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  • Deep (but not unexpected) disappointment

    Hi, all

    I waited until I could get CIV3 at a reasonable price for my Mac, so I am way behind most of you people.

    But I wish I had saved my money. Alan's Law: "There is nothing so good that some fool can't improve it into uselessness" seems to apply; I am saddened by how hard it is to find serious criticism of the game on the Web, too: I mean, many of us have been Civ nuts for, er, a long time. The game is a disaster.

    Briefly:
    1 clunky as in awful user interface, which is to say everything bad about Call to Power ripped off, everything good (trade routes) ignored.

    2 Buggy as all hell on Mac 1.17 -- as in mad "autoscrolls".

    3. In game terms: really cool ideas
    *sarcasm mode on*

    a) make air units useless, although still expensive. Five Bomber attacks reduce a warrior to near-uselessness. Excellent, let's have more of the same.

    b) vitiate naval units. Can't bombard meaningfully; aircraft carrier air groups can't sink ships.

    c) make roads useless in enemy territory - which is not only realistically absurd, but slows the game down - and allows your tanks to be devastatingly counterattacked by, er, spearmen. Now, making *railroads* useless might have made all sorts of sense, for both realism and (more important, gameplay) or indeed even adopting the CtoP railroad bonus, rather than faster-than-light RR, sure.

    d) Call to Power again: best antitank weapon, value for money, is a spearman. Do me a favour. The printed manual smugly explains that "improved combat" ho ho ho makes firepower concept unnecessary. But when a Spearman can seriously harm Modern Armor we are into nonsense.

    d) #1: slow nearly everything down, good plan. Complicate interface (Cto P showed the way) and don't think: animate.

    e) Price all units so that it is almost impossible to use city production efficiently. (ie, in late game your best cities can run to around 80, 90 p points, but all costs are multiples of 100).

    f) AI an improvement (it will attack sensibly, at least occasionally) but still frankly woeful; observe how weak Civs will provoke you and provoke you stupidly. Diplomacy offers at least as silly and random as Civ2, with no compensating advantages.

    g) really a summary. Spend all your efforts programming the cool graphics, and let the game look after yourself. I should have been warned by Alpha Centauri (hey, let's rename all the Civ2 units something weird, put a big graphics overhead on the whole thing and hope no one will notice that there isn't any more game there....)

    h) will not be buying Civ4.

    i) snarl, grunt

    best wishes to all

    alan

  • #2
    I always wonder what plague of hateful insects has crawled up the asses of all these resentful cranks. Of course, I don't spend every waking moment playing strategy games and micro-analyzing how they fail to live up to my expectations. Civ 3, like any game, has room for improvement - but if you throw the baby out with the dirty bathwater you've missed the point.

    Anyone see Minority Report? What a bogus, cheeseball ending!

    Comment


    • #3
      Re: Deep (but not unexpected) disappointment

      Originally posted by alan.lothian
      I waited until I could get CIV3 at a reasonable price for my Mac, so I am way behind most of you people.
      Not meant as an offence, but yes, you are way behind the PC players/posters here. Almost all your objections were already discussed over and over in various threads here. Hence, I will address only those that were not (or not so often).

      Originally posted by alan.lothian
      1 clunky as in awful user interface, which is to say everything bad about Call to Power ripped off, everything good (trade routes) ignored.
      How do trade routes relate to user interface? Trade routes relate to gaming concepts. The trade route concept has been replaced with a different (IMHO, more realistic) approach doing trade through diplomacy. I hated moving a caravan to the other end of the world just to find out that the destination city no longer demanded Hides... Also, I do believe that once you get accustomed to the interface, you will not find it that bad. Although, I have no idea how much the Mac interface differs from the PC...

