Okay - first game, playing regent level. It's a long one - large map, multiple Civs.
Doing well, in fact better than many seem to. I was a regular winner on Civ2 Deity - in fact I tried many things to make Deity harder (tried to increase tech paradigm, etc...). So I don't struggle so much with the corruption issues in Civ3, since I saw them alot in Civ2, large maps with sprawling empire far from the palace with loads of cities - so many so that the first citizen in a new city was brutally unhappy!
I've read enough reviews here to know when a game hasn't been properly playtested, and Civ3 certainly is that. The interface isn't finished. Want to pull up the Civilopedia on the unit while looking at the build queue? Can't do it, at least with any combination of clicks I can find, unless I click another area of the City to bring up the civilopedia for that part and then navigate to the units. Things like that show that game player feedback either wasn't available or wasn't listened to.
But their are more grievous problems. Combat is just plain broken. Ranged units that bombard can't destroy - just occassionally knock off a hit point or two. The catapult in Civ2 kicks the high holy hell out of it in Civ3. Please spare me the bombardment can't kill units, ask a sailor on the Yamato, or a VC soldier in an Arclite bombing, or a German SS soldier caught in an American time on target artillery assault.
I've also witnessed very, very bad combat results. I've seen armies lose to single units, only to be knocked out 3 to zip by the next attacking solo unit. It get's worse in modern times - I understand thinking of units as placeholders, but without firepower, realism simply has gone out the window. Any unit can defeat any unit, which isn't a) realistic and b) fun. It's the phalanx battleship again.
The other problem, other than corruption, which is clearly bad but to me not as bad as it could be (having played Civ2 deity) is the problem with capturing cities and cultural defection. I *LOVE* the concept of acculturation of captured cities, it's smart and frankly about time. But I sacked Athens, and stationed an army and two legionarys in it, only to have it ON THE NEXT TURN evaporate back into Greek hands. This is just nonsensical. Unless the citizens outnumber the occupation army 3 to 1, it shouldn't occur. If the army was strong enough to take Athens, it's strong enough to keep it. The loss of the army was a give up for me - I said "that's it" and shut it down.
Now - this can all be fixed. Please don't change garrisoning requirements and acculturation, those are wonderful add ons. But combat needs attention as does the whole city changing sides thing. I don't know the game program mechanics but the comabt engine is definitely a backwards step from Civ2 in total, but with some changes can be a sizable improvement. And cultural defection, especially of captured cities, should be rethought and more difficult than it is.
Like Yin and so many have said - Civ3 seems like a diamond in the rough. But the rough shouldn't have made it to the shelves...
Venger
Doing well, in fact better than many seem to. I was a regular winner on Civ2 Deity - in fact I tried many things to make Deity harder (tried to increase tech paradigm, etc...). So I don't struggle so much with the corruption issues in Civ3, since I saw them alot in Civ2, large maps with sprawling empire far from the palace with loads of cities - so many so that the first citizen in a new city was brutally unhappy!
I've read enough reviews here to know when a game hasn't been properly playtested, and Civ3 certainly is that. The interface isn't finished. Want to pull up the Civilopedia on the unit while looking at the build queue? Can't do it, at least with any combination of clicks I can find, unless I click another area of the City to bring up the civilopedia for that part and then navigate to the units. Things like that show that game player feedback either wasn't available or wasn't listened to.
But their are more grievous problems. Combat is just plain broken. Ranged units that bombard can't destroy - just occassionally knock off a hit point or two. The catapult in Civ2 kicks the high holy hell out of it in Civ3. Please spare me the bombardment can't kill units, ask a sailor on the Yamato, or a VC soldier in an Arclite bombing, or a German SS soldier caught in an American time on target artillery assault.
I've also witnessed very, very bad combat results. I've seen armies lose to single units, only to be knocked out 3 to zip by the next attacking solo unit. It get's worse in modern times - I understand thinking of units as placeholders, but without firepower, realism simply has gone out the window. Any unit can defeat any unit, which isn't a) realistic and b) fun. It's the phalanx battleship again.
The other problem, other than corruption, which is clearly bad but to me not as bad as it could be (having played Civ2 deity) is the problem with capturing cities and cultural defection. I *LOVE* the concept of acculturation of captured cities, it's smart and frankly about time. But I sacked Athens, and stationed an army and two legionarys in it, only to have it ON THE NEXT TURN evaporate back into Greek hands. This is just nonsensical. Unless the citizens outnumber the occupation army 3 to 1, it shouldn't occur. If the army was strong enough to take Athens, it's strong enough to keep it. The loss of the army was a give up for me - I said "that's it" and shut it down.
Now - this can all be fixed. Please don't change garrisoning requirements and acculturation, those are wonderful add ons. But combat needs attention as does the whole city changing sides thing. I don't know the game program mechanics but the comabt engine is definitely a backwards step from Civ2 in total, but with some changes can be a sizable improvement. And cultural defection, especially of captured cities, should be rethought and more difficult than it is.
Like Yin and so many have said - Civ3 seems like a diamond in the rough. But the rough shouldn't have made it to the shelves...
Venger
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