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  • GENERAL: Civ 3 vs. CtP2

    Generally, I consider CtP2 to be the best civ-game. Still, time to time, I find myself drawn back to playing an odd game of Civ 3. I want to post here a few things that I think are superior in Civ 3, both for my own referrence and possibly to provoke some discussion. Also, maybe outline the bad parts of Civ 3.

    Diplomacy. Let's face it, Civ 3 has more flexible diplomacy, with the ability to make basically any proposal you would ever want to. The bargaining table rules. The part that sucks is, that the AI often gets some unreasonable deals. It will offer you all of its income for some tech, for instance, very often.

    Combat system. OK, this is where CtP wins hands down. CtP offers a compliciated and stategical battle system, while Civ 3 has it a bit too random, and with far less depth involved. If you're attacking one Pikeman with 10 Knights, then several Knights attack simultaneously and kill the Pikeman easily... that's in CtP2. In Civ 3, it can take you 4 Knights to take one Pikeman out, which is ridicilous.

    AI. OK, this is the big one. And this is the reason why I still play Civ 3 time to time. The Civ 3 AI not only provides a challenge, it seems to play intelligently at times. CtP2 AI can provide a challenge sometimes, but it does incredibly stupid things, and cheats obviously.

    Civ 3 AI attacks in a way that no other AI does. I have had it send wave after wave of troops over the border, with naval bombardment support. On island maps, it will approach your land with a huge navy, bomb your improvements and land a sizeable force. It will do whatever it can to establish a stronghold on your land rather than wander around randomly. In a war, that AI has a decent concept of what its objectives are.

    Sometimes that AI has moments of brilliance. For instance, I've seen it build Fortresses and populate them with defensive units on chokepoints! I have seen a sudden appearance of troops behind my main lines, taking a weakly defended city. And I have seen the AI work efficiently to cut off my supply of some strategic resource.

    Civ 3 AI will also colonize as much land as it can, and will try to improve its cities at all times. Note that it doesn't get free Workers or anything, it terraforms fairly. And that terraforming is decent enough - at least the AI will never go for a super-science city that is starving, or something like that.

    Diplomatically, while the AI might sometimes ask for ridicilous deals, or give up stuff too easily, it will also often make interesting offers, and actually have you think about tempting ones.

    And, you should note how the Civ 3 AI moves it troops. Sure, it might sometimes make weird changes of direction, but generally, it has a front line, and it has its troops moving towards one of your cities - or sometimes several cities.

    Now, the CtP2 AI. It's very poor at war. It doesn't have the concept of conquering some land. It can only go after your cities, one at a time, and it will usually not strike two targets - and it will certainly never make a massive assault from two directions - which Civ 3 AI sometimes does. CtP2 AI, when attacked, will assemble some stacks to retake whatever cities it does lose, but it will often not actually attack the cities. It would let its stacks get bombarded by artillery. And, again, I get the feeling that attacks are pretty random. In Civ 3, if my city gets attacked, I know the AI civ is serious, and there's more coming, while in CtP2, I sometimes get attacked once, and then see no hostility for 40 turns.

    Another problem with CtP2 AI that I seem to run into is that it doesn't value peace. I usually find myself conquering most of some civ, leaving them small, and signing a ceasefire. No, the idiots will attack me with their small stack a few turns later... and if we end the war, they'll start it again soon... generally forcing me to destroy them.

    Next thing. While the CtP2 AI can do a decent job in protecting its cities, at least as far as packing them with units goes, it's sometimes ridicilous. Sometimes most cities in an empire are unprotected. I have had my one Musketman cripple a whole civ, simply marching through their land, and burning most of their cities, undefended. By the time the Musketman was finally killed by some patrol stack, the civ was already crippled and out of competiton. It only had 4 cities out of a dozen remaining, and I sent two 12-stacks to dispose of them.

    Also, when will the AI defend its conquests? If it takes your city, it will always move its units out, leaving you free to recapture the city next turn. Bah. OK, so noone forces me to exploit this and recapture the city, but it would also be extremely stupid not to do so.

