I've been scanning these forums for the past two months, and when I got this game for Christmas I was wary--I'd heard a lot of complaining, and some of it seemed to have some valid reasoning behind it. When I first took it out and started playing, I really thought a lot of people were massively overreacting... but I'm starting to have second thoughts. I still think they're overreacting, but these are some issues which have GOT to be addressed. Good sweet lord...
Allow me to paint the scene: I was playing as Babylon, had a good starting position with good surroundings, and had barbarians set to sedentary so I wouldn't have to worry about producing a lot of military right off the bat. I expand aggressively but not threateningly, pack my cities moderately close, quickly build a worker terraforming machine of great efficiency, then start pumping out temples, libraries, marketplaces, and so on. I play the diplomacy game, being plenty benevolent, snag Sun Tzu's and produce a sizable, up-to-date defensive force network. I'm doing great. I have a tech lead that's starting to really run away (6-8 turns for techs none of the computer civs have prereqs for), I'm utterly dominating the culture game--not a single civ was less than an admirer.
Then out of the blue, America (2nd best civ out of 11, just north of me but for a thin Iriquois buffer zone) suddenly attacks Rome(4th best but already sliding, and located to the north of America). America would no doubt win, netting what would then be the world's largest empire by a good measure--I couldn't allow the balance of power to be upset that much, so I decided to start giving aid to Rome, first in tech and resources (Rome had no iron... bad place to be in the Middle Ages), but that proved to be too little. "Perfect," I think to myself, "A nice little war is just what this game needs to make it interesting." So I build 8 or 10 caravels, load them up with knights, and sail around to America's half of the continent, switch back to Monarchy (from Republic; I was a religious civ so it didn't cost too much, and I figured it would help close the gap and make things a bit more interesting). My invasion got off to a rocky start, so I brought in a few allies, forcing Abe to divert forces to the new fronts that opened up. I land a second wave of knights and proceed to kick butt--I quickly take a few ex-Roman cities, don't want to bother with them, so I restore them to their rightful owner as my knights are leaving. A few cities down the road, of course, most of my knights are wounded and I'm running out of steam, so I decide that after conquering my next city (which happened to be an American-founded one) I'd have my main force stop and rest: My knights move in, spend a turn resting, my knights move out on the second turn after I capture the city. First turn, I see the 10+ knights that have already moved in have only quelled one resister. "No matter," I thought, since in a turn the city would be Rome's problem anyway. I go ahead and bring in a couple late stragglers into the city to consolidate my forces. Besides, it wouldn't hurt to put out as many resisters as possible before dumping the thing in Rome's lap. Second turn starts, and lo and behold... the city defects to a civ with half the culture of mine, in less time than it would've taken to rush a temple, instantly vaporizing the bulk of my invasion force!
I've had some really irritating defections before, but before this they had always been the sort of things which can be written off as mistakes on my part--not bothering to rush a temple for 5 or 6 turns, or rushing a temple and then hoping that's enough only to find out 20-30 turns down the road that it wasn't, etc... not my favorite part of the game, but not a game-stopper either. But now this is just plain ridiculous.
Allow me to paint the scene: I was playing as Babylon, had a good starting position with good surroundings, and had barbarians set to sedentary so I wouldn't have to worry about producing a lot of military right off the bat. I expand aggressively but not threateningly, pack my cities moderately close, quickly build a worker terraforming machine of great efficiency, then start pumping out temples, libraries, marketplaces, and so on. I play the diplomacy game, being plenty benevolent, snag Sun Tzu's and produce a sizable, up-to-date defensive force network. I'm doing great. I have a tech lead that's starting to really run away (6-8 turns for techs none of the computer civs have prereqs for), I'm utterly dominating the culture game--not a single civ was less than an admirer.
Then out of the blue, America (2nd best civ out of 11, just north of me but for a thin Iriquois buffer zone) suddenly attacks Rome(4th best but already sliding, and located to the north of America). America would no doubt win, netting what would then be the world's largest empire by a good measure--I couldn't allow the balance of power to be upset that much, so I decided to start giving aid to Rome, first in tech and resources (Rome had no iron... bad place to be in the Middle Ages), but that proved to be too little. "Perfect," I think to myself, "A nice little war is just what this game needs to make it interesting." So I build 8 or 10 caravels, load them up with knights, and sail around to America's half of the continent, switch back to Monarchy (from Republic; I was a religious civ so it didn't cost too much, and I figured it would help close the gap and make things a bit more interesting). My invasion got off to a rocky start, so I brought in a few allies, forcing Abe to divert forces to the new fronts that opened up. I land a second wave of knights and proceed to kick butt--I quickly take a few ex-Roman cities, don't want to bother with them, so I restore them to their rightful owner as my knights are leaving. A few cities down the road, of course, most of my knights are wounded and I'm running out of steam, so I decide that after conquering my next city (which happened to be an American-founded one) I'd have my main force stop and rest: My knights move in, spend a turn resting, my knights move out on the second turn after I capture the city. First turn, I see the 10+ knights that have already moved in have only quelled one resister. "No matter," I thought, since in a turn the city would be Rome's problem anyway. I go ahead and bring in a couple late stragglers into the city to consolidate my forces. Besides, it wouldn't hurt to put out as many resisters as possible before dumping the thing in Rome's lap. Second turn starts, and lo and behold... the city defects to a civ with half the culture of mine, in less time than it would've taken to rush a temple, instantly vaporizing the bulk of my invasion force!
I've had some really irritating defections before, but before this they had always been the sort of things which can be written off as mistakes on my part--not bothering to rush a temple for 5 or 6 turns, or rushing a temple and then hoping that's enough only to find out 20-30 turns down the road that it wasn't, etc... not my favorite part of the game, but not a game-stopper either. But now this is just plain ridiculous.
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