      Originally posted by alan.lothian
      c) make roads useless in enemy territory - which is not only realistically absurd, but slows the game down - and allows your tanks to be devastatingly counterattacked by, er, spearmen. Now, making *railroads* useless might have made all sorts of sense, for both realism and (more important, gameplay) or indeed even adopting the CtoP railroad bonus, rather than faster-than-light RR, sure.
      As someone else correctly stated, this IS realistic, as roads and railroads are likely to be undermined in order to slow your progress down. You can also imagine that the inability to enjoy the movement bonus is the effect of sabotages and other unfriendly activities of the local people...

      Spearman is ultimately unable to attack any tank. It has ADM of 1/2/1, which gives him NO chance to attack a tank successfully. It can rarely defend itself from a tank attack... must be sitting fortified in a big city to have at least a very small chance of surviving... Try playing a bit more and you will find out that examples of a spearman defending successfully against a tank are VERY rare. Also, pay attention to any additional bonuses/maluses, like terrain bonuses, attacking over rivers, artillery stationed in the city etc. The spearman, although called a spearman, is actually a unit with ADM of 1/2/1, which can grow up to, maybe, 1/4/1 or more (haven't done any precise calculations, but bonuses can boost its defense quite a bit).

      Originally posted by alan.lothian
      e) Price all units so that it is almost impossible to use city production efficiently. (ie, in late game your best cities can run to around 80, 90 p points, but all costs are multiples of 100).
      It is up to you to adjust the city production so as it produces the proper amount of shields for you - you may make some of the citizens specialists, you may better distribute them between the city tiles... What exactly should the unit costs be? Multiples of 70, 80, 90, 100? Because that is what productive cities in the later stages of the game can be... Man, that is a lot of possibilities...

      I suggest you give Civ3 a bit more time. If it frustrates you because you are not able to play it as smoothly as Civ2, do not give up. Civ3 is a lot different from Civ2 and you will need some time to learn the game concepts and adapt to them. You may, eventually, still not like the game, but you will probably admit that much of your current criticism was not very valid.

      Comment


      • #4
        More whining. Whine, whine, whine.

        Comment


        • #5
          Did you say you're using v1.17f? You must play v1.21f. Its a totally different game.

          Comment


          • #6
            1.21f isn't available for Mac yet.

            Comment


            • #7
              Originally posted by Incan_Warrior
              I always wonder what plague of hateful insects has crawled up the asses of all these resentful cranks.
              Oh, dear. Just shut up and pay your money, then. If any criticism counts as "resentful crank", then there's not much point in doing anything else.

              Originally posted by Incan_Warrior

              Of course, I don't spend every waking moment playing strategy games and micro-analyzing how they fail to live up to my expectations.
              Neither do I, which is the whole point.

              Comment


              • #8
                Alan,

                You don't like the game. Ok.

                I like the game. I disagree with many of your points. Arguing about it is really dumb, however, and has been done ad nauseum on these forums before. You will go play other games, and will not buy CivIV. Good for you. I will play CivIII and will probably buy CivIV. Good for me. Whatever.

                Wow, I can't believe neither Jimmytrick nor Coracle have shown up yet.

                -Arrian
                grog want tank...Grog Want Tank... GROG WANT TANK!

                The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                Comment


                • #9
                  Re: Re: Deep (but not unexpected) disappointment

                  Vondrack wrote:

                  >Not meant as an offence, but yes, you are way behind the PC players/posters here. Almost all your objections were already discussed over and over in various threads here. Hence, I will address only those that were not (or not so often).

                  Fair enough -- I am well aware I am late to the party. (Sorry if the formatting here is screwed up: anything more complex than UseNet rules are generally beyond me, which I doubt will come as a surprise Since there is no way I am up to navigating through the apolyton formatting buttons, I will try at least to make things clear by sticking a > in front of what I am quoting. Hope that is OK.)


                  >How do trade routes relate to user interface?

                  My bad. List of gripes, indeed unrelated. But the user interface *is* clunky. And I will grant you that the trade stuff is better than the caravans, and that "strategic resources" is a good idea all round.

                  > Although, I have no idea how much the Mac interface differs from the PC...

