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Does Civ 3 "really" attempt to simulate history?

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  • Does Civ 3 "really" attempt to simulate history?

    I have been wondering this for a while now.

    Aside from scenarios that specifically lay out a historical event, the Civilization series only tries to give players a starting point to build a civilization.

    The "history" is something that is unique to each game played.
    I don't think it was ever meant to simulate how Earth history unfolded.

    The only link to any type of history is the units and governments involved. I think that is where it ends.

    I just feel weird when I hear people referring to it as "a historical simulation".

    Am I rambling about nothing?

    Damn..not again...
    While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.

  • #2
    Unfortunately for your alleged logic the units in Civ III alone make a joke about History. Now, if you want a Fantasy game, fine. I enjoyed a lot of Civ II fantasy scenarios - too bad we can't even make scenarios in Civ III.

    But when such as the following occur the game shows a careless contempt and a disdain for reality that is unaceptable to me.

    Unless you made a lot of changes in the Editor (as I did) all of the following non-historical idiocy can be found in Civ III:

    1. Bombers cannot sink warships!! Sid never heard of Pearl Harbor, I guess.

    2. Tanks, cavalry, and even elephants (!) have airlift capabilities Never happened; never could happen.

    3. Leaders, artillery, and workers do NOT have airlift capabilities. Why not??

    4. Longbowmen should be English-specific, and they should be good defensiely against knights.

    5. Elephants should be poor defensively.

    6. Privateers and submarines should attack trade routes and commerce - not warships.

    7. Nuclear subs should be very different from older diesel subs (faster and harder to see).

    8. Naval unit values are too low, movement and combat.

    9. Navies did NOT spend their time bombarding "improvements", and only Battleships had the firepower todestroy them. The whole purpose of navies (to protect trade routes primarily) is lost to Sid.

    And so on. . .

    Here's a non-unit terrain lack of realism: why is there only one type of hill tile?? There should be separate hill terrain for deserts and jungles producing a lot less than the kind of hill you'd find in France, for instance.

    Resources? It is not realistic to have so few strategic resources. Iron was NEVER that rare.

    How about Diplomacy? Why do AI advisors during war refse to make peace until they are almost destroyed? That kind of dumb stubborness is not realistic or historical.

    It is not realistic for the Trade Advisor to turn down some great deals for reasons that defy understanding.

    Borders and cities NEVER NEVER flipped around as they do in Civ III, and garrisons in a flipped city never disappeared into thin air. With a big garrison a city would never even atempt to defect.

    Combat results?? No, a full strength veteran spearmean is not going to destroy a tank, but I have seen a longbowman destroy a single cavalry (with no retreat route) even though the cavalry would have had rifles against bows and arrows. There are too many examples of one unit of a different Age destroying another. Units fighting those of an earlier Age should receive a combat bonus.

    I could go on. . . but the fact is Civ III is a step DOWN in the simulation of history compared to Civ II.

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    • #3
      I think I have to agree with you Vee. EU2 would be closer to an historical simulation. Many historical events are scripted, but the player makes decisions regarding the outcome (ie who to support in the War of the Roses). Civ is much more open ended

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      • #4
        Originally posted by Encomium
        6. Privateers and submarines should attack trade routes and commerce - not warships.
        That's a good point. I don't know if it has been mentioned elsewhere, but the game could be set up so that if you have say 10 subs and you're at war with another civ then their trade goes done unless they have destroyers.
        Golfing since 67

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        • #5
          Originally posted by Tingkai


          That's a good point. I don't know if it has been mentioned elsewhere, but the game could be set up so that if you have say 10 subs and you're at war with another civ then their trade goes done unless they have destroyers.
          Or make it like CTP which has visible trade route that can be destroyed by sending sub or any other naval units to "pillage" the trade route..

          Comment


          • #6
            Re: Does Civ 3 "really" attempt to simulate history?

            Originally posted by vee4473
            The "history" is something that is unique to each game played.
            I don't think it was ever meant to simulate how Earth history unfolded.
            It's just a game, but the simulation is the life history of an artificial civilization and how it reacts to its environment. The real key is not the combat or the wonders, which are arbitrary; it is the interaction of the civilizations. Do you enslave to gain an advantage over your rivals? Do you try to make peace? Or do you attack your neighbor and take what is his?

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            • #7
              Civ3 is simply an empire building game. It is an empire building game designed to frustrate the human player.

              It is strategic abstraction. A lot of the complaints come from people who want more of a realistic tactic combat approach.

              There is no attempt to simulate history at all. History was shaped by many factors that are not included in the design. Religion, politics, real cultural conflict, ethnicity. Drought, hunger, greed, pride (getting into the seven deadly sins here); a great many things have played into the unfolding of human history. Not much is represented in this game.

              It is pretty much open ended empire building with lots of elements included to prevent the human from winning easily (but it ends up just frustrating the player).

              I would also like to point out that while we call it Civ, its really more a game of nations, as all civs suffer from fragmentation due to factors like nationalism and civil war.

