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The movement restrictions on enemy territory compound the stacking problem

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  • The movement restrictions on enemy territory compound the stacking problem

    I've been trying figure out why civ III seems so slow when civ II also had zillions of units in the end game. I've concluded its the movement restrictions on enemy territory combined with the lack of stacking that fatally slows the game down. What could be done in 2 turns in civ II now takes 10 turns or more as your forces crawl across the enemy territory. Every time you use canon artillery its 2 turns for one city!

    God that sucks - So Boring. How on earth does this add to gameplay?

    Sometimes I wish the "designers" who added in these things would answer to us: why? why? why?

    If this was about curbing warmongers well guess what? The AI civs constantly attack!
    Any views I may express here are personal and certainly do not in any way reflect the views of my employer. Tis the rising of the moon..

    Look, I just don't anymore, okay?

  • #2
    What I do is: conquer one city, rush a railroad to it, use the new railroad to propel my cavalry to the next city, and so on.

    I try to avoid wars before I can build railroad; otherwise, even horsemen can attack most cities after moving through terriotory for one turn.

    One idea you might keep in mind is to also build ordinary roads as a future means of attacking.

    I hope it helps. If not, remember the AI has the same disadvantage moving through your territory.
    MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

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    • #3
      Or of course you can negotiate a right of passage, move your forces into place then attack. As long as you don't want a diplomatic victory that is
      Why me ?

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      • #4
        Well if they do a civ 3.5 they should fix it. Their rumoured obsession with stopping warmongers has really stuffed the game up.
        Any views I may express here are personal and certainly do not in any way reflect the views of my employer. Tis the rising of the moon..

        Look, I just don't anymore, okay?

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        • #5
          They should have given an incentive for not being a Warmonger, instead simply use artificial methods to stop them. But conquering the world still gives you the most points, so...
          Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts

          Free Slobo, lock up George, learn from Kim-Jong-Il.

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          • #6
            Being a builder rather than a conqueror, this feature doesn't bother me. On the contrary, it gives me a measure of security, since it means that often I can move defenders up to the border cities faster than the AI can bring in more attackers (assuming the first wave didn't succeed in taking a border city or two).

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            • #7
              Most likely because people chose the domination route more than the diplomatic route in the past. Also, it protects *you* in the early stages of the game.
              "I predict your ignore will rival Ben's" - Ecofarm
              ^ The Poly equivalent of:
              "I hope you can see this 'cause I'm [flipping you off] as hard as I can" - Ignignokt the Mooninite

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