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Alfonsus72
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It has been told that CIV3 will be harder for players with a "warmonger" strategy. From the new details given by Firaxis, I think that´s not quite so true. You now need a culture (frontiers) and economic (units are payed in gold per turn) background, but some additions in my opinion balance that:
- You can capture workers, catapults and cannons, so the prize for taking a city or fortress, or winning a batlle in open, now dramatically increases. In Civ2, in a campaing against an enemy civ warmongers could capture cities, some gold and techs, but they had to have enough settlers to build roads to effectively control the land. Now, they can capture workers and as they are slaves, they don´t have to fed them (in game terms). Also, captured catapults and cannons could help a lot to continue campaings without that badly needed reinforcements, and skilled combatants could advance a lot with few units.
- You can upgrade your units in exchange for some gold (halved with Leonardo´s Workshop). Also helps a lot in campaings, in CIV2 you have to build new units and make a long trip to the front.
-Some special units mean great advantages at the beginning of the game for that civs historically more primitive (I know that doesn´t sound politically correct) like Aztecs, Zulus,Iroquises,... They have a big advantage at the begining (if you want to win the game as warmonger you need to start your conquers early in the game), and as they could have their Age of Gold so soon, you could build a good army (for the time) in relatively few time.
-The militaristic caracter of some civs means advantages for the warmonger players that choose them.
-The new combat rules, more complex, make skilled combatants to take bigger advantages from their tactical abilities.
- Finally, the armies, that militaristic civs could build sooner, gives warmonger the posibility to build a "superunit" without very advanced technoligies.
So, what do you think? Do you think that´s enough to make a powermonger strategy still playable?
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Alfonsus72
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Another "compensation":
- As warmongers used to control a very big (but underdeveloped) land mass, they will have plenty of resources (iron, bronze,...) from the begining of the game.
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Alfonsus72
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One more advantage for warmongers:
The FORBIDDEN PALACE, that reduces the unhappyness produced for having many cities, one of the worse disadvantages of warmongers in Civ2 (at least in high dificulty levels)
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Mongoloid Cow
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The Forbidden Palace would be very good at the beginning for warmongers / expansionists, but it would be crap later on., except for the possible (?) cultural benefit.
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KrazyHorse
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Macedonia
May 2001 time: 00:15
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Uber, no military empire has managed to conquer the entire globe, yet it was trivial to do so in Civ. Why? Because Civ made it too easy for units to wander afield for hundreds of years, instantaneously imposing your system on subject populations. Civ2 ended up making warmongering too easy, and I'm glad that (IMO) the changes (overall) make the military conquest avenue less appealing.
Everyone else: The King is dead! Long live the King. 1000 posts On-Topic!
Last edited by KrazyHorse on 30-09-2001 at 13:13
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by Imran Siddiqui
Conquering the world should be hard to do, not mundane! |
Agree.
In Civ-2, pursuing the CTW-option (Conquer the World) was like an increasingly more shrinking/ downsloping "challenge". The more cities you conquered, the safer you sat in the saddle, and the easier it was to subdue the next batch of soon-to-be-conquered enemy-cities. And it all was about 10 times easier, once every empire was infinite-move railroaded. Not to mention those huge dust-collecting city-treasures, just waiting for you to use in order to speed-build riot-pacifying cathedrals, or whatever.
In the best of worlds, conquering the world should now only be possible if you forge an alliance (you need at least one parner that exchange trade & resources + join forces, then everyone else is embargoing you). Also, there should be a rubberband-limit how large/ how many cities a greedingly landgrabbing empire can control. Beyond that limit, you MUST gradually give additionally conquered cities/civs at least some limited vassal-freedom. Otherwise internal economical/ logistical problems stands the risk of getting totally out of control, in a self-feedingly downspiral matter, that is very costly to stabilize/control (at least I hope so).
The AI controls these vassalized cities/empires (so you cannot order them to produce combat-units or control these units, for example). Also, vassals never attacks you (as long as you dont starting to loose cities to still free enemys) but they can riot, of course. They never embargo you (unless; see above) and you have free right of passage at all time + the right of martial order control his cities. Also, you always get first dibs on his recources (although you must still exchange them - more favorably though) and 33% of all his foreign trade and 33% of all hes produced shields is automatically siphoned and evenly distibuted too your own homeland-cities. You are always free to give up total control on some already conquered cities (= give them vassal-status) in order to be able to assimilate other vassals as your own, now fully controlled cities/empires instead.
I dont know if above is the best possible solution, but my main point is that complete military word-conquerings should in Civ-3 be the hardest & most challenging victory-condition of them all. One way or the other.
Last edited by Ralf on 30-09-2001 at 15:28
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