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Tarquelne
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A number of people (and I include myself) keep making noises about warfare/conquest being too often the way-to-win in Civ3. So, what are we doing about it?
I've made all the offensive units more expensive. An obvious move. (I increased the costs by, IIRC, 30% or so.)
I've made Cultural boundries exapnd faster (trying to make Culture more important.) I don't know if this helped.
I've tried making the maintiance cost for all non-Anarchy units 2, rather than 1, along with giving every gov 2 more "free" units. (I need to test this more to see if it helps. I crashed and burned due to the increased unit cost in the one game I tried it in.)
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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:17
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Sucess on the field is much more satisfying than Sucess off it, IMO.
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Ironikinit
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I personally don't see much of a difference between diplomatic and SS victories. Diplo wins were sure things. I haven't lost a vote since the first time I built the UN.
I do rely a lot on war. I may try to avoid it for much of the game, but sooner or later I need a war to expand enough to place me in the top ranks so that I can win a diplo vote.
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Andrew Cory
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SF bay Area
Jan 2002 time: 21:17
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War is a lot of fun, but honestly, I prefer to take cities culturaly. I got pretty good at this, to the point that I had to turn off cultural victory. Don't care for the space race one, so that leaves just conquest and Diplo. The diplomatic vicory always seems too abrupt. I wish that the UN was more like it was in SMAC. Since it isn't, I tend to build the UN just so I can refuse to hold the vote. I dunno, I want to see what happens once I build everything, have my empire set up perfectly...
So I kinda don't like to actualy win, I guess. I just want the thrill of holding on...
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Ironikinit
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Well, there's not a whole lot that can be said based on a single game's experience, but I just played the ancient period under the new patch. IMO, war has become more difficult, and not just because pop rushing has greater penalties. That is a factor, but not in that I had a harder time using pop rushing. I didn't use it at all.
The AI used it a good deal. That made their cities reduce to size one and therefore unless their culture boundary expanded, the city was destroyed. This problem was increased by the fact that I made use of catapults. BTW, two catapults probably isn't enough. If I can afford it next game, I'll use four.
Further, the cities were unhappy when I took them. I'll be bringing settlers next time, too.
Losses were a good deal higher due to the new retreat rule.
Ancient era war at least has become a less easy way to expand, although still quite viable.
Please mentally tack on "IMO" where needed.
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The Andy-Man
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Tory Party of 'Poly
Jul 2001 time: 05:17
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i think war is a boring root. and in Civ3 a hard and unrealistic one (for me). i mean, how does a massive roman empire that is not connected by road to every where, pluss it is mainly pop 1 cities, build 100 roman legions. the human wold never manage this, i tried, but it didnt work, i had 20 knights at most (using unit mania).
also, civ3's combat feels to random, its like, who ever sttacks first will win, cos he takes a HP, then the next guy takes one of his. i mean, how come a knight (4/3/2) of mine never seemed to beet the roman legion (3/3/1) yet the legion always smashed mine? they werent even veterans either.
also, i feel more proud in a game where i have like 10 massively populated high production happy cities, living in a contenented republic, in civ3 i have no choice in the matter, cos the AI seems to always have 500 stupid units that are invincible.
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Ironikinit
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It does strike me a little odd how different people criticize the game in different ways. Some say that war is the only way to go, others complain that warmongers are unfairly limited by corruption.
To make war harder:
Reduce attack values or increase defense.
Make razing not an option (doubt that's possible with the editor, but it really would hurt warmongers).
There's been some talk that under the new patch starving out captured cities annoys the civ you captured it from. I don't know if that's a big enough penalty. I do know that it's odd that you are rewarded for starving out population. Just make them all specialists and they're happy campers, no matter how much you rushed or what the war effects on happiness currently are. Frankly, it smacks of exploitation but I'm not about to stop.
Make iron and horses less common with the editor.
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Tarquelne
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quote: Originally posted by MikeV
Have you tried making every unit require 1 pop. point? I'd like to hear opinions on how it affects play balance, especially in the early game. |
No, but I think I'll try it. Have you? How does the AI do with it?
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DrFell
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'A number of people (and I include myself) keep making noises about warfare/conquest being too often the way-to-win in Civ3. So, what are we doing about it?'
The only way to solve it completely I feel is to change the game rules completely. It wouldn't be so vital though if the AI on deity didn't get such production advantages.
'I've made all the offensive units more expensive. An obvious move. (I increased the costs by, IIRC, 30% or so.)'
They're already much more expensive than the ones in civ2 (knights cost 70 shields vs 40). Probably the best bet is to make units like musketeers and pikemen a little cheaper.
'I've made Cultural boundries exapnd faster (trying to make Culture more important.) I don't know if this helped.'
I think culture needs a big overhaul in general.
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The Andy-Man
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Tory Party of 'Poly
Jul 2001 time: 05:17
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civ2's combat was good, cos in that the game wasnt about superior numbers (in civ3, you win wars by mass producing any unit with a average - decent attck value). bassically, early in the game, you just build loadsa warriors and spearmen, and you will eventuall win a war. later on just mas produce cavalry. and you always need more then 20 to win enough cities to get peace quickly.
in Civ2, 3 veteran tanks could be devestating, as in real life - take WW2 for example, the french were using large tank formations (oetain never was interested in new techniques) where as the germans were using more compact elitist units.
not a great example though, i am not to sue of the facts. but the oint is, in RL, a small group of well trained units can be leathal in a short war, (the German/french war of 1870 - lasted 6weeks, a small modernised german force smashed the french extremly quick, civ3 for ANY military operation you need to just churn out units)
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The Andy-Man
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Tory Party of 'Poly
Jul 2001 time: 05:17
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there have been lots of wars inRL, but thats not to say every nation has participated in a major total war every century of its history!!!!
peacful nations can stay peacful by having militaryily strong allies, and also being economicaly strong, so much so that the AI goes the the player (or vica versa) for lones to fight his wars.
there are many ways to implement peace, like a peacful nation being the main trading nation, so other civs rely on there trade to keep an army and to keep happy citizens. so for these nations, the existence of this civ is vital, so if anyone declares war on them, every one else tries to stop the war maker, so they dont loose the vital trade etc.
and maxpower, you could consider the better fild command as being the veteran status of a civ 2 unit, which is why it has better attck, its leaders and troops are more expirienced and so have that little bit extra in terms of ability more then just longevity and hit points....
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Ironikinit
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Zach,
I'm still finding catapults a bit useless and relying more on swords in ancient wars.
A nice stack of ten catapults would probably do the trick, tho.
I've started a drinking game. Every time that DrFell mentions that he plays on deity level, I drink. I'm gonna get smashed.
Hey Doc, how bout posting that game like you said you would?
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