                  Suffers from Mac lack of right-click; even so, when clicking on a city does not take you to the city but activates the first garrison unit.... hmmm. Hope the PC doesn't do that. And I hated the big, soggy CtoP type advisor screens that replaced the reasonably intuitive (or certainly by now well learned) Civ and Civ2 menus.

                  Re "enemy roads unusable":

                  >As someone else correctly stated, this IS realistic, as roads and railroads are likely to be undermined in order to slow your progress down.


                  Well, historically that just ain't so, certainly not as regards roads. Railroads I agree is reasonable, as I said. In fact, in Civ2 the only real defence an AI Civ could offer was lack of roads....but at least an attacking Blitzkrieg force could be 50% engineers. Now you can't even *build* roads on enemy territory, a factor that would have eliminated most wars from 1500 AD onwards in the real world.

                  > You can also imagine that the inability to enjoy the movement bonus is the effect of sabotages and other unfriendly activities of the local people...

                  Slows the game down, though, and not to any real purpose that I could see. I'd rather put up with Civ2's ridiculous partisans.


                  >Spearman is ultimately unable to attack any tank. It has ADM of 1/2/1,

                  >

                  >The spearman, although called a spearman, is actually a unit with ADM of 1/2/1, which can grow up to, maybe, 1/4/1 or more (haven't done any precise calculations, but bonuses can boost its defense quite a bit).

                  Point is: edged weapons vs. late 20th-century armor should have zero, zilch, nil chance, however well fortified. Not even speed bumps. Civ2 pretty well got rid of this, CtoP put it back in, and now Civ3 does the same.

                  Re Production:

                  >It is up to you to adjust the city production so as it produces the proper amount of shields for you

                  Sure; I just do not feel that the weightings are well, er, weighted. But that, frankly, is a minor gripe. And as you point out in the stuff I snipped, there are counterarguments.

                  >I suggest you give Civ3 a bit more time. If it frustrates you because you are not able to play it as smoothly as Civ2, do not give up.

                  Oh, I probably will. Once a sucker....

                  > You may, eventually, still not like the game, but you will probably admit that much of your current criticism was not very valid.

                  I will still not forgive them for turning air power into an expensive nuisance factor... although I have some military friends who would go along with that the whole way

                  Anyway, thanks for your courteous response, which I note seems v. unusual and therefore all the more commendable on this list.

                  albest - and sorry about the formatting.

                  Comment


                  • #10
                    Re: Re: Re: Deep (but not unexpected) disappointment

                    Originally posted by alan.lothian
                    >Spearman is ultimately unable to attack any tank. It has ADM of 1/2/1,

                    >

                    >The spearman, although called a spearman, is actually a unit with ADM of 1/2/1, which can grow up to, maybe, 1/4/1 or more (haven't done any precise calculations, but bonuses can boost its defense quite a bit).

                    Point is: edged weapons vs. late 20th-century armor should have zero, zilch, nil chance, however well fortified. Not even speed bumps. Civ2 pretty well got rid of this, CtoP put it back in, and now Civ3 does the same.
                    No, the point is the spearman is a unit with an ADM value of 1.2.1 and the tank is a unit with ADM 16.8.2. That's it. I don't really care that a man with a spear has "zero, zilch, nil chance" to destroy the tank. And besides, that's a crock of poo-poo. If he tries to stab the tank to death, he will lose. Other tactics may be used. Use your immagination to figure them out.



                    Here's the odds of combat. It says a veteran spearman fortified in a metropolis (city over size 12) has a 5.13% chance of winning against a veteran tank attacking. The units, combat values, etc abstract a LOT of factors into a very simple formula for who wins. I can live with 5.13%.

                    Comment


                    • #11
                      Re: Re: Re: Deep (but not unexpected) disappointment

                      Originally posted by alan.lothian
                      > Although, I have no idea how much the Mac interface differs from the PC...

