Civ 3 - a Civ too far?
Posted: Sun May 08, 2011 4:04 pm
I recently came across a Facebook fan page which invited people to vote on their favorite Civ game. Now, it's one of those ancient unwritten pieces of knowledge that Civ 2 is the best Civ game, but everyone was voting for Civ 3. There could only be two reasons for this...
1) They had not played Civ 2.
2) I was missing something in Civ 3.
Civ 2 lasted me months of gameplay. I never really got bored of it but eventually just deleted it from my drive in some vain attempt to 'cure' myself of my addiction. Civ 3 however got me bored relatively quickly and only lasted about 2 weeks on my hard drive, if that.
So I scoured the internet for what I was supposedly 'missing' and rebooted for a more open minded few sessions.
But alas, it's still leaving me cold and somewhat confused as to how so many people can get so addicted to it's nauseating structure. I am aware it is a different game to Civ 2 and needed to change to be a different game, but for me it just can't help but feel like a rip-off of the Civ series rather than a Civ series bona-fide product.
Major factors ruining my experience:
1) Resources. Yes, this was an excellent idea. Both in the role-play and 'reality' sense, having each Civ restricted by their available resource does, on the face of it, make for much more fun gameplay. You might have horses, but I have Iron ha-HA etc.
But in reality, the way it's implemented, it's just another 'tool' to enable the AI to frustrate you and actually bears very little resemblance to reality. If you start on Cheiftan then your first city has Iron right next to it, but if you start on regent it will be 2 large cities away right next to a rival civ. In terms of 'reality', you can start the game entirely surrounded by rolling hills and mountains, but still the nearest iron, on regent, will be 250miles away on a random small hill inbetween you and another civ.
The roleplay aspect also fails due to the fact that the AI will of course routinely trade with it's own civs for all of them anyway, making a mockery of the whole point of having resources as a varied civ concept.
2) Trading. The diplomacy screens have always been the worst aspect of all the Civ series. Even Civ 2 was laughable in this respect - "Give us all your gold"... "er... no"... France declares war on the Spanish. And they made zero improvement on this for Civ 3 and actually, by some miracle, made it even WORSE! Lol. At least with Civ 2 a tech could be swapped for a tech in a like-for-like trade, but woe is you, in Civ 3 you now have to offer double what they are giving or they are 'insulted', even if it's just wines for dyes or iron for horses. What a crock.
3) Culture. This is probably the best improvement over Civ 2. At least with Civ3 you no longer have to spam pointless one square cities just to stop the AI civs from building in your territory, you just have to wait a few turns for your border to fill the gap, and even if they do sneak a city in behind your lines it will quickly revert to your culture. So, so far, so awesome.
However, the concept dies a horrific death when you try and invade someone. Unless you can take out an entire civ in 3 or 4 turns (normally unlikely) then any city you take can and probably will just revert back to it's original civ without so much as a scuffle from the 14 tanks you left to defend it. All 14 of your tanks will be lost and the city and it's sole musketman will need to be re-conquered. So when it says "you better station a large army here to quell the resisting citizens" it's actually lying. This is the exact opposite of what you should do because even if the city is conquered, happy and sorted, it will just revert back in x number of turns. This adds nothing to the game other than a time delay and frustration delay which, regent and onwards, can even be a game killer.
4) Pollution. The pollution in Civ 3 is impossible to stop. No matter what you do, as soon as you discover industrialisation, each of your cities will have a single pollution triangle and constantly pepper your cities with a splodge of orange every 10 or 11 turns. Even if you keep your city at size 12, add zero production enhancements and get all but 2 of your citizens working coastal areas, build a recycling plant and build mass transit, you will still keep the one yellow triangle of pollution.
So, basically, your workers can never rest and never disband or go join a city and you will have to micro-manage the city screen every single time the pollution hits as it automatically shifts the citizen to work an icecap square or, worse still, end up swapping worked areas with adjoining cities, completely messing you around.
A really fun roleplay aspect of Civ 2 was the part where it said "the game's over, do you wish to continue a few more turns" to which you clicked yes and proceeded to then mould your dominated world into the world you wanted it to be. But no, for Civ 3 this just becomes an exercise in pollution chasing which gets very boring VERY quickly.
5) Workers. Workers are so lame in comparison to Civ 2 as to be one of Civ 3's most backward and revolting changes. They never upgrade to engineers but rather just assume different functions as the game progresses, and these functions are limited to the absolute basics. No longer can you transform grassland to plains or transform a mountain into a hill. None of it. Zero terraforming of any kind. Oh wait, you can plant forests. That's it.
Shaping your environment was a huge aspect of Civ 2 and, I thought, one of the key aspects of the whole point of a Civ game. The fact that this aspect of the roleplay had vanished was a major factor in my dislike.
These are the main bones of contention for me, but I'm sure I've missed a few.
