 |
|  |
 |
|
bahoo
|
|
Last night I disgustedly quit my civ game, and prolly don't intend to play anytime in the near future. The story...
I had 1 army of 3 knights, 4 regular knights, 1 musketman, and 1 catapault parked on a hill outside of Heliopolis prepping for an attack. Egypt demanded tribute from me, I said no, and they declared war much to my convenience. Next turn, I attack the city (pop: 12) and capture it I have enough movement to get a few troops into it. Between turns 1 resistor is quelled. I move the rest of my forces in to rest up and get their hp back (that's a total of 9 units), mind you the city is still in resistance so I can't hurry a temple or anything. Next turn, it deposes!
Bam, 9 units wiped out by an ill-conceived game concept and bad luck on the random number seed. My offensive war effort was thwarted and I had to beg for peace. I don't mind losing a superior troop to an inferior one once in awhile due to bad luck, because I know on average it may happen once in awhile but not often. But losing my whole dang offensive army is just plain ridiculous.
This concept of deposing, is completely unrealistic, makes no sense whatsoever, and is just plain unfun. Citizens should not be able to destroy an army without fighting!
I would like to know what possibly could have been done differently, I couldn't hurry improvements yet, and had what I thought was a substantial force there.
Firaxis, I want an answer as to whether this is gonna be modified in the next patch to allow for your troops to have the option to fight back or retreat. If it's not changed I can't see myself playing the game much more. If I wanted to sit around and build churches and colosseums all day, I'd play SimCity!
|
|
|  |
 |
|
Libertarian
|
|
Oh, that's easy!
They're aware of the feature, and when they have a statement to make on it, they will.
|
|
|  |
 |
|
ledj
|
|
Maryland
Aug 2001 time: 05:16
|
|
I can image the frustration when the newly conquered city and all the military units were lost , especially with an army in it. What I will do is to sell the city to a remote civ (with low culture) for gold or techs. All your units will be transferred to your capital. The city will soon revert back to Greece, and you can re-take the city. This time , use the cannon bring the population down, and your own workers to populate the city will also help.
|
|
|  |
 |
|
Jodo Kast
|
|
I think there is a forum for War Stories. You poor sod!
Next time concentrate on your Civ's Culture a bit more...
|
|
|  |
 |
|
bahoo
|
|
quote: Originally posted by Jodo Kast
I think there is a forum for War Stories. You poor sod!
Next time concentrate on your Civ's Culture a bit more... |
First off, all my cities had temples/libraries/cathedrals and a few had colosseums...additionally I had 3 wonders.
Sure, I didn't have as many cities as Egypt and wasn't a religious civ (I'm convinced that religious civs are the best due to their huge cultural advantage), so my TOTAL culture number was maybe lower, but on a city by city basis it certainly wasn't.
And that's not the point anyway, I had a LOT of knights with swords and men with muskets, there is no possible way a bunch of pathetic peasants with pitchforks could've have killed them all! It's a broken, ill-conceived concept, admit it!
|
|
|  |
 |
|
Griff000
|
|
Kidderminster, England
Dec 2001 time: 05:16
|
|
quote: Originally posted by Jodo Kast
I think there is a forum for War Stories. You poor sod!
Next time concentrate on your Civ's Culture a bit more... |
That's a bit harsh!
I've had this happen lots of times, even when I'm culturally way ahead.
I've also had cities defect to culturally inferior Civs...
|
|
|  |
 |
|
Gunter
|
|
Do you want a good solution? Really? Realistic?
Go back to last auto save,this is the only way to fight against city dfeted,untill Fireaxis will do something,in the future....maybe.
|
|
|  |
 |
|
Libertarian
|
|
Apparently, bombardment and air units don't count toward whatever the arbitrary formula is.
|
|
|  |
 |
|
felder
|
|
quote: Originally posted by bahoo
Last night I disgustedly quit my civ game, and prolly don't intend to play anytime in the near future. The story...
