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Ralf
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Sweden
Mar 2000 time: 06:14
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There was one fundamental problem in older Civ-versions, when it came how effectively the AI-civs could conduct war against the human player, alternatively how they could respond to massive military build-ups prior to fullscale HP-conducted invasions:
The problem consisted in that the AI was restricted to only conduct war by sending military units against you.
Since the human player, traditionally in civ-games, always had the tactical advantage in moving around combat-units, and also an strategical advantage when it came to raw production-capacity, he often could respond to AI war-declarations with a yawn, alternatively quietly build enormous end-game armies, while the AI-civs often where partly too dumb, but just as often; simply too backward in terms of city-developments & production-capacity, to ever be able to respond against in a effective manner.
According to the released info about the Civ-3 development, several pivotal changes have however already been implemented (and more to follow, I hope) that together definitely makes HP war-conducting, much more of a risk-calculating challenge.
The ultimate prize would be if Firaxis manages to make wars in Civ-3 much more about "a means to an end" (= risk-estimated time-limited shortcuts to achieve better civil advantages; both economical, political & in terms of increased production-strength) rather then just a self-feeding and increasingly more risk-free self-perpetuating military goal in itself.
Anyway, below is the under-the-hood confirmed changes listed that I am refeering too:
- In Civ-2 you produced & supported combat-units by harvesting shields, which always where self-sufficiently available within your own city-areas. In Civ-3 you must support your combat-units by spending money, which only partially can be "harvested" within your borders. An increasingly bigger share must however also be obtained by establishing multiple trade-agreements with the foreign AI-civs. This means that you figuratively speaking, must place at least one of your balls in the hands of the AI-civs, in order to optain enough money to support your military might - especially in end-games. If you want to make the game even harder and more challenging, you can easily choose to downtweak all the terrain-improvement trade-outputs in the Rules.txt files, making army support-costs even more dependent on peaceful trade-relations with at least 1-2 AI-civs.
- In Civ-2 replacing trade-routes (= embargoing) was far too strenuous to even consider for the HP, and if the AI eventually did it; it only meant that your wealth perhaps didnt grow that much anymore. Big deal.
In Civ-3 it seems that disrupting trade-agreements, both is much easier and have more immediate consequences - especially if the AI-civs start to establish trade embargo-pacts against you. Effective trade-embargos means that massive HP military support-costs now can be thwarted more easily.
This can be counteracted by converting to nationalism and choosing war-economy, and/or establish & nuture ally-treatys in advance. But, perhaps only for so long. Your "trusty" ally starts to recognize his pivotal role here; perhaps he wants to "sweeten the deal" in order to continue the treaty. Conquered new city-areas, of course, give you access to new trade-tiles (which finances a continued war), but that alone only gives you some stop-gap money, considering all the over new design-tweaks thats now seems to effect "art of war". I also dont think the AI will idle on huge dust-collecting city-fortunes anymore, as it did in Civ-2. Not if they tweak the AI in Civ-3 a little better in this respect. I hope they do - at least on the harder game-levels.
(As you can see: Above tweaks alone makes the journey on the warpath, a somewhat more delicate process then it ever was in Civ-2. Especially for multiplayers. And theres more to come...)
- In Civ-2, all units depended on one and the same generic resource only: the shields - it was uniformly available more or less anywhere and everywhere on the map.
In Civ-3, every unit has its resource prerequisites. Each unit is tied to one or more special resources, so you're available forces will be dictated by your own resource supply.
In short; the human player is now much more dependent on good relations with (at least some) of the AI-civs, which make investments in peace- and alliance-treatys much more needed and essential priority. In the older civ-versions you could more or less choose to play in "splendid isolation" and, if you where strong enough, just arrogantly ignore the fact that if most AI-civs hated you. Not so in Civ-3, it seems.
Last edited by Ralf on 02-08-2001 at 13:20
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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by Zanzin
- Why no stacked combat ala ctp1/2? They have pseudo stacking in civ3, where units move together, but don't actually fight together - which is, really, a bit stupid |
Individual units within an army doesnt attack and defend "to the death". Instead each attack-, or defence-unit step down then their damage-bar goes red, and his undamaged shoulder-buddy steps up in order to continue the attack/defence-duties.
Also, dedicated defence-units doesnt carry out attacks as long as there are more appropriate attack-units still available. Likewise; attack-units doesnt join-in to defend, as long as there are more dedicated defend-units still available. Most probably this process can be executed fast and automatically without player-interference.
So, in a sequential matter, an Civ-3 army really fight as a whole. 
