I stand accused of being a psychotic warmonger. Well, while that part is true, heh heh, there is a method to my madness.
(This might ramble a bit...)
Before I started participating here, I lurked for a while, and was of course most impressed with Vel's Strategy threads.
As I've been experimenting with various aspects of the game, mostly early to mid-game, I've also had the discussion of the Meta-game lurking in the back of the guano-filled cavern that I call a head.
I'm gonna try to bring it together here.
So what do we / I want to accomplish in Civ3:
- To win
- To build good cities and empire
- To build Wonders
- To take advantage of the various interesting aspects of the game (e.g., culture, trade, diplomacy, spying, warfare, etc.), as well as we can
- To not get bored
- To balance gameplay so it's not too easy
- To have fun
I thik Civ3 is pretty balanced, in that you really do have to engage each of the three main aspects of the game - warfare, building, and diplomacy - in order to accomplish all of the above.
I have elsewhere made it clear that I believe GLs are crucial, and thus have been focused on mostly warfare issues. I pursue oscillating warfare throughout the entire game, for GLs but also for AI civ control. Also, I do build a lot along the way though... dealing with war-weariness, culture, sufficient research (esp. late), and production capability is impossible otherwise.
But obviously there's a lot more to the game than that, and I think it's at least partially what Vel referred to as the Meta-game... which is all about the competition, the AI civs.
I suggest that AI civs can fall into six categories, and in some cases combinations of the six:
1. Dead (can't be combined)
2. Vassal
3. Punching bag
4. Client
5. Lesser-developed
6. World power
And then, there's Canada (just joking... gaming mag tradition).
Anyway, here are some thoughts:
1. Dead - Sometimes you just have to do it. Their land is to good... or their empire is "inconvenient"... or you want to reduce your battlefront to just one or two borders... something. An important note here: Left over from Civ2, there's an almost automatic compulsion to clear your continent of foreigners... DON'T (at least not yet... read the rest of the post). Much more interesting and useful to leave them in place for other purposes, as below.
2. Vassal - It's a lot of fun being a bully. Beat'em up, intimidate, and you'll be able to extort what you want every 20 turns, or, failing that, just punish'em again and extort for peace (that's a lovely phrase). Vassals need to be left relatively healthy, and able to trade for techs with the other AI civs. A tough balancing act, but the good news is that vassals can be on other continents. Especially valuable later in the game, when you can be militarily strong enough to pull off a punitive intercontinental invasion.
3. Punching bag - My personal favorite. I was in the US Marines, and we considered the Navy squids "training tools." These civs are for promotions and GLs exclusively. I want to beat them down to the point where they represent NO threat, but are healthy enough (and pissed enough) to send a steady stream of obsolete units my way. First, I want these guys ON my continent. Second, I will selectively deny them the resources to build resources for up-to-date, threatening attack units. Third, I'll orchestrate strategic alliances with every other AI civ I can, so they never get any help (actually, every civ on OTHER continents, so they get no help nor am I at risk of someone taking them out). Last, I'll decide the fields of battle... control all the high ground, and make sure that their only approaches are kill zones. When I take out their cities, I rarely capture and usually raze... keeps'em weak, and creates a heck of a warzone.
4. Client - A relatively weak civ that you can sell techs and old strategic resources too. I haven;t really created any of these, but they just seem to always be around.
5. Lesser-developed nation - Meta-game concept. Help out the weak and far away, in order to harry the other world powers. Or just to watch glorious MPP-driven world wars.
6. World power - Not so much military threats, in that during early oscillating war you should have made all immediate neighbors into any of 1 through 5. These are the bad boys who might beat you to the punch in domination or the space race.
___________________________________
So, who becomes or is made into whom?
I haven't fully fleshed this out yet, but here's what I've been doing in my current Roman game:
Stats: Large, large continents, 10 civs, culturally linked, Monarch.
Started on a large, inverted T continent, with Rome the top, Greeks in the middle left, Babs in the middle right, Egypt bottom left, and Persia bottom right.
Well, that made picking the first target easy, although I always worry about Persia early on. Babs fell into the "Dead" category, subject to all of my first three rushes (Warrior, Archer, and Horseman).
Next up: Greece, with an onslaught of Legions. They weren't doing that well, so I decided they should be vassal... after the techs I got out of the first defeat, they weren;t strong enough to keep up, but at the second peace negotition I forced them into a strategic alliance with me against Egypt, and left them as a buffer.