I had 1 army of 3 knights, 4 regular knights, 1 musketman, and 1 catapault parked on a hill outside of Heliopolis prepping for an attack. Egypt demanded tribute from me, I said no, and they declared war much to my convenience. Next turn, I attack the city (pop: 12) and capture it I have enough movement to get a few troops into it. Between turns 1 resistor is quelled. I move the rest of my forces in to rest up and get their hp back (that's a total of 9 units), mind you the city is still in resistance so I can't hurry a temple or anything. Next turn, it deposes!
Bam, 9 units wiped out by an ill-conceived game concept and bad luck on the random number seed. My offensive war effort was thwarted and I had to beg for peace. I don't mind losing a superior troop to an inferior one once in awhile due to bad luck, because I know on average it may happen once in awhile but not often. But losing my whole dang offensive army is just plain ridiculous.
This concept of deposing, is completely unrealistic, makes no sense whatsoever, and is just plain unfun. Citizens should not be able to destroy an army without fighting!
I would like to know what possibly could have been done differently, I couldn't hurry improvements yet, and had what I thought was a substantial force there.
Firaxis, I want an answer as to whether this is gonna be modified in the next patch to allow for your troops to have the option to fight back or retreat. If it's not changed I can't see myself playing the game much more. If I wanted to sit around and build churches and colosseums all day, I'd play SimCity! |
Yeah, that totally sucks. It's a shame that Firaxis has made it make more sense to raze cities and then to capture them. I like the culture aspect of the game, but cities absolutely should not revert after capturing them. One strategy I use is I raze some and capture others. If you raze a few and get their borders to recede, I've found that the cities don't revert nearly as easily. Unfortunately, then you have to move in your settlers and re-settle the "holes" or else the damn AI will move in and plop cities in every available square (another major gripe of mine.)
|
|
|  |
 |
|
bahoo
|
|
quote: Originally posted by chegitz guevara
While I've never had this problem in any game I've yet played, only ever moving enough troops in to quell resisters (number of resisters +1), a size 12 city has many, many more people than are in 12 military units. |
Given the fact that when you draft a citizen you lose 1 population and get 1 unit, I would have to think there is about the same amount of people in each.
quote: However, there should be combat for a revolting city. It shouldn't be handed back for free. City fighting is vicious nasty stuff. Citizens should die, buildings should be destroyed. Victory shouldn't be certain. |
I agree with that, the troops should have to fight, and maybe some would die, and if in fact the resistors did outpower the military units there, you would lose the city, but the military there should at least get a chance.
quote: Do you want a good solution? Really? Realistic?
Go back to last auto save,this is the only way to fight against city dfeted,untill Fireaxis will do something,in the future....maybe. |
Too bad I turn auto-save off so I don't have the temptation to do exactly that when things don't go my way and the perhaps incorrect notion that it speeds the time between turns.
|
|
|  |
 |
|
Morganstern
|
 |
Birmingham, MI, USA
Oct 1999 time: 00:16
|
|
While I can partially understand Bahoo's frustration (I've been there), the new rules of the game dictate that you don't put your entire army into a size 12 city during what must be an early age in the game (since you're still using Knights). Firaxis has introduced an interesting risk factor into the game. Most games come with an element of chance. Firaxis enables several ways to handle this: (1) leave most troops outside the city and attack again if the city deposes, (2) Raze the city, (3) decimate neighboring cities to reduce the effect of culture, or (4) don't take the City.
Bahoo took a gamble and lost, and compounds the risk by disabling AutoSave. Honestly, I just don't see what Firaxis is supposed to about this!
As far as this being unrealistic, Ming probably had the best response to that! Even if we can assume realism is important, and it is to a degree, I don't see the unreality of a large city that was living as another Civilization for hundreds of years rejecting its attackers. Temporary occupancy is possible and was achieved in WWII, but is not the norm when you have a co-equal or stronger civilization; indeed, the French experience in WWII is notable in being an exception to the modern experience.
Finally, let's not forget where much of this comes from. Many posters in these forums were whining about ICS after CIV 2; Firaxis comes up with the corruption and deposing models as reasonable responses, and what does Firaxis get? More whining!
|
|
|  |
 |
|
gachnar
|
 |
Arlington, VA
Nov 2001 time: 00:16
|
|
quote: Originally posted by Libertarian
Oh, that's easy!
They're aware of the feature, and when they have a statement to make on it, they will. |
This is completely off-topic, but you really do have the attitude of a 9 year old...
