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  • Its Lonely (Boring) at the Top

    Many people are complaing about excessive corruption preventing expansion and the combat rules skewed in favor of the technologically inferior. This is leading to alot of frustration for many players. The rules (as yin mentioned in another thread "... the artificial limits ... simply punish a good player and reward mediocrity." Some people, like Grim Legacy, see this as part of the "challenge": "Expansion not possible? War is too hard? Tech is too difficult? I'm sorry if this is going to hurt your pride, but these things are probably just your weak gameplay speaking."

    The problem, infact, isnt in keeping up. The problem is getting ahead. Once you have beaten down your neighbor and secured a solid area to build on, colonized your entire continent, built your infrastructure, and jacked up science to 4 techs a turn, there is pretty much nothing left to do. All this i usually accomplish by the late medieval/early industrial age. You cant totally run away in tech since your capped at 4 turns. Conquering over seas is counter-productive since you only get 1 production and 1 commerce. Alliances and Mutual protection pacts get you in more trouble than theyre worth. Sitting on your butt doesnt do much either because even at 4production/gold wealth sucks and specialists are even worse. At this point i sit back and wait for the AI to catch-up to make things interesting again or i run around with my armour obliterating cities to improve my relative power. Even if you want to be peaceful and win by culture there isnt much left to do past the mid-game but wait around for culture to keep coming in.

    Civ3 needs to give us something to do once we are on top.

    1) I think you should at least be able increase your culture output by jacking up your luxury rate (say 1 extra culture point for every 100 gold spent). This is historically realistic. For example the renaissance in europe was the result of private expenditure on luxury goods (portraits, clothing, etc.). And take, for example the dominant spread of US culture throughout the world in the last 50 years. Largly the result on a large private expenditure on luxury (mickey mouse is more recognized than mao by china's youth) and not because of 700 year old cathedrals . This would give reasons for people running a pacifist strategy to scrape for more gold by whatever means neccesary.

    2) Reduce the corruption rate, but add the possibility of large scale civil war. Keep dominant countries on their toes. Allows for continued expansion without a dominant effect of more cities. Adds to challenge because you will have to fight an opponent that is as well developed as yourself

    3) Ability to vassalize other countries. Allow for permanently binding peace treaties so that you can for example demand coal from a misbehaving neighbor in exchange for returning him his territory. Makes wars of conquest useful and makes it worthwhile to not raze everything in sight.

    4) More terraforming/building options. Workers quickly run out of things to do shortly after discovering railroads. There are no critical buildings after hospital and factory (both show up about half way into the game). Give us the option of building small additions, like a second market place that is more expensive and ups commerce by another 25%.

    5) Allow for tech "specialization". Dead end techs that cant be traded. Something like this was originally proposed as an alternative to Unique Units. Perhaps they could give some minor wonders that are nice (like heroic) instead of neccessary (intelligence agency or battlefield medicine). Perhaps some units that have some kind of advantage but arent civ-specific.

    6) Bring in the idea of non-military great leaders. Maybe "extra" (over-the-cap) spending on science or luxuries could do it.

    7) Chances for more than one Golden Age. Either through the wonder thing or by having some difficult but doable percentage(90%?) of cities in WLTKD for a certain number of turns(20?).

    Any other ideas on how to make it so there is something to do once you are on top besides wait (many many hours) till the game ends?

  • #2
    I like the idea of multiple golden ages... Perhaps we could affect them in the editor someday... Some of them could last 1 turn, some 10, some 20...
    "You don't have to be modest if you know you're right."- L. Rigdon

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    • #3
      For Now

      *duplicate*

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      • #4
        For Now

        Originally posted by Nadexander
        Many people are complaing about excessive corruption preventing expansion....Conquering over seas is counter-productive since you only get 1 production and 1 commerce.
        Agreed. Currently the only option there really is to build is slowly outward from the center of one's empire. Going overseas is a nightmare, not only from the standard risks & strategic difficulties of having distant cities, but also from the extremely slow naval units and excessive 'distance corruption'. Strategically if you start in England forget about trying to colonize Australia or S.America. You must expand slowly outward - France, Germany & Scandavia are the only logical choices. Excessive corruption also hurts the AI & it's wild expansion more than it does us... we know how to combat it, cut forests for shields, rush build the right building, etc. the AI does not.

        combat rules skewed in favor of the technologically inferior.
        I'm indifferent to this, but agree Modern Age units & maybe some Industrial Age should be improved.

