My review & gripes
I've been a compulsive civ player for a decade now, and I've got to say my feelings about Civ 3 are mostly negative. After playing for 3 days I've got some major gripes. There are some things I like, such as the revamped AI, but there are a lot of things I'm really starting to hate. So without further delay, here are my gripes:
1. Corruption. I can't stand the corruption model, it's too severe. I understand it was a design decision to make military conquests more difficult, but it just makes things too tough and unrealistic. You can't even simulate a country like the US under the current model. If you tried then Seattle would be a wasteland unable to build a granary. Besides I like playing a world striding giant of a civ. I at least like to have a reasonable chance of taking over an enemy civ that's been throwing it's military at me and being able to eventually control the cities I take over.
2. Lack of worker options. I like the fact that you're able to have your workers automatically clear forests or jungles or be on pollution patrol, but what I really want is a worker scripting language where I can really specify what I want them to do when automated. Something optional, so you only really need to go into if your an anal player like myself, but there none the less. I'd at least like to make it so they stop mining my grassland while on automate. Also, there's a "build road to" command, why not an "irrigate to" command to make a chain of irrigation from fresh water to your city.
3. Strategic resources. I really like the concept, but the execution leaves a lot to be desired. The main thing that bugs me is not being able to find them on the map. I ran out of coal, great I'll just try and trade it with someone else or wage war on someone to get it. Unfortunately I'm in the lead tech-wise, and no one else has it as a tradable resource. Now my only option is to search the map square by square until I find someone who has it. My eyes aren't what they used to be, and it's a pain in the ass hunting for them. I went to war with the Romans just because I hoped they would have coal somewhere in their territory. Resources that other civs can't use yet should still be tradable. Not only would this make things simpler, but it would be realistic. Imperial England loved doing this sort of thing.
4. Trade. The AI won't accept a fair trade, or even a good trade. It has to be a great trade for them to even consider it. Unfair I say. I am not giving Mao 55 gold a turn just for his territory map.
5. Warning messages. I hate having to scroll all across my world map looking for cities in civil disorder. In just 3 days of playing I can't tell you how many city improvements I've lost because I forgot to adjust a city's happiness. The same goes for building units. I really liked SMAC's option of rebuilding the same unit if there was nothing new to be built. Again, I think it was a bad design decision to take this option away from the player. I want an expanded option screen like SMAC (only more so) where you can select individual warnings and set them them to ignore, flash or stop, set with defaults that are good for a newbie, but that allow veteran players to fully customize things.
6. Wonders. Lots of stuff here. First off not being able to rush them in any way except with a leader. Having not gotten a leader in any of the games I've played I can't say how they help, but the system without them is just awful. Why can't they be rushed? I'd say acquiring the $100000 or whatever it would take would be an accomplishment in and of it's self, and if you've managed it you deserve the wonder. As it stands now with the competing civs being on near equal footing with you it means that the first city to start a wonder usually ends up completing it. Wonders are a great way to pull ahead if you're lagging behind, but if someone starts a Wonder for a tech you don't have yet, forget it, it's lost. The lack of freight/caravans to help building is a real shame too. It just makes sense that if you want to build something that big you would use the resources of all the surrounding citys. When the US made the Apollo program They didn't just use the resources around Cape Canaveral, they pulled in resources from the entire country. Actually, I think freight should be included in the game, and should be able to be added to any production in a city. It would help a lot with the corruption problem as well. I can tell you for sure that creating units in one city and disbanding them in another for the production boost is going to be the first big unintended exploit of the game.
7. Wonder movies. They were fluff, but fluff I really liked. Even after playing SMAC for years I would turn on the movies once every 10 games or so. They really added to the impact of creating this great monument. More importantly, The fact they would tell you what the wonder did was a great help in memorizing the development tree. Now I have to keep hitting the manual to figure out if I want to build something, and I still get Wonder's effects mixed up with their Civ 2 counterparts.
8. Zone's of control. My dislike here might be just because I haven't figured out how to properly extend them yet, but the AI loved to find holes of control within your borders and set up a city in them. This bites. Sure if you have a strong culture rating you'll probably absorb the city, but this just contributes to your corruption problem, and the city is probably in those couple of squares of desert you didn't want anyway. Even worse, if you notice an AI settler trekking through your land on it's way to build a city and complain about it, it gets sent to the nearest neutral square, right where it was going anyway.
9. Espionage. Removing the spy/diplomat really hurt a lot of the fun I had with this option. I thought it was great sneaking behind enemy lines to execute some covert move. The abstraction as it exists now simplifies things, but it's no fun.
All in all I've got to say that I'm disappointed. I've been doing some marathon playing trying to get into it, and I haven't. First time that's happened in the Civ series. I hope some of these things are touched on in a patch, but I think most are due to some bad design decisions. The game was streamlined to make it more open to newbie players, and while some of that was good, a lot of it removed a lot of the depth and customization that could have made this a great game. I think it's safe to say that the bulk of the Civ community wanted more complexity, not less. Finding a smart way to ease the management of that complexity would have made the game accessible to the broader gaming market but left the underlying intricacy for the hard core gamer. Instead they just stripped the complex elements from the game. As it stands now, I just can't find much to sink my teeth into, and I don't think I can look forward to years of playing Civ 3.