Please feel free to add to the list, or, if you're sure Civ 3 is a better game, please tell me why because try as I might, and I really have tried, I just can't see it.
1) They had not played Civ 2.
2) I was missing something in Civ 3.
Civ 2 lasted me months of gameplay. I never really got bored of it but eventually just deleted it from my drive in some vain attempt to 'cure' myself of my addiction. Civ 3 however got me bored relatively quickly and only lasted about 2 weeks on my hard drive, if that.
So I scoured the internet for what I was supposedly 'missing' and rebooted for a more open minded few sessions.
But alas, it's still leaving me cold and somewhat confused as to how so many people can get so addicted to it's nauseating structure. I am aware it is a different game to Civ 2 and needed to change to be a different game, but for me it just can't help but feel like a rip-off of the Civ series rather than a Civ series bona-fide product.
Major factors ruining my experience:
1) Resources. Yes, this was an excellent idea. Both in the role-play and 'reality' sense, having each Civ restricted by their available resource does, on the face of it, make for much more fun gameplay. You might have horses, but I have Iron ha-HA etc.
But in reality, the way it's implemented, it's just another 'tool' to enable the AI to frustrate you and actually bears very little resemblance to reality. If you start on Cheiftan then your first city has Iron right next to it, but if you start on regent it will be 2 large cities away right next to a rival civ. In terms of 'reality', you can start the game entirely surrounded by rolling hills and mountains, but still the nearest iron, on regent, will be 250miles away on a random small hill inbetween you and another civ.
The roleplay aspect also fails due to the fact that the AI will of course routinely trade with it's own civs for all of them anyway, making a mockery of the whole point of having resources as a varied civ concept.
2) Trading. The diplomacy screens have always been the worst aspect of all the Civ series. Even Civ 2 was laughable in this respect - "Give us all your gold"... "er... no"... France declares war on the Spanish. And they made zero improvement on this for Civ 3 and actually, by some miracle, made it even WORSE! Lol. At least with Civ 2 a tech could be swapped for a tech in a like-for-like trade, but woe is you, in Civ 3 you now have to offer double what they are giving or they are 'insulted', even if it's just wines for dyes or iron for horses. What a crock.
3) Culture. This is probably the best improvement over Civ 2. At least with Civ3 you no longer have to spam pointless one square cities just to stop the AI civs from building in your territory, you just have to wait a few turns for your border to fill the gap, and even if they do sneak a city in behind your lines it will quickly revert to your culture. So, so far, so awesome.
However, the concept dies a horrific death when you try and invade someone. Unless you can take out an entire civ in 3 or 4 turns (normally unlikely) then any city you take can and probably will just revert back to it's original civ without so much as a scuffle from the 14 tanks you left to defend it. All 14 of your tanks will be lost and the city and it's sole musketman will need to be re-conquered. So when it says "you better station a large army here to quell the resisting citizens" it's actually lying. This is the exact opposite of what you should do because even if the city is conquered, happy and sorted, it will just revert back in x number of turns. This adds nothing to the game other than a time delay and frustration delay which, regent and onwards, can even be a game killer.
4) Pollution. The pollution in Civ 3 is impossible to stop. No matter what you do, as soon as you discover industrialisation, each of your cities will have a single pollution triangle and constantly pepper your cities with a splodge of orange every 10 or 11 turns. Even if you keep your city at size 12, add zero production enhancements and get all but 2 of your citizens working coastal areas, build a recycling plant and build mass transit, you will still keep the one yellow triangle of pollution.
So, basically, your workers can never rest and never disband or go join a city and you will have to micro-manage the city screen every single time the pollution hits as it automatically shifts the citizen to work an icecap square or, worse still, end up swapping worked areas with adjoining cities, completely messing you around.
A really fun roleplay aspect of Civ 2 was the part where it said "the game's over, do you wish to continue a few more turns" to which you clicked yes and proceeded to then mould your dominated world into the world you wanted it to be. But no, for Civ 3 this just becomes an exercise in pollution chasing which gets very boring VERY quickly.
5) Workers. Workers are so lame in comparison to Civ 2 as to be one of Civ 3's most backward and revolting changes. They never upgrade to engineers but rather just assume different functions as the game progresses, and these functions are limited to the absolute basics. No longer can you transform grassland to plains or transform a mountain into a hill. None of it. Zero terraforming of any kind. Oh wait, you can plant forests. That's it.
Shaping your environment was a huge aspect of Civ 2 and, I thought, one of the key aspects of the whole point of a Civ game. The fact that this aspect of the roleplay had vanished was a major factor in my dislike.
These are the main bones of contention for me, but I'm sure I've missed a few.
Please feel free to add to the list, or, if you're sure Civ 3 is a better game, please tell me why because try as I might, and I really have tried, I just can't see it.