Persia: Got to them just as they had built an army of Immortals (btw, if the AI Persia used barracks, we'd all be in trouble!). Decided they would be a great punching bag. Destroyed their forward forces, razed 3-4 cities, pillaged ALL strategic resources. Did get a couple of techs from them for peace... turned to the Egyptians while they rebuild.
Just about now, map trading worldwide, and I meet the rest of the gang. Can't trade resources yet, but China and Russia (!) are the lesser-developed nations on the other major continent, so I give them everything I can, including all techs available and a slew of Greek workers (kept the Babs, as they're dead, and the Persians, to piss them off).
Egyptians will be another punching bag. I REALLY rip it up, destroying Thebes first. More razing, more pillaging. I retreat to regroup, also to upgrade everyone I can. I've been at constant oscillating war for probably 4000 years at this point (BTW, got a bunch of GLs along the way).
Put Greece into the "Dead" column at this point, as they serve no other use.
I've now got the whole vertical part of the inverted T. Egypt and Persia have both been eviscerated, and are VERY pissed at me. The crux of the T, at the bottom, is a war-torn hell. I've built some forward cities and fortresses, giving me total control of the area. Call it a drill field.
I'm letting Egypt and Persia re-build enough to be vassals as well as punching bags. Russia and China continue to be lesser-developed nations, although I am helping them every way I can. I've also now got France as a client dependent on me for iron, as theirs ran out, and they are losing the tech race. I am trying to orchestrate a series of MPPs that will line up the three of them against Germany and England, who are the other world powers.
________________________
When should neighbors die? When you don't need them anymore.
Babs was in the way.
Greece served its purpose as a buffer and antagonist to Egypt, but when they used up their usefulness... buh-bye.
I will continue to use my immediate neighbors, Egypt and Persia, primarily as punching bags, and hopefully as vassals. When I don't need promotions or GLs much anymore, say after the Hoover Dam, I will purify MY continent. Not before.
The rest... clients, lesser-developed nations, and world powers... are kept to the far-away civs. They are for the Meta-game, and the manipulation of the rest of the world to allow me to complete my builder strategy.
And then there's Canada (that should be one of the XP civs).
_________________________
Seriously, when I look back at the objectives for playing Civ3, I feel like, for me at least, this approach to war and diplomacy gets me a long way there.
Sorry if this rambled.
R
(This might ramble a bit...)
Before I started participating here, I lurked for a while, and was of course most impressed with Vel's Strategy threads.
As I've been experimenting with various aspects of the game, mostly early to mid-game, I've also had the discussion of the Meta-game lurking in the back of the guano-filled cavern that I call a head.
I'm gonna try to bring it together here.
So what do we / I want to accomplish in Civ3:
- To win
- To build good cities and empire
- To build Wonders
- To take advantage of the various interesting aspects of the game (e.g., culture, trade, diplomacy, spying, warfare, etc.), as well as we can
- To not get bored
- To balance gameplay so it's not too easy
- To have fun
I thik Civ3 is pretty balanced, in that you really do have to engage each of the three main aspects of the game - warfare, building, and diplomacy - in order to accomplish all of the above.
I have elsewhere made it clear that I believe GLs are crucial, and thus have been focused on mostly warfare issues. I pursue oscillating warfare throughout the entire game, for GLs but also for AI civ control. Also, I do build a lot along the way though... dealing with war-weariness, culture, sufficient research (esp. late), and production capability is impossible otherwise.
But obviously there's a lot more to the game than that, and I think it's at least partially what Vel referred to as the Meta-game... which is all about the competition, the AI civs.
I suggest that AI civs can fall into six categories, and in some cases combinations of the six:
1. Dead (can't be combined)
2. Vassal
3. Punching bag
4. Client
5. Lesser-developed
6. World power
And then, there's Canada (just joking... gaming mag tradition).
Anyway, here are some thoughts:
1. Dead - Sometimes you just have to do it. Their land is to good... or their empire is "inconvenient"... or you want to reduce your battlefront to just one or two borders... something. An important note here: Left over from Civ2, there's an almost automatic compulsion to clear your continent of foreigners... DON'T (at least not yet... read the rest of the post). Much more interesting and useful to leave them in place for other purposes, as below.
2. Vassal - It's a lot of fun being a bully. Beat'em up, intimidate, and you'll be able to extort what you want every 20 turns, or, failing that, just punish'em again and extort for peace (that's a lovely phrase). Vassals need to be left relatively healthy, and able to trade for techs with the other AI civs. A tough balancing act, but the good news is that vassals can be on other continents. Especially valuable later in the game, when you can be militarily strong enough to pull off a punitive intercontinental invasion.