                      Suffers from Mac lack of right-click; even so, when clicking on a city does not take you to the city but activates the first garrison unit.... hmmm. Hope the PC doesn't do that. And I hated the big, soggy CtoP type advisor screens that replaced the reasonably intuitive (or certainly by now well learned) Civ and Civ2 menus.
                      The PC version does exactly the same, but there is a trick you can use... do not click directly on the unit sitting in the city, but doubleclick in one of the tile corners. That will open up the city screen. Not that I would advocate this particular feature of the interface, sometimes (especially when my hand trembles with excitement... ) I hate having to target that tiny spot... OTOH, many important orders (e.g. production changes) can be issued from the city right-click menu, with no need to open the city screen at all.

                      Originally posted by alan.lothian
                      > You can also imagine that the inability to enjoy the movement bonus is the effect of sabotages and other unfriendly activities of the local people...

                      Slows the game down, though, and not to any real purpose that I could see. I'd rather put up with Civ2's ridiculous partisans.
                      Well, yes, it really slows attacks especially in the early stages of the game. But I assure you that you WILL be able to blitzkrieg in the modern era. I have once been able to totally destroy the whole of the French empire (one LARGE continent, more than 1/3 of the world landmass) in about 10-15 turns. It just needed some Modern Armor). The key to quick progress is to take/raze enemy cities as that turns previously enemy territory to neutral or even yours - and there, the bonuses are back.

                      I believe this was the reason for cancelling the R/RR bonuses for invaders - the modern era units would be way too fast once released. A balance issue, I believe. I can remember roaming the enemy territory in Civ2 so easily... I kind of appreciate it is not so easy now. The slower movement makes me feel like there is a frontline moving (instead of "bravely" sending a pack of tanks into the heart of the enemy territory, heading directly for the capital...).

                      There is one more idea that comes across my mind... the cancelled movement bonuses may also be described as an effect of stretched and often broken supply lines. I know that it is just making up ideas, but this issue, just like many others with Civ3, is mostly a matter of if one can imagine something "realistic" behind the game mechanics.

                      Originally posted by alan.lothian
                      >Spearman is ultimately unable to attack any tank. It has ADM of 1/2/1,
                      >The spearman, although called a spearman, is actually a unit with ADM of 1/2/1, which can grow up to, maybe, 1/4/1 or more (haven't done any precise calculations, but bonuses can boost its defense quite a bit).

                      Point is: edged weapons vs. late 20th-century armor should have zero, zilch, nil chance, however well fortified. Not even speed bumps. Civ2 pretty well got rid of this, CtoP put it back in, and now Civ3 does the same.
                      No more comments on this - this is exactly what was discussed over and over in various threads. The best choice as it seems now is to put up with the fact that it is just a game and that this "feature" is sort of a cosmetic "reality resemblance glitch", included mostly because of game balance issues.

                      Originally posted by alan.lothian
                      I will still not forgive them for turning air power into an expensive nuisance factor... although I have some military friends who would go along with that the whole way
                      Well, yes, airpower... Man, I would LOVE to replay the Battle of Midway sometimes... But still, I find airpower indispensable when waging wars against well-developed enemies. The bombard ability allowing the destruction of roads/RR in the enemy territory is what you need to enter it with low losses. You will need some bombers to mess your invasion area in order to slow the counterattack.

                      Originally posted by alan.lothian
                      Anyway, thanks for your courteous response, which I note seems v. unusual and therefore all the more commendable on this list.
                      My pleasure.
                      I find that people usually heat off a bit when addressed politely. OTOH, harsh response generates yet a harsher one...

                      Regards,
                      Radek

                      Comment


                      • #12
                        Re: Re: Re: Re: Deep (but not unexpected) disappointment

                        Originally posted by vondrack

                        Well, yes, it really slows attacks especially in the early stages of the game. But I assure you that you WILL be able to blitzkrieg in the modern era. I have once been able to totally destroy the whole of the French empire (one LARGE continent, more than 1/3 of the world landmass) in about 10-15 turns. It just needed some Modern Armor). The key to quick progress is to take/raze enemy cities as that turns previously enemy territory to neutral or even yours - and there, the bonuses are back.

