[QUOTE] Originally posted by Velociryx
One more for the road, and then I'll stop trying to convince you to my pov.
[QUOTE]
Well, if you get one more I get one more.
I agree. With the important caveat that the tech tree in Civ3 isn't as important as it is in the other games in the "civ" family. And....
All other things being equal, yes. But that's where I think Civ3's various improvements kick in. (Well, just AI and Resources, really.)
First, I believe it worth mentioning that I think that techs are one of the most enjoyable parts of the game - if not _the_most enjoyable. Getting "new toys" is always fun. But, of course, that isn't really a matter of strategic depth.
I think what your speaking of is "grand" scale strategic _diversity_ with regards to the tech tree. I don't think Civ2's tech tree gave it much strategic _depth_ because, for me at least, I never felt that I needed to analyze a particular game and then try to reach the proper decision with regards to my future tech path. You could just choose in what way I wanted to beat up my foes, and go to you. Maybe not quite that easy... but close.
Actually, I often find tech decisions in Civ3 _more_ difficult and more important. Sure, we (the AI and I) will all end up with the same techs at the same time (within 1/2 an age, generally), but you can make some _very_ favorable trades if you get a wanted tech before anyone else. Avoiding the Cavalry path, for example, and picking up all those "peacefull" techs for trade or wonders might hurt some militarily, but can still be very "profitable."
Oooh, there's that word "diversity" again. (More thanks to DrFell for bringing that up in the first place.)
Of course.
Nope. When I restart the map I'm not "forcing" some _change_ on the game - I'm just giving it more chances to actually "work right." I think it's much more accurate to say "Strategic depth in Civ3 is often dependant on the starting position." rather than "There is no built-in strategic depth unless you force it on the game." Where's the application of force?
And how many patches did Civ2 and SMAC get? How many expansions/generations? How many mods? What's wrong with Civ3 needing some work? "But they should have taken everything from Civ2/SMAC and built upon that." I hear? Well, I'm pleased they didn't, if for the poor, clueless AI if for nothing else. I'm hoping for a SMAC 2, but I was quite ready for something different from the Civ line.
My earlier games on Emperor and Deity were like that. (Esp. since I was often playing the Militaristic Germans.) With poor (but not hopeless) starting positions, though, I've started being forced (by the threat of loss) to develop different strategies. If you try the game again I suggest you use the editor to "legislate" against miltary tactics, and try playing on Emperor or Deity more.
OK.
Shouldn't you say "If I start in the corner, I WILL fight my way out of it." Because that just isn't my experience, not after fiddling with the editor some, playing mostly on Emp. and D. and restarting quite often.
I became _really_ worried about Civ3 after a few games with 12 or more (it seemed) Great Leaders and romping over the AI civs with Cavalry and Tanks. After that I played Miltaristic civs less, and started using the editor to make conquest harder.
I won't say that you didn't give Civ3 a "fair go", but I'm willing to bet ($0, but its the thought that counts) that you could get more a goodly amount of depth (equal at _least_ to Civ2) if you played with the editor more to make the favorable options leading to "linear" play less favorable.
(I think Imperialism II is a great example of this. It didn't have an editor, but in the "preferences" (or somesuch) you could change many things about how the game worked. I used them to consistently make the "easy" ways to win harder. It was wonderfull - it didn't take much fiddling to make the game much "deeper" by forcing me (because of the changes I'd made) to find new ways of doing things.)
One more for the road, and then I'll stop trying to convince you to my pov.

Well, if you get one more I get one more.

Strategic Depth as it applies to 4x games: Like it or not, it's all about the tech tree. given the 4x games presently on the market, it can fairly be said that techs, and the acquisition of them (whether through research, diplomacy, trade, etc) DRIVES the game.
Games with an intricate tech tree allowing for multiple in-game approaches have, by the very definition of the genre, relatively greater overall strategic depth than games with more simplistically designed tech trees.
First, I believe it worth mentioning that I think that techs are one of the most enjoyable parts of the game - if not _the_most enjoyable. Getting "new toys" is always fun. But, of course, that isn't really a matter of strategic depth.
I think what your speaking of is "grand" scale strategic _diversity_ with regards to the tech tree. I don't think Civ2's tech tree gave it much strategic _depth_ because, for me at least, I never felt that I needed to analyze a particular game and then try to reach the proper decision with regards to my future tech path. You could just choose in what way I wanted to beat up my foes, and go to you. Maybe not quite that easy... but close.
Actually, I often find tech decisions in Civ3 _more_ difficult and more important. Sure, we (the AI and I) will all end up with the same techs at the same time (within 1/2 an age, generally), but you can make some _very_ favorable trades if you get a wanted tech before anyone else. Avoiding the Cavalry path, for example, and picking up all those "peacefull" techs for trade or wonders might hurt some militarily, but can still be very "profitable."
Note too, that a "deep" tech tree need not be one with a great many branches....only a large amount of diversity.
Re-starting the game until you happen to come up with an interesting start does not mean the game has strategic depth....
it means that, with sufficient tweaking in the editor, and a sufficient amount of patience where restarting is concerned, you can "force" the game to give you a satisfyingly "deep" experience. This though, is hardly the same thing as a built-in, deep gaming experience. You see that, yes?
And how many patches did Civ2 and SMAC get? How many expansions/generations? How many mods? What's wrong with Civ3 needing some work? "But they should have taken everything from Civ2/SMAC and built upon that." I hear? Well, I'm pleased they didn't, if for the poor, clueless AI if for nothing else. I'm hoping for a SMAC 2, but I was quite ready for something different from the Civ line.
Played at Emperor and Diety, I find the game to be *entirely* linear in its approach....that is to say, early warfare is about the only way to reliably keep the AI on your starting continent in check (which tosses every notion of strategic depth right out the window....I quickly grew tired of having every game play out like a beatdown, and found that on Monarch, some more peaceful strats actually become viable alternatives to that).
With regards to my saying that various things in Civ3 are easy, what is implied in that statement is the word "linear"
Simply put, if you start in the corner, you WILL fight your way out of it, and you will do so early.Doesn't matter if you're a peaceful builder at heart....the start dictates that you will be a warmonger early on (cos it's the hands down best approach to take). There is no in game mechanism that provides a viable alternative. One choice = No strategic depth.
I became _really_ worried about Civ3 after a few games with 12 or more (it seemed) Great Leaders and romping over the AI civs with Cavalry and Tanks. After that I played Miltaristic civs less, and started using the editor to make conquest harder.
I won't say that you didn't give Civ3 a "fair go", but I'm willing to bet ($0, but its the thought that counts) that you could get more a goodly amount of depth (equal at _least_ to Civ2) if you played with the editor more to make the favorable options leading to "linear" play less favorable.
(I think Imperialism II is a great example of this. It didn't have an editor, but in the "preferences" (or somesuch) you could change many things about how the game worked. I used them to consistently make the "easy" ways to win harder. It was wonderfull - it didn't take much fiddling to make the game much "deeper" by forcing me (because of the changes I'd made) to find new ways of doing things.)
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