Re: Re: Re: Re: On why I abandoned CTP2, and whether mods make it worth another look
Managing workers became a lot easier in Civ 3 with the 1.17f patch when they added a form of stack movement. That allows moving entire gangs of workers at once. It's still a bit of a pain sometimes, but not as bad as it was originally.
That, and you can't rule the world if you leave cities in other people's hands. Basically, my approach is to only attack civs whose territory I can't make productive if I'm going for a domination or (in extremely rare cases, since I hate razing) conquest victory. But in the later patches, with courthouses and police stations, I can make a pretty good percentage of the world at least marginally productive if I position my forbidden palace well and later use a leader to move my palace to another continent. I'm not entirely thrilled with the system as it stands, but I like it a whole lot better than CTP/CTP2's approach of imposing arbitrary limits on how many cities it's practical to have. (The worst is having someone attack me and not being able to capture their cities because I already have as many as I can handle.)
The 1.17f patch was notorious for giving a "human against the world" flavor to the research system, but it's gotten a lot better since then. I'm pretty sure the AIs do sell to each other on more favorable terms than they do the human on the higher levels, but the same mechanics would work in the human's favor on the lowest levels. In any case, whatever the level of discrimination is, it's by no means enough to squeeze the human player out of the tech trading game.
In regard to Deity level, I think it's a mistake to use that as your benchmark. Firaxis pulled out all the stops to make that level next to impossible to beat, so things are supposed to be almost impossibly loaded against the player on that level. Most of us (at least in the "Apolyton University" crowd) seem to just write off Deity as next to impossible and content ourselves with winning on Emperor.
The best way I can put it is that different aspects of the AI's personality know different things about the map. Yes, it definitely knows things it "shouldn't," and I can see how people can get miffed over that. But personally, I don't regard it as that big a deal; the AI doesn't get enough extra mileage out of it to bother me.
Making techs cheaper as more of the civs you know learn them is Firaxis's answer to keeping civs that are behind from facing quite such a hopeless situation. It is also eminently realistic that the first civ to research something will have a harder time than those who can see the technology in action in the entire rest of the world. And it's consistent: it's not something contrived based specifically on where the AIs are relative to the human.
But waiting for everyone else to learn a tech so you can get it cheaper also has enormous drawbacks. (1) You can't build useful city improvements as soon. (2) Any time you go to war, your enemies will be at least as advanced as you and likely more advanced. (3) You have no opportunity to boost your economy through the sale of techs to others. (4) You start off behind in all the wonder races. In contrast, the civ that gets a tech first can recoup a good chunk of its expenses selling the tech to others, and with enough of a research advantage, it is quite possible to sell some techs and keep others in order to build up a major tech lead. (In a game I'm playing now, on Monarch level, I'm eight techs ahead of the rest of the world and taking in five luxuries and well over a hundred gold per turn from the sale of Medicine. Who says doing your own research doesn't pay?)
No. Actually, I make little use of artillery either. I prefer to do my fighting in the eras dominated by fast offensive units (cavalry and modern armor, and to a lesser extent knights and tanks). WWI-style infantry warfare is too bloody for my taste. The counterbombard addition does sound like a major advantage over the stock CTP2.
By the way, my general style of play is builder interspersed by periods of warmingering when I have cities with nothing better to do than to build troops or when I need more territory to support the technological pace I want.
Nice to hear. I'll probably give Cradle a try after my current Civ 3 game, and I hope my impression of that is at least as good as yours of Civ 3.
Originally posted by hexagonian
Its still less because I'm not clicking and dragging workers onto separate tiles to get the number I want. Simply pushing a button and seeing the numbers...much quicker and efficient.
Its still less because I'm not clicking and dragging workers onto separate tiles to get the number I want. Simply pushing a button and seeing the numbers...much quicker and efficient.
Then why would I want to keep a worthless city - its just more terrain to defend. Yeah, I know, to deny the land to the AI. But I guess that's the whole reason...
But look at the handicaps if the AI is ahead of the human...In civ3, I've heard the bonus for the AI is a cost10 (human)/cost6(AI) across the board for Deity. Does the AI benefit by a tech trade system that gives more favorable rates for AI/AI trading over Human/AI trading? That could fall into the realm of a cheat, since it boils down to human against the AI
In regard to Deity level, I think it's a mistake to use that as your benchmark. Firaxis pulled out all the stops to make that level next to impossible to beat, so things are supposed to be almost impossibly loaded against the player on that level. Most of us (at least in the "Apolyton University" crowd) seem to just write off Deity as next to impossible and content ourselves with winning on Emperor.
I'm not going to deny that in the Mods, there are some cheats built in, (and I'm currently tracking down Cradle's incredible science rate and am trying to lessen it) but bottom line for me is that I am looking for a good game... Cheats are needed, and I favor added bonuses for civs that are very far back, because once the human gets a good advantage in any game, the game becomes easier and those small civs are picked off easily.
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Is there any truth that the AI in civ3 sees the entire map, knows where all the good are before they appear and beelines to undefended cities?...and that the civ3 tech tree is set up to cost more for whoever is the first to research a tech and less for those wh bring up the rear???
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Is there any truth that the AI in civ3 sees the entire map, knows where all the good are before they appear and beelines to undefended cities?...and that the civ3 tech tree is set up to cost more for whoever is the first to research a tech and less for those wh bring up the rear???
Making techs cheaper as more of the civs you know learn them is Firaxis's answer to keeping civs that are behind from facing quite such a hopeless situation. It is also eminently realistic that the first civ to research something will have a harder time than those who can see the technology in action in the entire rest of the world. And it's consistent: it's not something contrived based specifically on where the AIs are relative to the human.
But waiting for everyone else to learn a tech so you can get it cheaper also has enormous drawbacks. (1) You can't build useful city improvements as soon. (2) Any time you go to war, your enemies will be at least as advanced as you and likely more advanced. (3) You have no opportunity to boost your economy through the sale of techs to others. (4) You start off behind in all the wonder races. In contrast, the civ that gets a tech first can recoup a good chunk of its expenses selling the tech to others, and with enough of a research advantage, it is quite possible to sell some techs and keep others in order to build up a major tech lead. (In a game I'm playing now, on Monarch level, I'm eight techs ahead of the rest of the world and taking in five luxuries and well over a hundred gold per turn from the sale of Medicine. Who says doing your own research doesn't pay?)
...which is why I activated the counterbombard flag in my Mod. Hit a city with a bombard unit inside and you will lose your units - though I generally just march in with my units and slug it out. (and early bombards come later in my game - turn 300-400)
Does the civ3 AI effectively use artillery?
Does the civ3 AI effectively use artillery?
By the way, my general style of play is builder interspersed by periods of warmingering when I have cities with nothing better to do than to build troops or when I need more territory to support the technological pace I want.
My experience with civ3 is not extensive - a few games on the mid-level just to see if I liked it - my last game I was comfortably ahead, and went back to CTP2. Don't get me wrong, I do like civ3, and there are features that are excellent, but its a matter of preference...
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