So we all know there are issues with Civ3. A lot of the design decisions were, frankly, bad. Perhaps patches will fix them, perhaps they won't. But lets look at what progress was actually made form the previous games; what design decisions are good?
I have a couple of candidates that I personally approve of wholeheartedly:
1. Global moneybased upkeep
I've seen argument about how this enables players to have rediculously huge armies, but personally I'm overjoyed by not having to keep track of where units have been built and constantly re-home my whole army in order to optimize production. Love this.
2. Distinct Eras
Again there are complaints about how this prevents tech beelining, but I like having to discover horseback riding before I taken on atomic theory. Leveling through the eras gives a sense of accomplishment and provides a litte extra interest. I think it's tragic they didn't take the opportunity to auto-upgrade all previous-era units to some default low-tech partisan equivalent on era change unless you spend money to upgrade units to better tech manually - not only would that fix the awful tankkilling
spearmen, it would also improve late-game AI (that just don't upgrades) no end.
3. Railroad teleporting
Not having to see units traverse every tile when traveling far on a railroad is a stroke of genious. Saves ever so much totally uninteresting game-time.
The design decision I hate the most, incidentally, is that roads and railroads bestow production bonuses on tiles. They should provide mobility and intra-city commerce bonuses _only_. Now because of this and how pollution's implemented you have to mine road and railroad every goddamn square in your whole empire. I sure could live withouth that.
I have a couple of candidates that I personally approve of wholeheartedly:
1. Global moneybased upkeep
I've seen argument about how this enables players to have rediculously huge armies, but personally I'm overjoyed by not having to keep track of where units have been built and constantly re-home my whole army in order to optimize production. Love this.
2. Distinct Eras
Again there are complaints about how this prevents tech beelining, but I like having to discover horseback riding before I taken on atomic theory. Leveling through the eras gives a sense of accomplishment and provides a litte extra interest. I think it's tragic they didn't take the opportunity to auto-upgrade all previous-era units to some default low-tech partisan equivalent on era change unless you spend money to upgrade units to better tech manually - not only would that fix the awful tankkilling
spearmen, it would also improve late-game AI (that just don't upgrades) no end.
3. Railroad teleporting
Not having to see units traverse every tile when traveling far on a railroad is a stroke of genious. Saves ever so much totally uninteresting game-time.
The design decision I hate the most, incidentally, is that roads and railroads bestow production bonuses on tiles. They should provide mobility and intra-city commerce bonuses _only_. Now because of this and how pollution's implemented you have to mine road and railroad every goddamn square in your whole empire. I sure could live withouth that.
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