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Pyrodrew
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The more thngs you have, the worse the AI is at using them.
Artillery is a perfect example. These only benefit the human player currently & the AI has NO idea how to use them at all. What puzzles me is why would they program the AI to build these (and not just a few) if it doesn't know how to use them correctly?
I would prefer more options in the random world generator, mulitplayer or a complete Civ editor rather than simply more stuff. More options in the random world editor means new worlds to explore, new challenges to face, and more/less surprises/randomness. A complete Civ editor would allow for scenarios, ease to add units,improvements,wonders,whatever the individual desires without crashes or bugs messing up the F6 screen. Multiplayer is the ultimate challenge.
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Saurus
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Finland
Oct 2001 time: 07:18
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quote: Originally posted by Deornwulf
In looking at all of the complaints of the critics and considering my on faults with the game, I have come to the conclusion that the whole problem is that the game has become too simple. At least, that is the stock answer for the 'why' of many of the features of the current evolution of the Civ games.
Take for example the governments - why only 5? Is it because human kind only has 5 basic ways of running things or that is all that the designers felt like programming?
Resources - Could they have included more? Were copper and sugar any less important to the development of civilization than iron and bauxite (aluminum)?
Advisor screens - Do they really contain all of the information I need to know? What about what I want to know?
The list goes on and on. Some of these features I and others want might seem like micromanagement but maybe we like that aspect of the game. So much seems to have been done to the game in terms of making it easier to play that it has made it a boring, repetitive exercise in mouse clicking. |
I agree.
There is a lot of choises at the beginning of the game but
after the beginning of the Industrial age there is just war and
more war. No room for a builderminded player as there simply is nothing to build - except for another tank or battleship.
Witch is even worse is that by forcing player to build battleship after battleship there are soon millions of units to micromanage
and so the tedious endgame is a reality.
-Saurus
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AJ Corp. The FAIR
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Antwerp (the pearl of Flanders) Belgium
Jan 2002 time: 06:18
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Haupt. Dietrich, Ogie Oglethorpe and Saurus reflect my thoughts.
The focus on warring makes the game (sometimes) so boring predictable ... They've even managed to spoil the science concept
(I'm sure though they'll fix this ) : don't bother researching yourself anymore (emperor/deity).
Maybe that's the reason why so many players don't finish their games. I've only finished TWO of them. And I must have played around 40/50 games I suppose ...
Sad. I've also experienced that I frequently don't care about reloading a game I've spent many hours on in a row. It's all about settling, building up military, conquering your first adversary, building up empire and military whilst buying techs, and WHOOPS, there we are, modern age again ...
Every game ends quite similar to my experiences. Playing emperor standard continents, I'm always the top civ (ok, if starting position ok and playing religious) toward the end of industrial age. The AI's military, at this point in the game, isn't a threat at all anymore ...
Time to start a new game !
AJ
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Dom Pedro II
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The College of New Jersey
Nov 1999 time: 05:18
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It seems to me like the people complaining the most about Civ3's war focus are the people who probably never played Civ2. Civ2 was far more war-oriented than this game. There was no culture, and there was no cultural or diplomatic victory. If nothing else, the culture in Civ3 is a rough draft... it could be better, but in Civ2 it was non-existent.
Perhaps you should reevaluate how you play your game to really see if it is as much of a war game as you think... For example, when I play, I always go for space/cultural/diplomatic victory before anything else. I get into wars when I need to. I play my game based on gaining economic control and maintaining strong bonds with my neighbors. I craft alliances to protect myself, and in the event of war, I keep many friends so they can help me against an isolated enemy.
What civilization essentially comes down to is production shields and technology... you build an army to gain more cities to produce more stuff. You build improvements to keep the people happy to the population will grow and the amount of production shields/turn increases. The number of science output/turn increases as well, and you want that to gain new techs to acquire more cities through conquest and build more improvements to increase shield production... sort of aimless unless you know what kind of victory you want to win.
...
Now, I do agree that the focus should be shifted a bit in some ways. In terms of history, 99% of the time, the driving force has been money. Wars are fought to gain rich cities/provinces OR to acquire resources that are not available in the invader's country. In Civilization, money is only there to hurry production, pay off the AI, and conduct espionage. For this reason, I think there should be a greater emphasis on resources in later editions... I think that they should be necessary for maintaining certain units and improvements like factories, and one source should not be enough for an entire civilization. Each source should have a different value, and some can be rich in a particular commodity and others poor in it, and so a civilization can satisfy the needs for a certain portion of the empire but require more sources to fully satisfy it. Energy should become a major focal point in Civ4.
The other point I would make to improving the game would be some sort of definitions for the game. What is the player in the scheme of things? Is he the LEADER of the country? If so, then he shouldn't be able to build temples, cathedrals, banks, marketplaces, factories, and universities which are usually or entirely privately own except under Communism... if the player represents the civilization as a whole (i.e. the lower class, upper class, senate, king, etc.) then its fine the way it is. What IS one unit? 1 man? 100 men? 10,000 men? So on and so forth...