On a more on-topic.. well... topic...
Tell me that you didnt grab a large city right near the Egyptian capital. Or that you cleared out all the surronding cities first.
If nothing else, it was sloppily executed. You must have known that this was possible. Not historically, but according to game mechanics.
If you really want to imagine a scenario where this could happen, try this: Your troops, injured and far from home, realized that they would be treated much better by Egypt than you. They started the revolt.
|
|
|  |
 |
|
bahoo
|
|
First off, what is ICS?
quote: Originally posted by gachnar
Tell me that you didnt grab a large city right near the Egyptian capital. Or that you cleared out all the surronding cities first.
If nothing else, it was sloppily executed. You must have known that this was possible. Not historically, but according to game mechanics.
If you really want to imagine a scenario where this could happen, try this: Your troops, injured and far from home, realized that they would be treated much better by Egypt than you. They started the revolt. |
I could buy the troops defecting thing, but they don't, they just vanish. If the troops did defect I think it would certainly have to take longer than 2 turns for them to adore Egypt, considering they've been diehard greeks all their life (and I pay their wages).
Come to think of it, the city was near their capital, and it probably was poorly executed according to the game mechanics. I'm just not a big fan of the raze most enemy cities and build your own strategy the game enforces.
How exactly would burning all of a city's neighbors' houses to the ground and enslaving them as workers make them like me better? Not to mention burning down their capital.
And as far as realism, this is a historical empire simulator. It ought to strive to be as realistic as feasible while still allowing fun, easy game play. The whole way deposing works seems un-realistic to me. I agree it's completely realistic that the citizens would continue to hate you for years on end, but it would not be without force that they could oust you.
|
|
|  |
 |
|
TrainWreck20
|
|
Austin, TX
Jul 1999 time: 05:16
|
|
Part of the problem is that the game, IMHO, takes place in two time frames - combat time and 'Civ' time. The problem is a turn in civ can be decades....so ten years after the city was conquered, it has essentially reverted to what it used to be. The loss of the units is more of a problem. I agree that some of the 'garrison' units should be lost, maybe 'absorbed' into the local population or separated culturally from the homeland. Hard to imagine all of them, but I guess this is the supposed case.
The effect is really on the combat, which occurs in the 'combat' time frame. Several turns of combat would in reality occur in a span of a few weeks/months/maybe years, so there would not be time for assimilation, theoretically.
I, personally, have had very few (can't think of any right now) cities revert during a war. Usually occurs shortly after it ends. Seems like a 'grace' period of a few turns after conquest would take care of the majority of the problem for me. That would allow time for units to move on.
|
|
|  |
 |
|
felder
|
|
quote: Originally posted by Bilo
I don't think it's unrealistic at all, I find it as a well designed game-concept. You've probably seen (or at least heard of) the movies "Braveheart" and "Lawrence of Arabia" both are based on real events and are good examples of the citizens revolting against a foreign rule.
Additionally your assumption of that the Egyptians under your rule are unarmed is not valid, in my opinion. If a group of people have the will to fight against their rulers, they will find the weapons in one way or another(think about IRA and PLO). |
Really...so basically in Braveheart, William Wallace's army chilled in a city for a little while after conquering it. Then "poof" because the English have such sexy women and Shakespeare all of Wallace's army suddenly disappeared and the city was under English control again.
Hmm...perhaps that was the director's cut.
|
|
|  |
 |
|  |
 |
|
Comrade Tribune
|
 |
Vienna, Austria
Nov 1999 time: 06:16
|
|
quote: Originally posted by Ming
If you want realism, why are you playing a game
Why not just join the military and get a taste of "realism" |
Admit it, Ming, thatīs a silly argument.
If someone enjoys playing with a flight simulator, would you tell him 'Earn enough money, and get a Boeing of your own'?
Or if he enjoys SimCity, does that mean he is a failure in life, because he didnīt succeed in getting elected Mayor of his hometown?
Moreover, itīs not just the military: CivIII is a step back in realism in many different areas. I think the most disappointed people are not the would-be Napoleons, but those who hoped for a game that is more of a Sim-Civ. 
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|