    CtP2 AI won't expand. Or will do so too much. Sometimes I see those stupid isolationists. Stuck on an island, colonize it all with 8 cities, do nothing for rest of the game, till I come and destroy them. Sometimes the AI stops expanding while there's still much place to colonize - and it generally has too few cities.

    It cheats, IMO, too visibly. Sometimes by 15 turns in the game, it has a size 5 city surrounded with Farms. It's obvious sometimes that the AI has established its first cities through cheating... not that it helps it much, but the fact annoys me often.

    Oh, and one more thing that both the Civ 3 and CtP2 AI fail at. They have no concept of victory. They just play the game, not apparently headed for any victory condition. Well, an exception is Civ3 late game, when the AI will really try to build the spaceship. But, if the AIs see you're going to win, it's not like they're trying to prevent you from doing so, if your relations are friendly.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

  • #2
    Next thing. While the CtP2 AI can do a decent job in protecting its cities, at least as far as packing them with units goes, it's sometimes ridicilous. Sometimes most cities in an empire are unprotected. I have had my one Musketman cripple a whole civ, simply marching through their land, and burning most of their cities, undefended. By the time the Musketman was finally killed by some patrol stack, the civ was already crippled and out of competiton. It only had 4 cities out of a dozen remaining, and I sent two 12-stacks to dispose of them.
    While i see your point i dont agree the AI should defend cities *too* well. I think it should garrison cities to suit martial law, maybe 2 CHEAP units is all it needs, and have roving stacks of 4 or 8 fast moving units sentineled on internal roads, like Knights/Samurai + Mounted Archers, but the AI needs to be on the lookout for attacks, so maybe it could put long vision cheap units on sentinel on its borders or dotted around too. You cant ask it to defend all its cities with 12 modern units let alone 6 or it would just crumble under the production cost or would have no units outside to explore, so if it could have some situational awareness, like packing a city next to a enenmy with a 12 stack is ok, but only one city. Ideally always having 2 upto-date 12 stacks ready to defend/attack/retake elsewhere.

    If its city is in immediate danger it should rush to pack those cities with bombaring units and more importantly predominatly strong modern defensive units, say 8 pikemen 4 catapult as an example.

    CtP2 AI won't expand. Or will do so too much. Sometimes I see those stupid isolationists. Stuck on an island, colonize it all with 8 cities, do nothing for rest of the game, till I come and destroy them. Sometimes the AI stops expanding while there's still much place to colonize - and it generally has too few cities.
    As ive played MP ive learned this is probably the most important skill to learn, placing cities in the right places and soon. Im always changing my opinion of whats best and have learnt huge amounts from many different people and generally settled on going for production on plains/river early then spread to half forest/grassland later, ALWAYS making sure my city can expand 2 borders without overlapping, overlapping is a killer before size 19 in later game.

    Just my thoughts on that but if the AI could start by placing its cities right and building the right tile imps in the right cities, ie. no mines in total grassland/forest cities, it would be a terrific difference in the stage when the human starts to outgrow the AI because the AI overlapped like an idiot.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
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    • #3
      Re: GENERAL: Civ 3 vs. CtP2

      Oh, where to start.............

      Originally posted by Solver
      Generally, I consider CtP2 to be the best civ-game. Still, time to time, I find myself drawn back to playing an odd game of Civ 3.
      Yes sometimes the same for me.

      Diplomacy. Let's face it, Civ 3 has more flexible diplomacy, with the ability to make basically any proposal you would ever want to. The bargaining table rules. The part that sucks is, that the AI often gets some unreasonable deals. It will offer you all of its income for some tech, for instance, very often.
      Diplomacy in CIV3 is as bas as everywhere, BUT it does value treaties, that is a plus on CIV3 side. (OK, retreat only works after the 3rd try in a row ) And with the unreasonable deals agreed. And also it is more flexible.

