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tgs81q
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Im really very dissapointed with it. Out of all the civ games(civ, civ2, ctp, ctp2, and alpha centauri) this is one is the worst. Ive been playing it for a week and I wonder why they did some things. First is the lack of a decent earth map. The one included is absolutely terrible. My little brother could draw a better map of the earth. And why in the world did they remove fixed civ starting locations. Or go back to the original civilizations combat system and remove hitpoints and firepower that civ2 introduced. I cant see why they would take steps backward like that. Can anyone honestly say they enjoy playing earth maps so they can be the Romans in mexico or the Americans starting in india. Or have mobs of militia overun armored tanks. How bout battleships beaten by warriors thats always fun. Then there is the culture system which is WAY over done. Capturing cities is pointless. Its much more efficient to raze the damn thing and start over. Because unless your civ is vastly more powerful in culture and military strength there is no way you can hold the cities. They inevitable revert to there original owner faster then I can develop there culture to resist it. No matter how many units i station there. No matter how fast I quell resistors it always happens.
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kimmygibler
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I can't believe all the people mad about the earth map. You gotta assume there will be immediate mods/maps/scenarios to deal with this. Firaxis might even do something themselves. Now you'll say "I didn't buy a game so I'd have to download mods! I'm taking it back, It's too different from civ2..." Yeah I guess, but I bet earth map will the first scenario/map that is made.
As far as the combat, how the hell does a warrior beat a battleship? Is this even possible for land units to take on battleships? Well I guess if you're only using a battleship to defend your city, then I'd expect a warrior to take it out. When a ship is in the city, it should be ineffective at defending the city. How is having a boat in the harbor gonna stop people from taking over the city?
As far as a warrior beating a tank, tanks have def 10 (I think). So each round, warrior has 1/11 chance of hitting. (1/11)^3=0.00751 Is this calculation correct? I'm not sure, but according to this the odds are very small. If this happens a lot, that is very lucky. Unless firaxis really uses a secret way to calculate battles that they aren't telling us about...
The culture problem. Hasn't affected my games at all yet since I have had strong culture so far. But if you don't like the effect of culture, tone it down. I'm sure it can be done.
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Dida
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I have not been effected by cities revolting back to their old civ. But again, I have only been attacking civ close to my own. once I get deep into hostile territory, I'm sure it will happen quite often.
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Zanteogo
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As for taking a step backwards.. the deplomancy in AC is much better. Only neat thing about CIV3 is the trading.. but even that is way one sided towards the AI.
As for cities reverting.. the thing I don't get is how your units go with the city. These are loyal units of YOUR empire.. they have no loyalty towards the peoples homeland.
My biggest problem of all are the long waiting times between turns on the larger maps. There is no reason why it should take so long on a modern computer.
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player1
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Belgrade, YU
Sep 2001 time: 06:16
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HISTORY NOTE:
In ancient & medivial times cities have been razaed as much (or even more) then captured. Why, just because the same reason as in civ3.
Corruprion, ressistance, cultural domitation. There were many revolts. Didn't there?
So, no more Blizkreig in Ancient are. It is a good thing & it's relistic.
---HINT------HINT------HINT------HINT---
Note to those poor civers: Keep many garrisoned units in conquered cities, at least until your culture goes up & resistence lowers (like in real world), not make those cities almost empty (1 or 2 units).
Remember these cities are OCUPATED, deal with them that way
---HINT------HINT------HINT------HINT---
Still razing cities in Modern era? I little to strange, I think razing should be limited to cities lower than 12 size (or at lest make it slower like 20 to 12, 12 to 6, 6 to 0)
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Ludwig
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I might be imagining this, but in my games it seems like it does a world of good if you make sure that recently-conquered cities have NO road or rail links to their previous Civ, and good links to your own.
Also, in medium or large conquered cities, immediately build settlers before you build culture improvements. Bring in settlers of your own ethnicity and have them join the city as replacements for the population points bled off in this manner. Move the "Displaced Person" settlers back to your own cities and have them join one of them. This leavening of the population is even more effective than cultural improvements in maintaining the loyalty of new cities. [At least, in my own experience].