        The problem, infact, isnt in keeping up. The problem is getting ahead. Once you have beaten down your neighbor and secured a solid area to build on, colonized your entire continent, built your infrastructure, and jacked up science to 4 techs a turn, there is pretty much nothing left to do. All this i usually accomplish by the late medieval/early industrial age.
        On Deity? At any rate, getting ahead of an AI is only getting ahead of an AI. But I agree with you that there should be more options. I was expecting more possible improvements to contemplate & select from, but instead they removed some (Supermarket & Stock Exchange)! I often find myself almost forced to create military units because 4shields for 1 gold coin (the oxymoron "wealth") a turn is silly.

        1) I think you should at least be able increase your culture output by jacking up your luxury rate (say 1 extra culture point for every 100 gold spent). This is historically realistic.
        That's not going to change your "sitting around & waiting", but I like the idea.

        2) Reduce the corruption rate, but add the possibility of large scale civil war. Keep dominant countries on their toes. Allows for continued expansion without a dominant effect of more cities. Adds to challenge because you will have to fight an opponent that is as well developed as yourself
        I prefer the other countries remaining the threat. In your example, the AI Civs should have never let you get that HUGE of lead... they should be playing to win, instead they are always just looking for a good deal (which a human leading can exploit). I would suggest dominant countries should have to keep on their toes from all the other smaller & weaker AI Civs banding together to balance the power. Thus suddenly you see most of the other AI Civs placing embargos on you & setting up MPPs with each other. Now the game becomes more challenging. AI Civs letting you get a huge lead does nothing to help them win the game.

        4)More terraforming/building options. Workers quickly run out of things to do shortly after discovering railroads. There are no critical buildings after hospital and factory (both show up about half way into the game). Give us the option of building small additions, like a second market place that is more expensive and ups commerce by another 25%.
        StockExchange was that "second market place".
        IF terraforming is added it should be very expensive and/or take a very long time. "No critical buildings after hospital and factory" shows that more city improvements should have been added. I wouldn't mind seeing a "Public Works" Building Improvement to build later, especially during the Industrial Age. Even if I have workers, having the option for some cities would be nice. Would be great for cities where it is too dangerous to keep workers during war.

        6) Bring in the idea of non-military great leaders.
        The editor can do this, but I wouldn't mind seeing non-military leaders... for a hefty price.

        7) Chances for more than one Golden Age. Either through the wonder thing or by having some difficult but doable percentage(90%?) of cities in WLTKD for a certain number of turns(20?).
        90% isn't difficult. And for a 2nd Golden Age I would thrust my luxury rate to 100% for 1 turn to get that... even if I wasn't "bored".

        Any other ideas on how to make it so there is something to do once you are on top besides wait (many many hours) till the game ends?
        Overall I think the building cost for improvements is too low for the few improvements there are to build.

        Your huge lead is also the result of something else - the changed terrain details. They made the favorable terrains even better (mined grasslands, oil in plains) & the unfavorable terrains worse (disease jungle, disease flood plains, no oasis, no banannas, no peat) to start in, this creates a MUCH wider gap between the strong & weak Civs, more than it was in Civ2. Starting positions are FAR LESS balanced now. And railroads later just increase this gap worse. Since human players rarely play a game starting in the desert or tundra or especially jungle this decreases the AI at being challenging in the game. Grasslands shouldn't be so... perfect!
        Last edited by Pyrodrew; December 5, 2001, 02:48.

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        • #5
          I have decided for asthetic reasons not to build roads on mountains... I dunno if this gives me any real disadvantage, but it helps to clean up the map.
          "You don't have to be modest if you know you're right."- L. Rigdon

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          • #6
            Says who?

            Who says you can't expand overseas? That's the only victory condition that presents any challenge. Anyone who can't kick the AI's @$$ at spaceship or culture ought to be playing Risk or something. Here's my map - I was in on the continent on the right, at the bottom and the right of it. I conquered the Greeks and Egyptians on my continent. Then, I had to go across to the next continent to get the Aztecs.