      Combat system. OK, this is where CtP wins hands down. CtP offers a compliciated and stategical battle system, while Civ 3 has it a bit too random, and with far less depth involved. If you're attacking one Pikeman with 10 Knights, then several Knights attack simultaneously and kill the Pikeman easily... that's in CtP2. In Civ 3, it can take you 4 Knights to take one Pikeman out, which is ridicilous.
      Yes, CTP is far better than CIV for this.
      /sarcasm on
      I always loved it, when the milita destroyed my tank
      /sarcasm off

      AI. OK, this is the big one. And this is the reason why I still play Civ 3 time to time. The Civ 3 AI not only provides a challenge, it seems to play intelligently at times. CtP2 AI can provide a challenge sometimes, but it does incredibly stupid things, and cheats obviously.
      CIV3 a challenge? It knows where to find all strategic resources in advance, it get's there and takes them at once. This you call a challenge????? This is plain simple cheating........
      For CTP2 and cheating: I would say far less than CIV3....

      Civ 3 AI attacks in a way that no other AI does. I have had it send wave after wave of troops over the border, with naval bombardment support..........(shorted for better overview)......
      behind my main lines, taking a weakly defended city. And I have seen the AI work efficiently to cut off my supply of some strategic resource.
      Yes, sometimes it has 'splendid' ideas, but I think mainly again of cheating. How otherwise it would know, that exactly this city is weakly defended............

      Civ 3 AI will also colonize as much land as it can, and will try to improve its cities at all times. Note that it doesn't get free Workers or anything, it terraforms fairly. And that terraforming is decent enough - at least the AI will never go for a super-science city that is starving, or something like that.
      See note above. For the terraforming, it is doing a fairly good job. But the AI has far less choices in CIV3 than in CTP2 (terraforming).

      Diplomatically, while the AI might sometimes ask for ridicilous deals, or give up stuff too easily, it will also often make interesting offers, and actually have you think about tempting ones.
      Unless I had some really spare luxuries, I never really bothered so much trading, conquering is most of the time easier.......

      And, you should note how the Civ 3 AI moves it troops. Sure, it might sometimes make weird changes of direction, but generally, it has a front line, and it has its troops moving towards one of your cities - or sometimes several cities.
      see above, I think only because of cheating.

      Now, the CtP2 AI. It's very poor at war. It doesn't have the concept of conquering some land. It can only go after your cities, one at a time, and it will usually not strike two targets - and it will certainly never make a massive assault from two directions - which Civ 3 AI sometimes does. CtP2 AI, when attacked, will assemble some stacks to retake whatever cities it does lose, but it will often not actually attack the cities. It would let its stacks get bombarded by artillery. And, again, I get the feeling that attacks are pretty random. In Civ 3, if my city gets attacked, I know the AI civ is serious, and there's more coming, while in CtP2, I sometimes get attacked once, and then see no hostility for 40 turns.
      Yes, to a certain point agreed, but several mods have already improved it. At least in CTP2 you can change the behaviour

      Another problem with CtP2 AI that I seem to run into is that it doesn't value peace. I usually find myself conquering most of some civ, leaving them small, and signing a ceasefire. No, the idiots will attack me with their small stack a few turns later... and if we end the war, they'll start it again soon... generally forcing me to destroy them.
      But at least it doesn't surrender so easily as the CIV3. I think that is a point which we can't really argue about, as this depends on personal preference.

      Next thing. While the CtP2 AI can do a decent job in protecting its cities, at least as far as packing them with units goes, it's sometimes ridicilous. Sometimes most cities in an empire are unprotected. I have had my one Musketman cripple a whole civ, simply marching through their land, and burning most of their cities, undefended. By the time the Musketman was finally killed by some patrol stack, the civ was already crippled and out of competiton. It only had 4 cities out of a dozen remaining, and I sent two 12-stacks to dispose of them.
      Same I could say about CIV3. You were in the right place at the right time, so what.......There were already games, where you where surprised how good (even rubbish cities) were defended. Again improved with certain mods (like unitupdater).

      Also, when will the AI defend its conquests? If it takes your city, it will always move its units out, leaving you free to recapture the city next turn. Bah. OK, so noone forces me to exploit this and recapture the city, but it would also be extremely stupid not to do so.
      see above, right place ..........

