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[Freeciv-Dev] Re: civ 3 impressions

[Freeciv-Dev] Re: civ 3 impressions

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Subject: [Freeciv-Dev] Re: civ 3 impressions
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Fri, 9 Nov 2001 11:58:04 +0100 (MET)

On Thu, 8 Nov 2001, Mike Jing wrote:
> The speed of Civ3 is a real problem, although since I usually play standard
> maps so it is probably not as bad.  Just something to watch out when someone
> get to rewrite the AI in Freeciv.

I think the biggest problem is too many units. The comps on a huge map
late game must have hundreds and hundreds of units. And as far as I
can see they don't fortify, either, just keep milling around.

And they removed Zone of Control for most units! I really didn't like

> It does seem smallpox is not as powerful in Civ3 as it was in Freeciv or
> Civ2, although I am not sure if it is really "cured".

It does not have to be cured, IMHO, only that you give the other playing
style - building cities in depth - a chance. The extreme lateness of
Hospitals seems to block this strategy quite badly in civ3.

> Wonders are indeed more balanced, which is a very good thing.

Yes, and I think we should import some of those changes into freeciv

> to get all the wonders for yourself.  I also like the resource system, but
> some of the strategic resources carry so much weight that it might very well
> unbalance the game.

They are good as it adds another dimension to the playing challenge. I had
to go to war against another player to get coal, for instance, since he
didn't want to trade :)

> Well, set the sicience and entertainment rates and whatever left goes into
> tax.

I noticed that just after had sent the post. Yes, I know RTFM, but

> I actually love this feature, mostly because it takes away a huge advatage
> from smallpox players.  Also no food upkeep means you can actually afford to
> improve the terrain without throttling city growth.  Now we just need better
> automatic workers.

Workers become a royal pain in the ass on huge maps that are well
developed. I'm sure I had fifty of them, and the AIs had plenty more. My
head got dizzy watching those automated little critters move around each

There got to be a better way, perhaps by using build points like Civ:CTP.

Perhaps gold upkeep only is workable, but the civ 3 units should cost
more, so that there couldn't be so damn many of them.


"if something vanishes from your house, you won't know if it was a thief or the
government" -- Richard Stallman

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