... well, I don't think I need to explain this. Reading the manual is about the only substitute that could possibly work. By contrast, if I don't have to work the next morning, the urge to start playing will probably be irresistible. In any event, I'm certain that I will read the manual in its entirety before I start the second game.
By the way, I do hope that the writers will put in some extra stuff again. All the manuals of original Sid Meier games contained background chapters that not only help you to get in the proper mood, but also conveyed something of the enthusiasm of the designers for the topic they had chosen. The condensed descriptons of the 17th century Carribean, of railroad history, the colonization of America, the battle of Gettysburg and the "new sun" Alpha Centauri made it that much easier to immerse yourself in the game world. I unterstand that it is more difficult to provide a "background" for Civilization because the game spans all of human history, and I don't want a return of Durant's theory on the driving forces of history from the original manual (for other reasons still the best in the series, in my opinion). However, given the academic attention the game has received, I'm sure they can find some historian who loves the game, is capable of using plain language and can come up with four pages about the dynamics of history in general.
Now, I'm almost certain that I'll be disappointed here because the background chapter is always dropped in sequel manuals (see Civilization II, Pirates! and (shudder) Railroad Tycoon II). After all, they need some space for the "changes" section which is of more practical importance. Still, one of the great aspects of Civilization is that it can get you thinking about history in general and it's not necessarily a bad idea to let the player know that.
|
|
|  |
 |
|  |
 |
|  |
All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|