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CyberGnu
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of the Virtual Serengeti
Apr 1999 time: 05:16
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How about instead of a city just going over to another civ, some of the population is converted to soldiers (a la the draft)? The solders could fight it out with whatever unit is defending the city, just like a regular fight, except perhaps no defending bonuses.
In my last game I naturally found myself without oil. (while Firaxis statement that there is enough resources for every civ is true, it doesn;t really help when ALL EIGHT oils show up on the same part of the map... In the heartland of my mortal enemy.) Well, I loaded up my 10 infantry and 6 marines, added 10 ironclads and set off halfway across the world to grab me some oil, codenamed Arctic Storm.
Well, my first win went well, I grabbed on of his cities without much trouble. And kept it for a whopping four turns before it went back.
When I took his city my ironclads had reduced it to size 2. When it went back to him I had roughly eight army units stationed in it, plus ten boats and a few artillery.
Quite frankly, how would those measly 100.000 or so people in a size 2 city defeat ten regiments of troops? Especially since I reduced the city from size 13 to 2 prior to invading it! Or am I supposed to believe that my entire army lived in Babylon for eight years and then as a man decided that Babylon is so much better than the place they were born? Disregarding that they came from a place with electricity and plumbing, and defected to a country still in the middle ages...
Naturally not.
I instead reloaded the autosave from five years earlier, razed the city, razed its two neighbours closer to the empire center and finally took one of his fringe cities. I crashbuilt an airpoirt to fly out my oil (don't ask me about that one...), then a library to build up my culture...
If we translate this into Operation Desert Storm, we essentially have Bush t.e. nuking Basra and Baghdad prior to invding Quwait, just so that his american GI's won't be tempted by those devilish harem dancers...
Patch, please?
Oh, and Firaxis... You might want to try betatesting nxt time you release a game... would save us all so much trouble.
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Blackadar1
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I, for one, always played with random maps. To call this the "worst civ style game ever" is an absurdity, but Civ III is something of a letdown for many of us.
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Knight
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Montgomery, AL
Oct 2001 time: 05:16
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quote: Originally posted by Cougz
Is there an advantage to taking out an opposing civs Capital? Will this have a big effect on the capture of their other, outlying cities? |
I thought that might help too. In my current game, I fought three wars with England. In the second, I decided to stop nitpicking around and shoot straight for London, hopefully keeping the nearby cities from doing a culture flop (Also keep in mind England was "In awe" of my culture). So, I take London, and actually all the rest of the continental English Empire, down to the backwaters. But, there's one city, size 1, Richomond, that's on an island well off the continent. I decide it's too much trouble to take it, so I cut a deal with Elizabeth, getting all her tech and money in return for letting her live. Well, about 25 turns later, as I was trying to build Courthouses to offset the corruption in the former English Empire, the westernmost cities start to revert to England, taken over by the culture of size 2 Richmond, half way in the ocean. They actually snag three cities back before I get ticked and have my third war with England, taking back the reverted cities and finally sending a transport to Richmomd to knock the English out of the game. So, the answer is, taking the Capitol doesn't help. It seems that when you conquer a city, it's inclined to return to its original culture, no matter how pathetic it is in comparison to yours.
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kmj
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quote:
Hmm, Bush must be worried now... What if Colin Powell realizes that Afganistan has a centuries old culture and decides to go live in the caves over there, taking all the US jets with him?
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No, we don't have to worry about that; the taliban helped us by blowing up those old budha(sp?) statues carved into the mountains...
About waiting while enemies move: someone else mentioned you can hold down shift while they move. Also, go to the preferences and turn off unit animation for other civs; that helps alot.
About saying this is the worst game because of some stupid world map: Bah, you're whining, that's all. It's nice to have a good world map; and someone will (did) already make one you can download. I don't want the fireaxis developers spending their time perfecting a world map. I want them working on real gameplay issues. They did the right thing: they made the game completely flexible; any problems with types of governments, units, etc. go ahead and do it yourself. They even created a nice little editor for you... (now if there are bugs in the editor, that's a different issue entirely). Scenario makers will worry about where people should start, and all that other stuff.
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