      CtP2 AI won't expand. Or will do so too much. Sometimes I see those stupid isolationists. Stuck on an island, colonize it all with 8 cities, do nothing for rest of the game, till I come and destroy them. Sometimes the AI stops expanding while there's still much place to colonize - and it generally has too few cities.
      Changed in mods. So not always true. And don't forget CTP2 has city limits.

      It cheats, IMO, too visibly. Sometimes by 15 turns in the game, it has a size 5 city surrounded with Farms. It's obvious sometimes that the AI has established its first cities through cheating... not that it helps it much, but the fact annoys me often.
      But not as bad as CIV3......................(although I agree, don't like cheating)

      Oh, and one more thing that both the Civ 3 and CtP2 AI fail at. They have no concept of victory. They just play the game, not apparently headed for any victory condition. Well, an exception is Civ3 late game, when the AI will really try to build the spaceship. But, if the AIs see you're going to win, it's not like they're trying to prevent you from doing so, if your relations are friendly.
      Both of them lack the AI. I think that is the problem. Neither game has a AI, which like the human, can define a path for victory. One problem I can see there:
      Place a 'scientific' civ next to a aggressive AI and it will loose. The human can change, but not the AI. This is another problem. Also every person plays a different way (builder/conquerer/mix/.....), so to find an AI, which can handle both, is hard. But I think that the military path of the AI in CTP2 is generally better than CIV3.
      Reason: CIV3 (as you mentioned) no stack-combat, too much 'luck'-factor, too much cheating.

      Just for the moment my two cents........

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      • #4
        Victory is easy to take care of but never ai I think can understand that it needs to make more then one of san item in the city to win

        Also I think the ai could possible join forces more to destroy the player not just go it on the own
        "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
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        • #5
          More points about Civ 3 and CTP2 AI cheating.

          Civ 3 AI, yes, it knows which cities are weakly defended. But it will never just push its cheats in your face. Keep an eye on the CtP AI early on. You'll notice that in the first two or three dozen turns, it gets much bigger and better than you theoretically could.

          Civ 3 AI doesn't cheat when it sends 50 units over your border. It might cheat in the fact that those units attack your weakest city first, but I prefer that to an AI which hardly ever makes a decent invasion. Has anyone here seen the CtP2 AI make an invasion with half a dozen Troop Ships full of modern units? I know I haven't.
          Solver, WePlayCiv Co-Administrator
          Contact: solver-at-weplayciv-dot-com
          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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          • #6
            Sorry i went off on abit of a tangent about tactics rather than comparing to civ3...

            If the AI knows where your weakest city is, and the human knows that the AI knows, its a huge advantage to the human, thats not progress, and even worse - it cant be changed in civ3.

            We all want the best AI, and with that it should be unpredictable, and we need to accept the AI will make mistakes and attack on the mountinous side of your empire with cavalry, then have no where to stand.

            I dont like the idea of the AI getting huge food bonuses in CTP2 as it stands now, but it cant place its cities right for later on in the game, so some balance had to be made at the time.

            First task should be to get the AI to place cities right, even before getting it to stack and move armies properly, IMHO.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

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            • #7
              Yeah, proper city placement and economy management is priority. But I think you will agree that it's war when the strength (or lack thereof) of the AI is most visisble. Does the AI launch a strong invasion, or does it move its stacks wisely on its own land? Or does it send some obsolete Knights against Tanks, and let its cities be overran by one medium stack?
              Solver, WePlayCiv Co-Administrator
              Contact: solver-at-weplayciv-dot-com
              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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              • #8
                I like the CTP2 options/interface, which makes it easier to develop differnt types of cities and manage an empire, and the combat system, but the AI stinks

                In CTP2 if 2 AI civs are at war, do any cities ever changes hands - no, not even during wars stretching over hundreds of years

                In Civ3, even when the human player is not involved is there a dynamic relation between AI civs - do empires rise and fall - yes

                I' m not convinced about the CTP2 empire management AI - it seems to expand too slowly and place it's cities too far apart. The AI diplomacy does not seem to value peace - is this because the penalties for perpetual war are too low?