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korn469
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Poetic Justic
Apr 1999 time: 00:14
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Ralf,
hey welcome back!
quote: An increasingly bigger share must however also be obtained by establishing multiple trade-agreements with the foreign AI-civs. This means that you figuratively speaking, must place at least one of your balls in the hands of the AI-civs, in order to optain enough money to support your military might - especially in end-games. If you want to make the game even harder and more challenging, you can easily choose to downtweak all the terrain-improvement trade-outputs in the Rules.txt files, making army support-costs even more dependent on peaceful trade-relations with at least 1-2 AI-civs. |
right now this is unconfirmed...most of the information tells of linking trade grids together, but commerce income from trade routes hasn't been discussed yet, why i do agree with you that trade routes most likely will generate commerce income firaxis hasn't confirmed this and the amount of commerce income each trade route generates hasn't been confirmed
quote: In Civ-3 it seems that disrupting trade-agreements, both is much easier and have more immediate consequences - especially if the AI-civs start to establish trade embargo-pacts against you. Effective trade-embargos means that massive HP military support-costs now can be thwarted more easily. |
agreed, but i do think that this can (will?) be a double edged sword...where the hp will cut off an AIs trade by forming embargos against an ai and if it still contains the "build as many units as possible" routine then the ai will wreck it's already weak economy
quote: In Civ-3, every unit has its resource prerequisites. Each unit is tied to one or more special resources, so you're available forces will be dictated by your own resource supply. |
again this is true, except it seems that obtaining the resources needed to fuel a war machine will be fairly easy...so that in general a civ won't be isolated from a vital resource completely...however interdiction of transport systems could isolate big part of a civ from the resources they need to contribute to the war effort...bombers destroying links between cities could prove to be quite valauable
there are also two things you left out
*the effects of nationality on conquest
*the rumored effects that war has on culture
the effects of war on culture was in the gamespy preview i think...but from what they said (jeff briggs i think) a war would lower culture for all civs on that continant
so it sounds like war will have harsher effects in civ3 than it did in civ2, it also sounds like it will take better planning to build and maintain a war machine...but this could end up making it easier for the hp instead of making it harder, if the ai can't cope with the changes
Last edited by korn469 on 03-08-2001 at 00:48
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Kenobi
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quote: Originally posted by SerapisIV
I'm assuming the slowest one. However to compensate for this, hopefully, Firaxis will include a truck unit or combat transport to compensate for this and truly allow for Blitzkrieg tactics |
Wouldn't that be a Mech Infantry unit?
The German "blitzkrieg" tactics deployed in early WWII required that a whole combat division be mobile - a German panzer division relied as much upon trucks (to carry the infantry and haul the artillery) and radios (to keep fast-moving units coordinated) as it did on tanks.
The howitzer/armor/mech infantry stack would seem to be the optimal combination of attack, defense and movement (albeit with a movement allowance of 2) in an "army-stack" environment.
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korn469
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Poetic Justic
Apr 1999 time: 00:14
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Rah
i have found that although the ai usually has a fair amount of money in its treasury that it is not very good at managing its economy...i fear that the extra strain of having to pay for units will hurt the ai...also i think trade from commerce will be less per trade route compared to some of the trade routes people set up in civ2
i really hope the ai doesn't have to cheat as much as it did in civ2...on king i hope it doesn't cheat at all, i think the best place to tweak the ai is when it has to play by the same rules as humans, and if like mentioned in another thread they give indepth ai scripts then maybe somebody will be able to make a fairly challenging AI
so does anyone here have an opinion on great leaders and how they will effect the game?
as far as i know
*great leaders have a chance of appearing everytime your unit wins in combat
*great leaders can form stacks
*great leaders give your stack a combat bonus
do they do anything else?
what is the impact of this?
(btw will firaxis keep the multiple levels of morale like in SMAC?)
Last edited by korn469 on 03-08-2001 at 22:44
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jsw363
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Korn-
There will be multiple levels of units. There are at least three levels (regular, veteran and elite). It is only possible for an elite unit who wins a battle to become a great leader. As far as the specifics of stacking go, I am not sure that we have that much information.
War may also be more difficult depending on the restrictions they impose on different gov't types. I hope that there's a little more flexibility with democracy, or that you can at least have units within your own borders without penalties.
I think borders will play a large role in waging war since you won't be able to just appear next to a civ's city, you'll have to cross thier territory and perhaps others' to get there.
Everyone is for improved AI that doesn't cheat. Cheating (by anyone) is annoying.
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d_dudy
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i think grumbold has a point
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