Originally posted by zapperio
You may have missed the chat with Soren on this subject and the numerous posts regarding this but the debate is not concerning technology but resources. You can have the same or greater tech as the next civ but they are able to make the tanks and infantry whereas you are only able to produce last age units due to lack of rubber or oil or both.
It is not fair for that civ to have greater advantage than it does now, in my opinion, just because of random placement of strategic resources.
To quote Soren:
"gamadictG> Soren, I don't know if this has been addressed before, but do you think low-tech units have too
good of a chance to defeat higher-tech units...??
Soren_Johnson_Firaxis> gamad...: concerning the loss of firepower. Firepower added needless complexity to the
game. For example, there is no significant difference between a unit with an offence of 10 and a firepower
of 2 and a unit with an offense of 20 and firepower of 1... however
Soren_Johnson_Firaxis> having said that, the later age units in Civ3 ARE less powerful than they are in Civ2.
This was a design decision based on the resource system. We didn't want the game to be totally hopeless if
you were unable to build the newest type of unit because you don't have resource X."
Important difference and an important point. Personally I think the resource system adds a great deal of fun and strategy to the game and I would be sore to see any addition or changes that would undermine that system.
Zap
You may have missed the chat with Soren on this subject and the numerous posts regarding this but the debate is not concerning technology but resources. You can have the same or greater tech as the next civ but they are able to make the tanks and infantry whereas you are only able to produce last age units due to lack of rubber or oil or both.
It is not fair for that civ to have greater advantage than it does now, in my opinion, just because of random placement of strategic resources.
To quote Soren:
"gamadictG> Soren, I don't know if this has been addressed before, but do you think low-tech units have too
good of a chance to defeat higher-tech units...??
Soren_Johnson_Firaxis> gamad...: concerning the loss of firepower. Firepower added needless complexity to the
game. For example, there is no significant difference between a unit with an offence of 10 and a firepower
of 2 and a unit with an offense of 20 and firepower of 1... however
Soren_Johnson_Firaxis> having said that, the later age units in Civ3 ARE less powerful than they are in Civ2.
This was a design decision based on the resource system. We didn't want the game to be totally hopeless if
you were unable to build the newest type of unit because you don't have resource X."
Important difference and an important point. Personally I think the resource system adds a great deal of fun and strategy to the game and I would be sore to see any addition or changes that would undermine that system.
Zap
But I don't think that the ressource is an issue here. Rather than penalizing the whole game fight system because someone could be out of ressources, it would be better to simply put in each era a basic unit that require no ressource, just like the phalanx or the riflemen. In fact, the riflemen is a good example, as it is an industrial unit (and then would not suffer too much fighting 5 HP unit with its 4 HP, so no imbalance) and it require nothing to be created. Giving even the possibility to any Civ to produce archers, swordmen and warrior after the apparition of the rifleman is in my opinion completely absurd. And it should be MADE absurd in the mechanic of the game by rendering these units useless against FAR more advanced units (I said FAR, ie at least 2 eras apart).
About the ressources, they are often not very wisely distributed : in my actual game, I have 8 (eight) coal on my territory. FIVE of them are placed IN A 5x5 TILES SQUARE ! All the coal of the map was concentrated under the jungle of my empire, giving me de facto a huge advantage and the monopol (monopolist ? spelling ?) on this crucial ressource (remember : no RR without coal).
I know that Fireaxis put the ressources together to be sure that no civ will have all of them, and that the civs will be obliged to trade. It's a good idea, but sadly it's completely fùcked up by the AI, which will NEVER give a fair trade unless completely crushed. It ends that I barely even try to trade with it, considering that for one ressource that I need, it will ask for dozen gold each turn, two ressources and my maps. Even if the ressources I can give to it are ten times more important for it than the one it has is for me.
So while the ressource system is, in my mind, a truly wonderful idea, I don't think that its flaws should taint the fight system, but rather be treated independantly.
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