Below is an extraction from an Sid Meier's Alien Crossfire review from www.gamesdomain.co.uk. This is exactly what I fear if Firaxis stubbornly decides to implements civ-unique benefits only, ala SMAC. Save yourself some headache by choosing Civ-2 style temperament- and emphasize-benefits instead. Or at the very least: make the damn thing optional/bypassable.
"As for the new canned additions, while Paul didn't see a lot of faction disparity, I have to disagree - in my opinion the new factions are just not that well balanced, and are very unbalanced in relation to the original factions. The Cult of Planet gets a +2 planet modifier, a -1 economy, a -1 industry and mind worms perform double police duty. They also start off with Centauri Ecology technology, allowing them to capture mind worms. The Gaians, in contrast, start off with the same tech and get a +1 planet, a +2 efficiency, a -1 morale, a -1 police and a +1 nutrient bonus in fungus squares. Which would you rather play? That +2 planet translates into a +50% chance of mindworm capture off the pop. That's a pretty nice way to build up a free army quick and easy (of course, you could play with the option of scarce lifeforms, but this reduces the planet's role as a gaming factor).
The other factions also stand out. The Free Drones get a whopping +75% chance of getting a free base every time one goes into revolt. That's a whopping advantage considering how often bases revolt in the game. The Data Angels get a +2 probe modifier and the equivalent of a Great Library (gains any tech known to any other three factions) off the top. The Cybernetic Consciousness have low growth (-1) but gain a +2 in terms of research and efficiency. A nice little leap over the University's measly +2 research and -2 probe. But the prize for the most imbalanced new faction has to be the Nautilus Pirates (unless you are playing on a small planet with little water and no scattered unity pods in which case it just sucks). Their ability to explore with foils (+4 movement), to build formers from day one and their relative safety to mid-game (the other factions tend to concentrate on land combat with water used for exploration until mid-game) gives them a grand advantage. Their -1 growth and efficiency modifiers can easily be overcome through tech trading (since they will be in contact with other races long before the others unless the map is a big ball of rock) and society modifiers.
As for the aliens, well, playing the aliens is wrong. Wrong like the British calling potato chips "crisps" and french fries "chips" is wrong. Wrong like the Rams going to the playoffs is wrong. (Who the hell is Kurt Warner? Arena Football? What the hell is that?) Wrong like Dubya reading anything over the level of Dr. Seuss is wrong. Wrong like, well, you get the point. Aside from their tech advances, the fact that each comes with a lovely Battle Ogre makes them invincible. I used that one unit to kill off 3 factions one game in the early going (2 capitulated and the third I just killed off for fun). Aside from the positive modifiers and the free tech the ability to do non-blind research makes them just too powerful to be left in the hands of mortals. Now, theoretically, the drawback to playing the aliens (either the Manifold Caretakers or the Manifold Ursupers) is that you acquire a game-long enemy in the other. Yet, in the games I played, I only encountered a few sorties by my opponent which I successfully beat back. There was little to suggest such a hatred in this "phony war". Since the humans were all too eager to sue for peace at the first contact given the built-in advantages that come with the faction this left for a dull management-only game. The outcome was never in doubt. As for playing a human faction against the aliens, the AI just doesn't make it that hard."
See what I mean? And with Civ-3, the ranting & disapproval of this or that "wrongly" applied or "obviously" unbalanced and historically "incorrect" benefit, is most likely to grow even worse. The reason for this is that when it comes to our civ-history, many players (including me) consider themselves their own experts. Add to this a timeline six times longer then in AOK, and a huge pool of 30-40+ available pre-game civs to choose your max 6-8 simultaneously playing AI-opponents from.
The irony of it all, is that even if they go for Civ-2 style benefits, any civ-player can still create civ-unique SMAC/AOK-style benefits of his own, with help of more powerful and the more easy-to-use Civ-3 editors that we all have been promised. And Firaxis can likewise still create any future addon-packs, with Civ-unique SMAC-style benefits in scenarios, if they want to.
