Most of my problems with Civ3 are more in what it failed to reapply from Civ2 than in what it failed to change from Civ2. I expect and desire an iterative approach to sequels. I prefer the changes to be incremental, with new versions coming out instead of just patches/expansions because they have to pay the bills by shipping something new. I want every feature in the final version of the last one to be in the first version of the next one, except where it has been replaced with a different (hopefully better) feature covering the same ground. The rest of my gripes are where they did something new but it was poorly implimented. If Civ2 is tedius, then you must not have liked Civ2 so why would you expect to like Civ3. I don't like RTS games like AoE, so I don't gripe that AoE2 is still like AoE - what else would it be like, EU?
So, my gripe list for Civ3:
1) Everything I could change in Civ2's Rules.txt is not changable via the editor.
2) Pretty much loss of all of Civ2's scenario editing capability except for maps. Civ2's capability should have been the starting point.
3) All of Civ2's spare techs & units are gone.
4) Resources are a good idea, but the implimentation is bad - if they were going to do it it should have been more realistic - how much you have matters in real life - maybe something on the order of many more sources but every city using it needs its own source (not necessariliy in the city area, but under your civ's control).
5) Ancient units should not be remotely viable in the modern era - rationalizations about it isn't really a spearman its just called a spearman and looks like a spearman aside. If that is what the designers meant, they should have given it a more generic name and had its appearance change in each era as Workers do. If not, they should make them hopeless against anything after machineguns were invented, make the AI upgrade if it has the tech, and come up with a realistic way to tie resource availability to what you can build (see #4, plus the idea of a basic resorce-free unit in each combat era and/or you can build 'em but it costs wads more).
6) The new airpower model is a great improvement, but again the implimentation is bad - modern units should be able to shoot back if getting bombed, and aircraft should be able to sink ships.
7) Culture/borders is a great idea but again the implimentation has problems - borders should be "hard", i.e. can't violate them without a declaration of war - AI should put expanding its culture until its cities link up as a higher priority than building new cities, and select city sites with this in mind - borders between civs should never move except if a city changes hands/gets destroyed (Canada can't annex half of North Dakota by building a city on the border) - better implimentation would be for cultural influence to change the nationality of citizens in border cities and make cities with majority population "on the wrong side of the border" likely to rebel.
8) The basic concept of the new airpower model should have been reapplied to naval units (with much longer operational radii, of course).
So, my gripe list for Civ3:
1) Everything I could change in Civ2's Rules.txt is not changable via the editor.
2) Pretty much loss of all of Civ2's scenario editing capability except for maps. Civ2's capability should have been the starting point.
3) All of Civ2's spare techs & units are gone.
4) Resources are a good idea, but the implimentation is bad - if they were going to do it it should have been more realistic - how much you have matters in real life - maybe something on the order of many more sources but every city using it needs its own source (not necessariliy in the city area, but under your civ's control).
5) Ancient units should not be remotely viable in the modern era - rationalizations about it isn't really a spearman its just called a spearman and looks like a spearman aside. If that is what the designers meant, they should have given it a more generic name and had its appearance change in each era as Workers do. If not, they should make them hopeless against anything after machineguns were invented, make the AI upgrade if it has the tech, and come up with a realistic way to tie resource availability to what you can build (see #4, plus the idea of a basic resorce-free unit in each combat era and/or you can build 'em but it costs wads more).
6) The new airpower model is a great improvement, but again the implimentation is bad - modern units should be able to shoot back if getting bombed, and aircraft should be able to sink ships.
7) Culture/borders is a great idea but again the implimentation has problems - borders should be "hard", i.e. can't violate them without a declaration of war - AI should put expanding its culture until its cities link up as a higher priority than building new cities, and select city sites with this in mind - borders between civs should never move except if a city changes hands/gets destroyed (Canada can't annex half of North Dakota by building a city on the border) - better implimentation would be for cultural influence to change the nationality of citizens in border cities and make cities with majority population "on the wrong side of the border" likely to rebel.
8) The basic concept of the new airpower model should have been reapplied to naval units (with much longer operational radii, of course).
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