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Civilization III Is Out, And It Rocks

ruebarb writes "At 5pm last night, I proceeded to unwrap my shrinkwrapped Civization III box (purchased at EB) - I had spent the last two weeks broke and playing the old Civ II just for entertainment, so I've got the experience of that fresh in my memory. I went to bed at 3am 8 hours later...yikes." I've attached his review below - I've been playing it, and it is amazing. Not a revolutionary change, but definitely a big evolutionary change. First off, this game is a major change in structure and feel to the Civ. series. Quite honestly, this is probably a good thing. All too often, updates or sequels to a game system are one or two more bells and whistles that justify a $49.95 price tag. Civilization II was such a flexible system to begin with. Dozens of websites with hacks, special units, mods, and changes created a game system that could pretty much be changed into any type of game out there. (I even saw things like X-Com mods where you were soldiers fighting X-Com Aliens) In order for this to maintain it's consistant high level of quality, some changes were required at the fundmental level.

Your cities with the cultural borders now work a lot more like an actual country, and not just a collection of city states. This is nice...I was always less then impressed with having cities and colonies scattered across the globe with no detrimental value. The changes to the Trade system require networks of highways and roads/harbors to cultivate commerce, so it's in your best interestes to keep those things close together...Finally, we're dealing with an entire culture instead of just city-states. And if you're a real monster, you can use the gigantic maps and pull up all 16 civilizations.

Armies can be more decentralized, and wonders of the world are useful, but there are fewer "Killer" wonders that can completely upset the balance of the game. For example, in the previous game, The Sistine Chapel created a cathedral in every city, which made it a prime target for large civilizations...now the advancement simply increases the effects of cathedrals, which forces each city to get off it's butt and develop it's own resources.

Espionage and Trade have been abstracted. Trade and Commerce are now dependant on roads and resources and money comes from trading with other civilizations. And no more of that horribly unrealistic plan of sending the spy in to destroy city walls before the invasion. (I mean, come on...destroy city walls?)

My favorite new aspect is the cultural assimilation of other cities. For example, if you have a strong cultural identity (basically, borders) - and you are close to cities that don't...they may rebel and join your side...much in the way that several cities/territories that once belonged to Mexico joined up with the U.S.

I haven't finished a game yet...I made the mistake of getting my spies busted one too many times...First one country declared war on me...then I attacked and a second one with a Mutual Aggression Pact came at me. Then a couple of them started trade embargos against me, then a couple of turns later the other two guys around me declared war, just like Russia and Germany did with Poland. I got beat up pretty bad and chalked it up to a learning experience...

I have a couple of minor issues....most of the menus are relocated and are kinda hard to find. And I never liked those advisors in the first couple of games..and now they're intergrated...but overall, it's been a long time since I've been pleased with a game like this...This is the game you feel like telling the /. community is worth buying a copy of Win98 for.

3 of 470 comments (clear)

  1. Re:Evolutionary ... but not much by Zathrus · · Score: 5, Interesting

    Uh... the AI is _vastly_ improved. Did you consider that the reason the AI is sending mass amounts of troops through your territory is because it wants to attack? When they send only one unit they'll certainly claim to be leaving in short order (but I will say that there's no way to immediately foist them out of your borders like there was in Civ1/2 -- and like they can to you). I don't see how you think this is unrealistic anyway - I don't think many modern countries would let another countries forces wander around their country without raising a stink.

    The computer doesn't throw one or two units against you either. It amasses troops and then attacks with all of them at once - just like a human would. It will also avoid well fortified points and go after weaker ones, again like a human. It expands very fast, will grab onto any point of land it can find, and will willfully corner you so you can't expand. They'll control strategic resources like iron and saltpepper.

    Thus far I've only played on Chieftan, but Firaxis has stated that the "intelligence" of the AI doesn't change regardless of level. There's only a slight difference in aggression and huge differences in "cheating" (for or against the player) between the different levels.

    The biggest complaint to date is the overbearing corruption. Firaxis has posted on this some as well, but I still suspect that they'll eventually patch the game to lower the corruption effects somewhat. (Or you can just change it in the editor if you want).

  2. Strategic Resources Make Civ III Realistic by DavidBrown · · Score: 5, Interesting

    I picked up Civ III on Tuesday night, and I've been playing my first game (Chieftain level, Americans, random map with two other civs) ever since.

    Resource development is crucial, and it adds a touch of historic realism to Civ that wasn't there before. The luxury resources (silks, incense, etc.) make happy citizens, and if you can corner the market on, say, incense, you can trade those resources for other things you need.

    But the strategic resources (iron, coal, saltpeter, etc.) are the most important. When I finally discovered gunpowder, I couldn't find any saltpeter for about 10 turns. But then, I spotted it, hidden in the desert in the no-man's land between the three civs. I quickly built a bunch of workers, and sort of force-built a road about 30 squares from any of my cities so I could plant a colony (and a fortress) on top of the saltpeter. It's the only source on the continent, and that means I'm the only civ who gets cannon (the Aztecs and the Iroquis are still building catapults). I had to do the same thing a century later in order to get a source of rubber (the only other source was right next to an Aztec city, and the Aztecs hadn't developed the tech necessary to see it yet.

    The point of all this is that Civ III's emphasis on strategic resources needed to build certain units creates a stimulus to expansion and building colonial empires, mirroring what Western Civilization did to the rest of the world because we needed resources. Remember the story on African Tantalum mines months back? Civ III models this sort of thing in a way never seen before.

    --
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  3. Re:Evolutionary from CivII, or CivII-Call to Power by Saige · · Score: 5, Interesting
    First of all, CtP (Call to Power) was just Activision's bastardized version of Civ - I've always been a big civ fan, and I bought CtP as soon as it came out - and after the first day I had it, never, ever touched it again. It was not created by the Civ or Civ II teams, and while the first CtP had Civilization in it's title (due to the legal status of the name), CtP II doesn't.


    As far as the Civ II/Civ III differences, yes, there are a LOT.


    - AI is much improved. AI empires can spread and develop very fast, especially at the beginning of the game, and if you're located near them, they'll try and pin you in fast. The AI also is much better with the military. No longer does it send in a few random units, but large groups of stronger ones, using the terrain to it's advantage, and picking where it attacks more carefully.

    - World sizes can vary by a lot. The smallest world is, I believe, 80x80. The largest that comes in the standard setup is 180x180 - and you can use the included editor to change that up to 255x255. And the amount of tech development varies based on the world size - the larger the world, the more science is needed for the same advances, to keep people from going through advances too quickly.

    - And in that vein, advances seem to come more slowly. You can actually field armies of swordsmen, of horsemen and catapults, of knights, before they're all obsolete. In every Civ II game I played, a lot of those units were almost obsolete before I could build the first one.

    - Trade is important now. Caravans were removed, fortunately, as they were obnoxious. But because resources are required for certain units, you'll need to either find, or trade for them.

    - They've actually removed quite a bit. You no longer replace settlers (now workers) with engineers later on that can radically alter the terrain. Also, no supermarkets to create incredibly huge cities. A number of other advances and units are gone, and I believe the total number of wonders has shrunk.

    - 16 civs can play on the world, at least on the largest maps.

    - The other civs now no longer gang up on you - they'll ally with you against other civs, and such. It's no longer them vs. you.

    All in all, it's definately a different game. As far as playing strategy goes, there's a bigger difference between Civ 2/Civ 3 then there was between Civ/Civ 2.

    --
    "You know your god is man-made when he hates all the same people you do."