And these scenarios dont have to start in late game-eras with mostly everything already built. They can also start early on, leaving the fun of empire-expansion, city-development and tech-tree pursuing, to the civ-player instead.
[This message has been edited by Ralf (edited January 28, 2001).]
"As for the new canned additions, while Paul didn't see a lot of faction disparity, I have to disagree - in my opinion the new factions are just not that well balanced, and are very unbalanced in relation to the original factions. The Cult of Planet gets a +2 planet modifier, a -1 economy, a -1 industry and mind worms perform double police duty. They also start off with Centauri Ecology technology, allowing them to capture mind worms. The Gaians, in contrast, start off with the same tech and get a +1 planet, a +2 efficiency, a -1 morale, a -1 police and a +1 nutrient bonus in fungus squares. Which would you rather play? That +2 planet translates into a +50% chance of mindworm capture off the pop. That's a pretty nice way to build up a free army quick and easy (of course, you could play with the option of scarce lifeforms, but this reduces the planet's role as a gaming factor).
The other factions also stand out. The Free Drones get a whopping +75% chance of getting a free base every time one goes into revolt. That's a whopping advantage considering how often bases revolt in the game. The Data Angels get a +2 probe modifier and the equivalent of a Great Library (gains any tech known to any other three factions) off the top. The Cybernetic Consciousness have low growth (-1) but gain a +2 in terms of research and efficiency. A nice little leap over the University's measly +2 research and -2 probe. But the prize for the most imbalanced new faction has to be the Nautilus Pirates (unless you are playing on a small planet with little water and no scattered unity pods in which case it just sucks). Their ability to explore with foils (+4 movement), to build formers from day one and their relative safety to mid-game (the other factions tend to concentrate on land combat with water used for exploration until mid-game) gives them a grand advantage. Their -1 growth and efficiency modifiers can easily be overcome through tech trading (since they will be in contact with other races long before the others unless the map is a big ball of rock) and society modifiers.
As for the aliens, well, playing the aliens is wrong. Wrong like the British calling potato chips "crisps" and french fries "chips" is wrong. Wrong like the Rams going to the playoffs is wrong. (Who the hell is Kurt Warner? Arena Football? What the hell is that?) Wrong like Dubya reading anything over the level of Dr. Seuss is wrong. Wrong like, well, you get the point. Aside from their tech advances, the fact that each comes with a lovely Battle Ogre makes them invincible. I used that one unit to kill off 3 factions one game in the early going (2 capitulated and the third I just killed off for fun). Aside from the positive modifiers and the free tech the ability to do non-blind research makes them just too powerful to be left in the hands of mortals. Now, theoretically, the drawback to playing the aliens (either the Manifold Caretakers or the Manifold Ursupers) is that you acquire a game-long enemy in the other. Yet, in the games I played, I only encountered a few sorties by my opponent which I successfully beat back. There was little to suggest such a hatred in this "phony war". Since the humans were all too eager to sue for peace at the first contact given the built-in advantages that come with the faction this left for a dull management-only game. The outcome was never in doubt. As for playing a human faction against the aliens, the AI just doesn't make it that hard."
See what I mean? And with Civ-3, the ranting & disapproval of this or that "wrongly" applied or "obviously" unbalanced and historically "incorrect" benefit, is most likely to grow even worse. The reason for this is that when it comes to our civ-history, many players (including me) consider themselves their own experts. Add to this a timeline six times longer then in AOK, and a huge pool of 30-40+ available pre-game civs to choose your max 6-8 simultaneously playing AI-opponents from.
The irony of it all, is that even if they go for Civ-2 style benefits, any civ-player can still create civ-unique SMAC/AOK-style benefits of his own, with help of more powerful and the more easy-to-use Civ-3 editors that we all have been promised. And Firaxis can likewise still create any future addon-packs, with Civ-unique SMAC-style benefits in scenarios, if they want to.
And these scenarios dont have to start in late game-eras with mostly everything already built. They can also start early on, leaving the fun of empire-expansion, city-development and tech-tree pursuing, to the civ-player instead.
[This message has been edited by Ralf (edited January 28, 2001).]
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