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Mauibound
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I have had the game for about a week and have not advanced very far yet, but some of the choices made by the developers have really begun to bother me. This has been especially true with respect to certain features which were in CIV2 and SMAC and which I can not understand why they eliminated. My list, so far:
1. In the diplomacy screen, you can not access either the civopedia or the world map. How to know whether you want an offered advance or what city might be on the table?
2. I agree with comments in various threads about espionage. It has too much of a backseat now and is WAY too expensive. At the very least, you should be able to try to "steal" technology very cheap -- ok, it might cause a war, but you should be able to try to attempt it.
3. The wonder system is now maddening. The decision to eliminate ways to "rush" wonders was crazy. I can understand possibly making it more difficult than it used to be.. but eliminating it to the extent of only allowing it to be done with leaders is crazy -- first off, it forces you to go to war. Second, it eliminates your ability to "beat" another civilization to the key wonder you want unless you play the game PERFECTLY. All that work for nothing is very frustrating; even more so, because (as noted in this thread), you will lose all those extra shields unless you are able immediately to switch production to another wonder. (Also, I miss the wonder movies -- they should add a utility to allow you to download the movies from CIV2 -- but that is actually a minor point). More important is that when a wonder is built, you don't even get a screen telling you what it does!
4. The manual is soooo inferior to the CIV2 and SMAC manual, it isn't even funny. It does not give you half the guidance as to how the game "works." The joy of Civilization is figuring out the system, experimenting with it and then trying to beat it... Civilization should not be an adventure game, where you try to figure out the rules as you play.
ok.. thats my gripe list.. I'm not as concerned about the warrior beating a battleship thing.. I agree with some commentators that any person could get lucky-- as long as it does not happen consistently. I do think the idea of an attack or defense "modifier" when a unit from one age comes up against a unit of another age is a good idea though.
All in all, I am enjoying CIV3, but I feel like a lot of the options to play anyway I wanted from the earlier games has been taken away. It is really hard to stay competitive in the science race and thus I tend to find myself gonig to war a lot more than I used to-- especially b/c that is the ONLY way to get a leader, which you need to rush wonders or create armies-- which you will need later on if you don't want to get crushed. (Why can't leaders be created without battle by extra-happy large cities?). Also, the culture system is way overrated- its kind of neat, but does not add a lot to gameplay.
Still, the AI, resource system and new trade/diplomacy interface are extremely good additions. I just wish they had not "lost" so much of what was good about the earlier games in an effort to be new.
Mauibound
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Zylka
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Building wonders has become such a gamble, involving no skill or planning. It's just another luck variable that will screw multiplayer over bigtime.
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Bolleck70
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I wouldnt change combat so much. Why not Auto-upgrade any acient units to something like "submilitary groups" or "Partisanen" when the first player enters the modern ages.
Not as well as Infantry, but able to "hurt" modern units.
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Zylka
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Doesn't anyone think that the whole great leader concept is a bit hardcore for the luck factor? On the one hand you have to work for them, but on the other it basically hands out wonders on a near random basis. Hoping for that last card to complete a match for 75 armies in risk comes to mind... This kind of thing should be an on/off option for multiplayer.
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Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001 time: 14:16
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quote: Originally posted by Zylka
Building wonders has become such a gamble, involving no skill or planning. It's just another luck variable that will screw multiplayer over bigtime. |
So theres no thinking involved when you start building wonders?? 
First, you should compare how fast you can produce it to the enemies potential to build it. Perhaps they have started building it already, say 3 turns ago. Its fairly simple to work out how much production is done, and how long it will take them to build it.
Now, if your city will build it first, then thats all you need do. If they will build it first, then you need to prevent or delay their production. Some sabotage works well here, or a tactical strike on that city, or other cities in their empire will force them to abandon production in order to defend themselves.
A third option is to get other civs to declare war on the target civ, again forcing them to defend themselves rather than build a wonder.
But it is important to note that a civ cant rush a wonder without a leader, and they cant get a leader without a war. So if they arent at war, then they cant rush a wonder.
Doesnt rely totally on luck 
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Zylka
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It relies more on luck than it did in civ2s already flawed model. Another step backwards? How surprising.
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