                        I believe this was the reason for cancelling the R/RR bonuses for invaders - the modern era units would be way too fast once released. A balance issue, I believe. I can remember roaming the enemy territory in Civ2 so easily... I kind of appreciate it is not so easy now. The slower movement makes me feel like there is a frontline moving (instead of "bravely" sending a pack of tanks into the heart of the enemy territory, heading directly for the capital...).

                        There is one more idea that comes across my mind... the cancelled movement bonuses may also be described as an effect of stretched and often broken supply lines. I know that it is just making up ideas, but this issue, just like many others with Civ3, is mostly a matter of if one can imagine something "realistic" behind the game mechanics.
                        There are two other reasons we implemented the system this way. First, it basically replaces the old ZOC rules, which most of us found to be annoying (preventing you from sometimes moving into an empty square), by simply turning one's borders into a big "ZOC" which has the effect of slowing down road/rail movement. In essence, the new "ZOC" has been transmitted from the units to the cities. (I use quotes to differentiate this aspect from the ZOC fire rules added in Civ3). Second, it adds some more teeth to the cultural side of the game. The more culture your cities have, the farther their borders will expand, and you will control a greater area of road/rail.
                        - What's that?
                        - It's a cannon fuse.
                        - What's it for?
                        - It's for my cannon.

                        Comment


                        • #13
                          Re: Re: Re: Re: Re: Deep (but not unexpected) disappointment

                          Originally posted by Soren Johnson Firaxis


                          There are two other reasons we implemented the system this way. First, it basically replaces the old ZOC rules, which most of us found to be annoying (preventing you from sometimes moving into an empty square), by simply turning one's borders into a big "ZOC" which has the effect of slowing down road/rail movement. In essence, the new "ZOC" has been transmitted from the units to the cities. (I use quotes to differentiate this aspect from the ZOC fire rules added in Civ3). Second, it adds some more teeth to the cultural side of the game. The more culture your cities have, the farther their borders will expand, and you will control a greater area of road/rail.

                          I think this will help a lot of MP players, being able to see an attack coming from four squares away, when the best movement of an enemy unit in your territory is 3, gives you a chance to defend weakly held cities.
                          Don't try to confuse the issue with half-truths and gorilla dust!

                          Comment


                          • #14
                            Originally posted by Incan_Warrior
                            I always wonder what plague of hateful insects has crawled up the asses of all these resentful cranks. Of course, I don't spend every waking moment playing strategy games and micro-analyzing how they fail to live up to my expectations. Civ 3, like any game, has room for improvement - but if you throw the baby out with the dirty bathwater you've missed the point.

                            Anyone see Minority Report? What a bogus, cheeseball ending!
                            Civ 3 is a big disappointment. "Minority Report" I just saw today and was very good, although Cruise patting his wife's pregnant stomach was a little too much!! At least they (SPOILER ALERT) never found his son. Still, a good movie.

                            Comment


                            • #15
                              Re: Re: Deep (but not unexpected) disappointment

                              Originally posted by vondrack


                              . . .As someone else correctly stated, this IS realistic, as roads and railroads are likely to be undermined in order to slow your progress down. You can also imagine that the inability to enjoy the movement bonus is the effect of sabotages and other unfriendly activities of the local people...

                              . . .I suggest you give Civ3 a bit more time. If it frustrates you because you are not able to play it as smoothly as Civ2, do not give up. Civ3 is a lot different from Civ2 . . .
                              Not being able to use ROADS in an invasion is a big crock. Like most of Civ 3 it is unrealistic. Roads EXIST - UNLESS PILLAGED by your own forces. RAilroads are differwent as they require engineers, engines, and an entire system, along with the correct gauge.

                              I suggest you give Civ 3 no more time and wait several months to see if Firaxis gets it right. It is better than the mess they gave us in November, but it still has major problems, a dumb AI, no scenarios, etc. So consider yourself warned.

                              Comment

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