As in the Adv. Civ. board game.
What I have in mind is the paucity of warfare in Adv. Civ. Sure, it happens, but - at least in the games I've played - it's quite unimportant compared to everything else.
I believe a Civ3 mod. that made the game play out more like Adv. Civ. would be fun.
In Adv. Civ what really matters in a conflict is numbers, not military tech, not even tactics. (Strategy, yeah, put within each map area it's all numbers.) For the Civ3 varient I think it should be numbers when someone uses the military option, but otherwise it's Culture.
Military:
Fewer units types, and an even "flatter" climb in unit effectiveness with technology. Remember - this is _not_ a wargame. The units would all cost about the same, too. Military tech would help, but the real issue would be # of units.
Less mobility: I think this would help encourage the "ponderous" feel of Adv. Civ. conflict. Bliting your opponent isn't what gives you territories - having a well developed "civilization" is.
Espionage: If the military isn't as usefull, I'd like to increase the usefullness of espionage. Should be easy enough - make it cheaper.
Culture:
I'd like to see most cities/territory trade hands not because of military action, but because of Culture. OK - who knows how to increase the frequency of cities "flipping" due to Culture? (I've done a little experimentation with this, but not much, and haven't thought about it much. I'm hopeing someone else - probably someone who dislikes it - has.)
What I have in mind is the paucity of warfare in Adv. Civ. Sure, it happens, but - at least in the games I've played - it's quite unimportant compared to everything else.
I believe a Civ3 mod. that made the game play out more like Adv. Civ. would be fun.
In Adv. Civ what really matters in a conflict is numbers, not military tech, not even tactics. (Strategy, yeah, put within each map area it's all numbers.) For the Civ3 varient I think it should be numbers when someone uses the military option, but otherwise it's Culture.
Military:
Fewer units types, and an even "flatter" climb in unit effectiveness with technology. Remember - this is _not_ a wargame. The units would all cost about the same, too. Military tech would help, but the real issue would be # of units.
Less mobility: I think this would help encourage the "ponderous" feel of Adv. Civ. conflict. Bliting your opponent isn't what gives you territories - having a well developed "civilization" is.
Espionage: If the military isn't as usefull, I'd like to increase the usefullness of espionage. Should be easy enough - make it cheaper.
Culture:
I'd like to see most cities/territory trade hands not because of military action, but because of Culture. OK - who knows how to increase the frequency of cities "flipping" due to Culture? (I've done a little experimentation with this, but not much, and haven't thought about it much. I'm hopeing someone else - probably someone who dislikes it - has.)
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