3. Punching bag - My personal favorite. I was in the US Marines, and we considered the Navy squids "training tools." These civs are for promotions and GLs exclusively. I want to beat them down to the point where they represent NO threat, but are healthy enough (and pissed enough) to send a steady stream of obsolete units my way. First, I want these guys ON my continent. Second, I will selectively deny them the resources to build resources for up-to-date, threatening attack units. Third, I'll orchestrate strategic alliances with every other AI civ I can, so they never get any help (actually, every civ on OTHER continents, so they get no help nor am I at risk of someone taking them out). Last, I'll decide the fields of battle... control all the high ground, and make sure that their only approaches are kill zones. When I take out their cities, I rarely capture and usually raze... keeps'em weak, and creates a heck of a warzone.
4. Client - A relatively weak civ that you can sell techs and old strategic resources too. I haven;t really created any of these, but they just seem to always be around.
5. Lesser-developed nation - Meta-game concept. Help out the weak and far away, in order to harry the other world powers. Or just to watch glorious MPP-driven world wars.
6. World power - Not so much military threats, in that during early oscillating war you should have made all immediate neighbors into any of 1 through 5. These are the bad boys who might beat you to the punch in domination or the space race.
___________________________________
So, who becomes or is made into whom?
I haven't fully fleshed this out yet, but here's what I've been doing in my current Roman game:
Stats: Large, large continents, 10 civs, culturally linked, Monarch.
Started on a large, inverted T continent, with Rome the top, Greeks in the middle left, Babs in the middle right, Egypt bottom left, and Persia bottom right.
Well, that made picking the first target easy, although I always worry about Persia early on. Babs fell into the "Dead" category, subject to all of my first three rushes (Warrior, Archer, and Horseman).
Next up: Greece, with an onslaught of Legions. They weren't doing that well, so I decided they should be vassal... after the techs I got out of the first defeat, they weren;t strong enough to keep up, but at the second peace negotition I forced them into a strategic alliance with me against Egypt, and left them as a buffer.
Persia: Got to them just as they had built an army of Immortals (btw, if the AI Persia used barracks, we'd all be in trouble!). Decided they would be a great punching bag. Destroyed their forward forces, razed 3-4 cities, pillaged ALL strategic resources. Did get a couple of techs from them for peace... turned to the Egyptians while they rebuild.
Just about now, map trading worldwide, and I meet the rest of the gang. Can't trade resources yet, but China and Russia (!) are the lesser-developed nations on the other major continent, so I give them everything I can, including all techs available and a slew of Greek workers (kept the Babs, as they're dead, and the Persians, to piss them off).
Egyptians will be another punching bag. I REALLY rip it up, destroying Thebes first. More razing, more pillaging. I retreat to regroup, also to upgrade everyone I can. I've been at constant oscillating war for probably 4000 years at this point (BTW, got a bunch of GLs along the way).
Put Greece into the "Dead" column at this point, as they serve no other use.
I've now got the whole vertical part of the inverted T. Egypt and Persia have both been eviscerated, and are VERY pissed at me. The crux of the T, at the bottom, is a war-torn hell. I've built some forward cities and fortresses, giving me total control of the area. Call it a drill field.
I'm letting Egypt and Persia re-build enough to be vassals as well as punching bags. Russia and China continue to be lesser-developed nations, although I am helping them every way I can. I've also now got France as a client dependent on me for iron, as theirs ran out, and they are losing the tech race. I am trying to orchestrate a series of MPPs that will line up the three of them against Germany and England, who are the other world powers.
________________________
When should neighbors die? When you don't need them anymore.
Babs was in the way.
Greece served its purpose as a buffer and antagonist to Egypt, but when they used up their usefulness... buh-bye.
I will continue to use my immediate neighbors, Egypt and Persia, primarily as punching bags, and hopefully as vassals. When I don't need promotions or GLs much anymore, say after the Hoover Dam, I will purify MY continent. Not before.
The rest... clients, lesser-developed nations, and world powers... are kept to the far-away civs. They are for the Meta-game, and the manipulation of the rest of the world to allow me to complete my builder strategy.
And then there's Canada (that should be one of the XP civs).
_________________________
Seriously, when I look back at the objectives for playing Civ3, I feel like, for me at least, this approach to war and diplomacy gets me a long way there.
Sorry if this rambled.
R
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