              Comment


              • #8
                Originally posted by jimmytrick
                Civ3 is simply an empire building game. It is an empire building game designed to frustrate the human player.

                It is strategic abstraction.
                "Frustration" is a part of any complex puzzle. If it was easy, there would be no satisfaction in finding the solution.

                But not everyone plays "empire building." My current game I have never had a war up until 1000ad, though I'm surrounded by warring nations.

                Comment


                • #9
                  I think the point being got at (in a round about way) is that complaints about, for example, some modern unit not being realistic are bunk because the game is about starting from a point and then the events diverge from history. So the bombers being built that can't sink warships might not be the same bombers we are familiar with today, since they come from some kind of parallel universe where things worked out differently.

                  I think.

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                  • #10
                    OneInTen you are absolutely right. I gotta another excample: railroads. We cant go to a train and be everywhere we want in one second so the only explanation is that in civ3 humankind developed trains that move with speed of light!!!

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                    • #11
                      Originally posted by PapaLenin
                      OneInTen you are absolutely right. I gotta another excample: railroads. We cant go to a train and be everywhere we want in one second so the only explanation is that in civ3 humankind developed trains that move with speed of light!!!
                      You did notice, that a turn in Civ3 lasts at least a year, did you? How far can you go by railroad in 1 year? The answer is: practically everywhere, where a railroad exists. That's what the game does.

                      Not the railroads are unrealistic, but rather the early roads (or even the land without roads), that make me need 1000 years or more to get from one coast of my continent to the other.

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                      • #12
                        The railroad thing, that was in Civ 1 and 2, and I don't really see why everybody has to jump on the *****wagon about stuff that's been in the game since it was invented.

                        The air power thing actually represents the real world, or at least an important truth from real human history: You can't win a war with air power alone. Nations have tried and failed.
                        Above all, avoid zeal. --Tallyrand.

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                        • #13
                          None of the Civ games were ever meant to simualte history. The games was meant to be an abstracted simulation of an alternative history that you influence. "Realism" has never, ever been a part of any of the Civ games, they have always been an abstraction of pieces of reality.

                          I think a lot of the confusion come in because Civ 2 allow customization to a degree that history could be more closely copied into the game.
                          Sorry....nothing to say!

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                          • #14
                            I agree with many of the things being posted here, Civ3 has problems, Civ3 is innacurate, etc...

                            However, I do have five problems with what has been said.

                            Elephants should be poor defensively.
                            I do not actually knw for sure whether or not this is true, but I will say this: it would take a pair of big brass ones to charge up against an elephant. They're huge.

                            Tanks, cavalry, and even elephants (!) have airlift capabilities Never happened; never could happen.
                            Cavalry have seldom, if ever been airlifted, ditto for elephants. The problem here is tanks. Tanks, have been airlifted, and it continues to happen. They are big, but it happens.

                            Iron was NEVER that rare.
                            Iron may not have been rare, but it could be a real b1tch to dig iron ore out of the ground, and then seperate the iron from the rock with nothing but stone and wooden tools. The iron deposits represent an area where iron is on the surface, before it had to be mined out.

                            Borders and cities NEVER NEVER flipped around as they do in Civ III, and garrisons in a flipped city never disappeared into thin air. With a big garrison a city would never even atempt to defect.
                            This is a real bastard to deal with, and I hate it, but it is not impossible. In WW2, Poles and Jews in the cities of Lodz, Warsaw, and Krakow revolted against the German occupiers. They failed to drive them out, however, it forced the Germans to garrison more troops in the cities. The game needs to reflect the possibilty of revolt, but needs to tone it down.

                            The air power thing actually represents the real world, or at least an important truth from real human history: You can't win a war with air power alone. Nations have tried and failed.
                            I guess the US destroyed the Japanese economy in WW2 by invading the Home Islands, then? And NATO invaded Serbia in the 1990s to, right? And the atomic weapons used on Hiroshima and Nagasaki were delivered by troops on the ground?
                            The point is, air power can win a war if used right, and regardless, planes should be able to sink ships.



                            Steele
                            If this were a movie, there'd be a tunnel or something near here for us to escape through.....

                            Comment


                            • #15
                              6. Privateers and submarines should attack trade routes and commerce - not warships.
                              Or make it like CTP which has visible trade route that can be destroyed by sending sub or any other naval units to "pillage" the trade route..
                              I'm not 100% sure how to interpret #6. Are you saying that subs should only be allowed to attack trade routes and not attack warships? Or that warships should not be allowed to "attack" trade routes? Or were you commenting on AI strategy?

                              Both subs and destroyers (and privateers) SHOULD BE ALLOWED to attack each other as well as trade routes. (Well, a privateer would have a hard time finding a sub so I'll skip the privateer) Otherwise, this reflects reality and it is all allowed in Civ 3.

                              The trade routes are somewhat similar to CTP except that they are not visible. If you want to block a trade route, cover all the sea squares, with subs or warships, at some botteneck. What I didn't like about the CTP model was that my caravans/traders, once a trade route was broken, couldn't even find a safe path around the enemy ships in spite of a huge ocean before them.

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