                The AI for combat is its weakest part - it does not produce enough armies attacking the right objectives at the right time. The combat system rewards concentration of forces, proper composition of forces and valuing armies above territory (all very realistic) but the AI is too passive and attacks piecemeal, compared to the Civ3 Stacks of Death (50+ units heading towards one of your cities)

                Some of the mods have improved the combat AI - but it is still not generating frightening attacks
                "An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession

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                • #9
                  So true. In CtP2, I sometimes get the feeling that AI nations at war do nothing to each other. This also undermines alliances, as getting an AI ally is hardly useful.
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                  • #10
                    Some of the mods have improved the combat AI - but it is still not generating frightening attacks
                    I would say it does produce frightening attacks but it does it in a way that it cant lose. In the various mods it will have a huge tech lead from all the science and commerce bonuses it gets, and will attack with 12 stacks (with frenzy AI) and they can be made to go straight for the jugular and destroy many cities in a few turns and even be made to garrison well. Of course the AI needs to make more complex and crafty attacks but it can make frightening attacks already, just not combined thoughtful attacks on an even playing field.

                    Its also easier for the civ3 AI to produce "complex" attacks because it doesnt have the added worry of forming a good stack of units first. All the civ3 AI needs is just build and throw the units around that way, either from sea or land, maybe with a few defensive units thrown in.

                    But going back, is isnt fair that the AI should have such easy tech gifts in the first place. It was necessary in the mods because the AI's city placement and tile improving cant guarantee a competitve AI all through the game, so it needed help. How does the civ3 AI handle tile imps? Its easier for the civ3 AI because it only needs to improve the one tile thats being worked and the city placement doesnt need to be PERFECT, but the CTP2 AI needs to place its cities to get good tiles all round and to understand to improve ALL the tiles around ONE city first, then move on to improving another city.
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

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                    • #11
                      And again (back to the cheating):

                      OK, in CTP2 it is being helped for development, but not really in combat.

                      In CIV 3 (as mentioned at least partially): The AI has an easy job to terraform, but in CTP2, you can (depending on the tech) far more change the layout of the city.

                      Which brings up another point:
                      In CTP2 you HAVE to care about polution, otherwise you just have revolting cities. But as described somewhere else the AI in CTP2 is not great in handling single cities.

                      But again for this CIV3 is easier for the AI to handle.

                      And for the attacks: Some of you guys shall try some mods and you wouldn't complain so much anymore

                      Comment


                      • #12
                        Originally posted by Solver
                        But it will never just push its cheats in your face.
                        I don't agree with you Solver, Civ3 cheatings are crude and they are the reason why I have uninstalled this game from my computer.

                        It might cheat in the fact that those units attack your weakest city first...
                        This is the kind of cheatings that I don't want to see in a CtP2 mod, this is an awful one and what I call a spoiler.

                        ... but I prefer that to an AI which hardly ever makes a decent invasion.
                        Someone has to teach the CtP2 AI how to stage a full scale invasion and/or how to manage and group its troops. BUT PLEASE DON'T ADD MORE CHEATS.
                        "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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                        • #13
                          Tamerlin, I'll be very glad if you can teach the AI smart invasions .

                          Well, yeah, I have to admit that the AI can launch powerful attacks with big stacks. It's just that those attacks still often seem to lack any exact plan.

                          A good point is about AI terraforming. Let it get the "one city at a time concept", AND let it understand that there needs to be some balance about city improvements, or sometimes specialized cities. I hate it when the AI has a city surronded by Grassland and Hills, and half the Hills are with Trading Posts. I would in that situation mine all the Hills and create an uber production center.
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                          • #14
                            I think we may have a problem in balancing the ai so the ai achieves science at a reasonable rate compared to the human and the ai also being able to fight effectively
                            "Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
                            The BIG MC making ctp2 a much unsafer place.
                            Visit the big mc’s website

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                            • #15
                              Dales work in the WAW mod produced a decent Enemy AI attack capability, it was short in the all round game plan i think(city management etc?), but the way the AI handled stacks and what they consisted of seemed a huge improvement.
                              I'm sure Dale,Martin,Peter,Jbytheway and others have many ideas we can use to get the right balance and feel for the AI.
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