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Foulwik
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hi
well, i finally got burned out on alpha centauri..
i'm ready for something new..
i've put off all this time buying civ3 due to some negative player reviews..
now that it's been out a good while how much fun is it?i know it's been patched some.
does play the world add anything to single player....?
i know the reviews were really bad for play the world when it came out.
any advice will be well appreciated.
Tom
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Gunnar Thor
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Iceland
Nov 2002 time: 05:26
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I also loved Alpha Centauri for years (still do) but if you give Civ 3 time you'll learn to love it. Make no mistake though, you'll have to start again at Chieftain and work your way up, this is a whole new ballgame and a hell of a lot harder than Civ 2 and SMAC. But it's worth it.
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Gunnar Thor
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Iceland
Nov 2002 time: 05:26
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quote: Originally posted by Fatwreck
Civ3 will never be as good as civ2, and that is mostly due to the redicolous combat system, I think thay should have made that more complex instead of simplyfying it like they did in civ3...
the fact that a spearman even has a chance of hurting a tank makes me so angry, that never happened in civ2... |
Well, it does take some time getting used to the combat system. The trick is simply having more veteran troops than the other guy.
But yeah, it was better in Civ II and SMAC.
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Asmodeus
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London
Nov 2001 time: 05:26
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Actually, it depends what scale the map tiles are supposed to represent.
The Blitzkrieg doctrine found a hugely powerful spearhead (kinda like a stack) was the best way to penetrate the enemy line - where it would later split up to envelop the enemy or occupy positions deep inside enemy territory. The Russians developed Defence in Depth to reduce the success of this strategy, a more elastic form of defence rather than a static 'brittle' line. So I dont have a problem with the idea of stacks.
The trouble is with the arbitrary scale of the map (and the units for that matter) we dont know if we are looking at say 10 stacked battalions on a 50 mile map tile (perfectly possible) or 10 Divisions on a 5 mile map tile (ludicrously over-crowded).
My suggestion is to allow n amount of units to stack together where n is related to the size of the map, say 10 on standard. This allows good defence against a single enemy counter-attacker and good offensive momentum, but not a ludicrous amount to exploit one small gap in a defence. But as happens in real life, the more units you stack together the more vulnerable you are to 'Area Effect' attacks from Artillery, Bombing, Shore Bombardment. Thus the % to hit each unit in a stack when you shell them goes up proportionally with the number of units in the stack. The so called 'Target Rich Environment'.
Just some ideas anyway.
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gunkulator
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Here's another vote for the Civ3 combat system. Civ2 combat was far too predictable. Worse, the AI had no clue about combat odds and so repeatedly attacked the same foritified position over and over.
In Civ2, all you need is a one tech military advantage to guarantee a win. 12 Howitzers = game over.
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Master Zen
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of naughty
Jan 2003 time: 23:26
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I will say it again and again for the umpteenth time in the umpteenth thread:
WE NEED A PANZER GENERAL-STYLE COMBAT SYSTEM FOR LAND FIGHTING!!
PG's combat simple was very simple yet very fun and in some ways rather realistic (I am of course comparing it to other more complex wargames like TOAW)
For example, PG differentiated units as being "hard" or "soft". Tanks were hard, infantry, artillery, transports were soft. Each unit would have rating againt hard or soft units so you would have tanks which were real good against other tanks, and those who were better against infantry.
Also, soft units had advantages in adverse terrain, so you wouldn't be able to take a city with tanks, just like in real life. You'd have to soften it up with artillery, aircraft, and then attack using infantry. This chess-like way of playing is what made it so fun.
In PG you only had one unit per hex, no stacking. It was nevertheless possible to launch spearheads into enemy territory by breaking their front and swarming in. Perhaps PG's greatest flaw was in its logistic system but with a few twists it could be easily ammended.

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playshogi
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quote: Originally posted by Fatwreck
maybe it was more predictable, but at least you knew that you wrenīt gonna lose a tank to a phalanx, civ3īs combat system is almost random and thatīs even worse... |
Would it be helpful to imagine that this is not a phalanx, but some kind of modern reserve unit with low attack and defense? Maybe, there should be an upgrade path in the game to change the name and icon of ancient units while leaving the attack and defense factors the same. So, you might feel better when your tank loses to an 'Air Reserve Wing', instead of a 'spearman'.
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