            Finally, I had to attack the large continent. You can't tell now, but the Russians and Germans were on it. I attacked from both shores, consolidating quick wins, when the Russians attacked. This sort of forced the issue. I conquered the Russians, and just conquered the Germans. I have pushed the English into a pocket at the bottom, and will be liquidating the French soon. I am taking cities at the rate of 6 to 8 per turn. I figure I have 8 turns left before I conquer the planet.

            Venger
            (Yes, that's right, I have something like 200+ workers, over 300+ armed units, and maybe 150 cities...)
            Attached Files

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            • #7
              That place on the right looks remotley like the UK, how nice.
              Im sorry Mr Civ Franchise, Civ3 was DOA

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              • #8
                The claim is that there is nothing to do once one has obtained a dominant position in the game.

                I fail to see how this is caused by the caps that were put in place to make it more difficult to excel. In fact, I would have expected the argument to go the other way; because in Civ an insurmountable tech lead (or other lead) is so hard, it is much more challenging to play even when you've established a somewhat dominant position.

                If you empire has a good 20 cities, generating blissful science and accumulating wealth, each defended by 3 pikemen, you would have been ok in Civ2. In civ3, your neighbour may ally the whole world against you and ride in an army of 30 knights! Goodbye cities!

                And Nadexander even mentions how difficult he finds overseas conquest... isn't this a challenge really?

                I think the problem lies in the Cultural victory... this is just a boring way of winning by definition. Instead of slumbering and waiting for Cathedrals to become avaialable to gain more culture, you could wake up and lay waste to your opponents.

                I also suspect that playing Deity might lessen the potential boredom.

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                • #9
                  If you empire has a good 20 cities, generating blissful science and accumulating wealth, each defended by 3 pikemen, you would have been ok in Civ2. In civ3, your neighbour may ally the whole world against you and ride in an army of 30 knights! Goodbye cities!


                  30 Knights verses 60 "Tank Killer" Pikemen? Not a chance. Maybe 60 Knights verses 30 Pikemen, but even then...

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                  • #10
                    That place on the right looks remotley like the UK, how nice.
                    Minus Wales.

                    That was the bit I liked.

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                    • #11
                      Originally posted by Wrong_shui
                      That place on the right looks remotley like the UK, how nice.
                      I noticed that too, Ireland is there but deformed.

                      Venger

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                      • #12
                        Originally posted by Grim Legacy
                        The claim is that there is nothing to do once one has obtained a dominant position in the game.
                        Absolutely. The resources concept compounds this - I have all the aluminum. Game over. I have all the oil. Game over. Boring boring boring.

                        And Nadexander even mentions how difficult he finds overseas conquest... isn't this a challenge really?
                        A cross ocean invasion SHOULD be a real bi+ch.

                        I think the problem lies in the Cultural victory... this is just a boring way of winning by definition.
                        A-FREAKING-MEN. The UN is just as big a joke. Spaceship is only slightly less lame.

                        Venger

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                        • #13
                          Originally posted by rid102




                          30 Knights verses 60 "Tank Killer" Pikemen? Not a chance. Maybe 60 Knights verses 30 Pikemen, but even then...

                          Note how I did not say the knight would take ALL cities... I meant the enemy would certainly roll over more than a handful of them. Bad enough if you ask me... I am used to the never-lose-a-city Civ2.

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                          • #14
                            Originally posted by Venger


                            Absolutely. The resources concept compounds this - I have all the aluminum. Game over. I have all the oil. Game over. Boring boring boring.



                            A cross ocean invasion SHOULD be a real bi+ch.



                            A-FREAKING-MEN. The UN is just as big a joke. Spaceship is only slightly less lame.

                            Venger
                            Seeing how one will usually have to engage in 'difficult' overseas conquest to obtain all resources of a kind, I conclude that you fully agree with me.

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                            • #15
                              I meant the enemy would certainly roll over more than a handful of them.
                              Hmmm... perhaps if the AI had the sense to coordinate a half-decent assault.

                              Or you could just bide your time and wait for cultural reversion...

                              I am used to the never-lose-a-city Civ2.
                              I am used to pikemen-tank-buster Civ3...

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