In my opinion, they do.
There are two things, I think, that made the Activision games bad:
1. Too many bugs/no tech support or patches
2. Lack of balance! (tanks take forever in cities younger than 3500 years)
However, I am sure that these problems won't appear in Civ III, due to the diligence and experience of the team and the precedent that has been set with Civ, Civ II, and Alpha Centauri.
I also think that, where the Acivision games were difficult to play, they were easy to macromanage. They both included easy tools for saving/loading build queues, manipulating build orders of many cities at once, fairly good pathfinding (could be improved), and click-sortable lists of city statistics (food, shields, arrows, people, happiness, etc.) Though happiness was a numeric quantity in the aforesaid games, it shouldn't be too hard to sort by it using 0 for content, +1 for happy, -1 for unhappy.
It would be a shame if these tools were ignored by the Civ III team. In my opinion, the ease of macromanagement was the only positive part about the CTP's, and, at least to me, it seems such a triviality to include but can add so much speed to the late game, like when you want all your big cities to produce factories.
Any thoughts? Anything to add or refute?
Someone's opinion
There are two things, I think, that made the Activision games bad:
1. Too many bugs/no tech support or patches
2. Lack of balance! (tanks take forever in cities younger than 3500 years)
However, I am sure that these problems won't appear in Civ III, due to the diligence and experience of the team and the precedent that has been set with Civ, Civ II, and Alpha Centauri.
I also think that, where the Acivision games were difficult to play, they were easy to macromanage. They both included easy tools for saving/loading build queues, manipulating build orders of many cities at once, fairly good pathfinding (could be improved), and click-sortable lists of city statistics (food, shields, arrows, people, happiness, etc.) Though happiness was a numeric quantity in the aforesaid games, it shouldn't be too hard to sort by it using 0 for content, +1 for happy, -1 for unhappy.
It would be a shame if these tools were ignored by the Civ III team. In my opinion, the ease of macromanagement was the only positive part about the CTP's, and, at least to me, it seems such a triviality to include but can add so much speed to the late game, like when you want all your big cities to produce factories.
Any thoughts? Anything to add or refute?
Someone's opinion
Comment