I've been a compulsive civ player for a decade now, and I've got to say my feelings about Civ 3 are mostly negative. After playing for 3 days I've got some major gripes. There are some things I like, such as the revamped AI, but there are a lot of things I'm really starting to hate. So without further delay, here are my gripes:
1. Corruption. I can't stand the corruption model, it's too severe. I understand it was a design decision to make military conquests more difficult, but it just makes things too tough and unrealistic. You can't even simulate a country like the US under the current model. If you tried then Seattle would be a wasteland unable to build a granary. Besides I like playing a world striding giant of a civ. I at least like to have a reasonable chance of taking over an enemy civ that's been throwing it's military at me and being able to eventually control the cities I take over.
2. Lack of worker options. I like the fact that you're able to have your workers automatically clear forests or jungles or be on pollution patrol, but what I really want is a worker scripting language where I can really specify what I want them to do when automated. Something optional, so you only really need to go into if your an anal player like myself, but there none the less. I'd at least like to make it so they stop mining my grassland while on automate. Also, there's a "build road to" command, why not an "irrigate to" command to make a chain of irrigation from fresh water to your city.
3. Strategic resources. I really like the concept, but the execution leaves a lot to be desired. The main thing that bugs me is not being able to find them on the map. I ran out of coal, great I'll just try and trade it with someone else or wage war on someone to get it. Unfortunately I'm in the lead tech-wise, and no one else has it as a tradable resource. Now my only option is to search the map square by square until I find someone who has it. My eyes aren't what they used to be, and it's a pain in the ass hunting for them. I went to war with the Romans just because I hoped they would have coal somewhere in their territory. Resources that other civs can't use yet should still be tradable. Not only would this make things simpler, but it would be realistic. Imperial England loved doing this sort of thing.
4. Trade. The AI won't accept a fair trade, or even a good trade. It has to be a great trade for them to even consider it. Unfair I say. I am not giving Mao 55 gold a turn just for his territory map.
5. Warning messages. I hate having to scroll all across my world map looking for cities in civil disorder. In just 3 days of playing I can't tell you how many city improvements I've lost because I forgot to adjust a city's happiness. The same goes for building units. I really liked SMAC's option of rebuilding the same unit if there was nothing new to be built. Again, I think it was a bad design decision to take this option away from the player. I want an expanded option screen like SMAC (only more so) where you can select individual warnings and set them them to ignore, flash or stop, set with defaults that are good for a newbie, but that allow veteran players to fully customize things.
6. Wonders. Lots of stuff here. First off not being able to rush them in any way except with a leader. Having not gotten a leader in any of the games I've played I can't say how they help, but the system without them is just awful. Why can't they be rushed? I'd say acquiring the $100000 or whatever it would take would be an accomplishment in and of it's self, and if you've managed it you deserve the wonder. As it stands now with the competing civs being on near equal footing with you it means that the first city to start a wonder usually ends up completing it. Wonders are a great way to pull ahead if you're lagging behind, but if someone starts a Wonder for a tech you don't have yet, forget it, it's lost. The lack of freight/caravans to help building is a real shame too. It just makes sense that if you want to build something that big you would use the resources of all the surrounding citys. When the US made the Apollo program They didn't just use the resources around Cape Canaveral, they pulled in resources from the entire country. Actually, I think freight should be included in the game, and should be able to be added to any production in a city. It would help a lot with the corruption problem as well. I can tell you for sure that creating units in one city and disbanding them in another for the production boost is going to be the first big unintended exploit of the game.
7. Wonder movies. They were fluff, but fluff I really liked. Even after playing SMAC for years I would turn on the movies once every 10 games or so. They really added to the impact of creating this great monument. More importantly, The fact they would tell you what the wonder did was a great help in memorizing the development tree. Now I have to keep hitting the manual to figure out if I want to build something, and I still get Wonder's effects mixed up with their Civ 2 counterparts.
8. Zone's of control. My dislike here might be just because I haven't figured out how to properly extend them yet, but the AI loved to find holes of control within your borders and set up a city in them. This bites. Sure if you have a strong culture rating you'll probably absorb the city, but this just contributes to your corruption problem, and the city is probably in those couple of squares of desert you didn't want anyway. Even worse, if you notice an AI settler trekking through your land on it's way to build a city and complain about it, it gets sent to the nearest neutral square, right where it was going anyway.
9. Espionage. Removing the spy/diplomat really hurt a lot of the fun I had with this option. I thought it was great sneaking behind enemy lines to execute some covert move. The abstraction as it exists now simplifies things, but it's no fun.
All in all I've got to say that I'm disappointed. I've been doing some marathon playing trying to get into it, and I haven't. First time that's happened in the Civ series. I hope some of these things are touched on in a patch, but I think most are due to some bad design decisions. The game was streamlined to make it more open to newbie players, and while some of that was good, a lot of it removed a lot of the depth and customization that could have made this a great game. I think it's safe to say that the bulk of the Civ community wanted more complexity, not less. Finding a smart way to ease the management of that complexity would have made the game accessible to the broader gaming market but left the underlying intricacy for the hard core gamer. Instead they just stripped the complex elements from the game. As it stands now, I just can't find much to sink my teeth into, and I don't think I can look forward to years of playing Civ 3.
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