Well, thats my $0.02.
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Deornwulf
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In a state of wonderment
Dec 2001 time: 05:18
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I think my simplicity complaint is directly related to the immersive factor of the strategy required to win the game. The more variables in the game, the more likely I am to play it again since each game is different. Civ3 is better than Civ2 in some ways but the restrictions in the game allows for fewer strategies to win.
Sample Strategies for each victory condition
Space Ship - Build lots of cities, research, steal or trade for techs to build space ship, increase production high enough to build space ship.
Cultural - Build lots of cities, research, steal or trade for techs to build wonders, increase production high enough to build wonders.
Domination - Build lots of cities, research, steal or trade for techs to build cool military units, increase production high enough to build cool military units.
Diplomatic - Build lots of cities, research, steal or trade for techs to build United Nations.
And so on..........
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bobbyd1947
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[QUOTE] Originally posted by Dom Pedro II
It seems to me like the people complaining the most about Civ3's war focus are the people who probably never played Civ2.
Assuming this is true, and in my case it is not, don't you think that a good game should stand on its own? Shouldn't a player who has NEVER played a game of Civilization before be able to enjoy it enough to want to get better and eventually play at the higher levels? The fact is, this is not a game that is going to attract new players. The ones who are defending it the most are veteran "Warmongers" who played at the Deity level in Civ 2 and won by destroying all other civilizations.
[QUOTE] Originally posted by Dom Pedro II
Civ2 was far more war-oriented than this game. There was no culture, and there was no cultural or diplomatic victory. If nothing else, the culture in Civ3 is a rough draft... it could be better, but in Civ2 it was non-existent.
There's really no cultural or diplomatic victories in Civ3 either, because to survive long enough to achieve them you have to destroy other civilizations on your continent or wage endless war.
[QUOTE] Originally posted by Dom Pedro II
Perhaps you should reevaluate how you play your game to really see if it is as much of a war game as you think... For example, when I play, I always go for space/cultural/diplomatic victory before anything else. I get into wars when I need to. I play my game based on gaining economic control and maintaining strong bonds with my neighbors. I craft alliances to protect myself, and in the event of war, I keep many friends so they can help me against an isolated enemy.
There's still the problem you didn't mention....if you leave any civilization on your continent, they WILL eventually attack you, unprovoked. And the minute the A1 sees that you are on a winning course, forget about having allies unless they come begging to you after they've been attacked.
[QUOTE] Originally posted by Dom Pedro II
What civilization essentially comes down to is production shields and technology... you build an army to gain more cities to produce more stuff. You build improvements to keep the people happy to the population will grow and the amount of production shields/turn increases. The number of science output/turn increases as well, and you want that to gain new techs to acquire more cities through conquest and build more improvements to increase shield production... sort of aimless unless you know what kind of victory you want to win.
Again, this is a conquest victory you speak of, not a cultural or diplomatic victory.
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Dom Pedro II
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The College of New Jersey
Nov 1999 time: 05:18
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Deornwulf - Let me just start by saying that you make some very good points, which I agree with. I do have to say though that alot of the complaints regarding the over-emphasized military are rather superficial problems, in other words they can be edited by the player.
First, war is only the most visible way you are competing with your AI rivals. But you're also competing for resources as you try to expand as fast as you can. You are competing to build wonders and gain technologies. You are competing diplomatically to keep a strong camp of allies to protect against more aggressive civilizations, or maybe your trying to maintain a general state of peace everywhere.
Second, if there only seem to be military units in the later portion of the game, then make changes... create new worker units, or make new improvements, and wonders. I don't really find that all thats left to build are war implements in the later part, but if you do, it can be altered.
To All - Regarding resources, I find that the people who complain most about them are they people who are the biggest warmongers. That's not to say its a bad thing, but it's not the way everyone plays. I myself am a Builder by nature, and I rarely go to war except when I am provoked or am in desperate need of something another civilization has. So would I like to add more resources? For myself, yes, I would. I think what would be more fun then just chucking units at enemy cities would be to have to through treaties, expansion, and acquisition, build a stable, self-sufficient, vibrant economy. But I don't need to make demands to Firaxis to impose this on everyone else though, I can add my own resources for my own personal game with the editor... I'd like the editor to be a bit more user-friendly, and somewhat more sophisticated, but that will come in time.
As for what you, Deornwulf, said about the strategies being simple, they are. This is what I basically said before: the game basically comes down to technology and production. To be the best in both, you need to have a lot of cities. Maybe this isn't the best system since there have been tiny countries that have controlled most of the planet (britain), but I can't think of exactly how this would be implemented in the game.
So all in all, I still find it fun to play.
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