This is the precise difference between the tactical and strategic viewpoint. The tactical people see a number of tanks rumbling up to combat range with a formation of pikemen and opening fire, then say that the unit stats should automatically grant the tanks victory in the course of hours. The strategic see an ongoing struggle lasting a considerable period of time during which all sorts of other factors come into play.
If Firaxis wanted an exact tactical game based on historical accuracy then civ would not have abstract combat concepts, abstract movement rates and attempt to cover 6000 years in 1000 turns. Once Firaxis tweak the AI and/or users issue some mods offering resource-free units at every age, the whole situation should vanish. If pikes were automatically upgraded into militia - even with the same stats - then far fewer people would have this conceptual problem that the name causes.
If Firaxis wanted an exact tactical game based on historical accuracy then civ would not have abstract combat concepts, abstract movement rates and attempt to cover 6000 years in 1000 turns. Once Firaxis tweak the AI and/or users issue some mods offering resource-free units at every age, the whole situation should vanish. If pikes were automatically upgraded into militia - even with the same stats - then far fewer people would have this conceptual problem that the name causes.

(I'm just a sucker for games in this genre and don't care about the money), I certainly share most of his beefs. I was appalled the first time I saw how the AI mined tarnation. It wasn't enough that one of the more unsavory features of CTP - the true benchmark of dullness in this genre - "grasslands/plains mining" (just what was being 'mined' there?) - was reproduced in CivIII, but it also was allowed to run amok over the hillsides as well. I've taken to imagining these "mines" as something else: in the grasslands/plains, shield productive 'suburban villages'; in the hillsides, more 'remote' villiages probably making moonshine or what not. The same goes for "corruption", it's really something else: an inability to extract central government revenues from cities far from the center. The uncollected remainder (the "corruption") is really revenues locally spent (of course, shields are alwayas 'local', but that is another notorious Civ-specific economic game structure issue).
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