When comparing Command & Conquer 3: Tiberium Wars vs Europa Universalis IV, the Slant community recommends Europa Universalis IV for most people. In the question“What are the best singleplayer games on Steam?” Europa Universalis IV is ranked 55th while Command & Conquer 3: Tiberium Wars is ranked 80th. The most important reason people chose Europa Universalis IV is:
While there are a lot of achievements for doing certain things in Iron Man mode, which runs can be tailored towards, and there is a points system allowing you to focus on becoming the "best" in the world, there is no definitive win condition and therefore a lot of players decide their own target for the campaign and focus on that, whether direct conquest or a trade empire or "playing tall" - highly developing a small nation without expanding geographically.
Specs
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Pros
Pro Long, entertaining campaign
There are quite a lot of missions in the game that have a varying degree of particular objectives, ranging from stealth to base destruction. The campaign also features secondary missions that allow for even more gameplay, but are not required to complete the game.
Pro No limits
You can keep building your army as long as you have enough resources.
Pro Exceptional management
The resources may appear as if they are a lot of them out there but truth to be told you will still be fighting for Tiberium most of the time ,Base Building is satisfying and upgrades really give you that slight edge over the enemy but as Time goes on resources run out (they regenerate but very slowly) and as upgrades go by in the end it's just down to the players strategies,
P.S. every unit has some sort of a counter like in any RTS so Building large armies like the Guy in the said is not very effective because the Counter unit can crush them instantly
Pro Best-in-class FMV breathes life into the campaign
Command & Conquer 3: Tiberium Wars features the best FMV to date in any Command & Conquer title, featuring an all-star cast that fill the ranks of both GDI and NOD. The beautifully shot and wonderfully hammy-acted videos ensure that the player knows both that there is a grimy darkness to the campaign and that the it does not take itself too seriously; avoiding the over-the-top nature of the Red Alert series, which is its staple. The video pop-ups during each mission help convey a sense of urgency to the player when necessary, and a feeling of reward when a mission is successful.
Pro Gentle learning curve
The progress of the game is structured in a way that allows the player to get accustomed to the game gradually. The AI in the game is also not rushed so the player has time to thing of how they want to maneuver, so is a bit more relaxed than other RTS games. Overall this makes for an experience that could be seen as casual in some respects.
Pro You can set your own goals
While there are a lot of achievements for doing certain things in Iron Man mode, which runs can be tailored towards, and there is a points system allowing you to focus on becoming the "best" in the world, there is no definitive win condition and therefore a lot of players decide their own target for the campaign and focus on that, whether direct conquest or a trade empire or "playing tall" - highly developing a small nation without expanding geographically.
Pro Game features pausing and adjustable speeds
Europa Universalis IV allows you to play straight through in real-time, or pause the game for as much micro-management as needed. With this system in place, everyone can play at their own pace without need for rapid play styles or quick rushing attacks to achieve victory, thus giving players freedom to tackle missions at their own, preferred speed.
Pro Lots of depth
EUIV is a simulation of global politics and war. There is a relatively limited set of choices you can make under normal circumstances: hiring advisors to improve your capabilities, hiring troops, about two dozen diplomatic actions in peace, and a number of different peace deal options when terminating a war. However, these interact to produce a large number of interesting decisions that affect your outcomes.
If you want to annex a neighbor, do you declare a holy war on them, or do you fabricate claims on their territory and demand that they "return" this land to you? Do you ally a much larger nation that might try to force you to be their vassal? Conversely, do you try to improve relations with a much smaller neighbor in order to become their suzerain overlord, or do you attempt to conquer them directly and risk pulling their larger allies into a war?
On top of that, there are hundreds of events that can occur once certain preconditions are met. Some of them are specific to which country you're playing as. Some require you to hire the right set of advisors.
And if you don't keep your country's internal affairs in order, you may find yourself on the wrong end of a peasant's war or facing other national disasters.
Pro You get to chose how to play
You can either expand with colonies, martial might or be peaceful and attempt to ally neighbouring nations.
Cons
Con Pathfinding issues
The AI in the game has a few pathfinding issues where troops do not go where intended by the player. This can be frustrating in the heat of a battle.
Con Poor multiplayer design makes for one-note battles
Due to the way multiplayer was designed, there is no incentive to build up ones technologies. As even the lowest tier units, when built in large enough number, can decimate entire bases, each game becomes a rush of low level troops facing off against one another. This is due in part of the quick training times of infantry units, coupled with their low cost, meaning the only way to counter an infantry rush is to build units of your own.
Con Games can take a very long time
Due to the in depth, meticulous gameplay mechanics, the games can take weeks to finish which some people may not have the patience for.
Con Steep learning curve
When you start out, it can be overwhelming. You have a country and three thousand infantrymen -- what can you do? You decide to attack your neighbor -- and they cut you down like reeds. You start over as a bigger country and attack a smaller neighbor -- and suddenly you're in a war against several large countries at once. You start again and this time you find a weak neighbor with no allies. You crush them and bring them under your control -- and suddenly you find revolutions popping up everywhere.
Even after you've learned the basics, you'll still find yourself wondering: if I declare a holy war, will it cost me diplomatic power to annex territory or not? And it's often hard -- certainly in ironman mode -- to undo decisions, so small mistakes and misclicks can end up costing you a lot.
The game does give you guidance in the form of alert bubbles in the upper left of the screen, informing you of the things it thinks are most relevant, and paying attention to those can at least show you what you might want to think about. In the later patches, the user interface has been improving to help reduce surprises -- and the game mechanics as well. For instance, rebel uprising progress can be tracked easily -- you won't be surprised by a sudden uprising of Najdi nationalists, and when you're in for a long-term peasant revolt, the game will tell you why it's happening, how to prevent it, and how to get out of it once it happens.
But simply finding all these parts of the user interface takes time playing. Determining what's important takes experience. You can pause the game at any time and find all the data you can handle, but if you're not just extracting the important parts, the deluge won't help.
Your best bet is to find videos of people playing the game with a bit more skill than you. Streaming is best -- you can ask questions, and most streamers will answer.
Con Math
This game is pure math, like every game. But in this game, you can actually calculate the outcome of an action, which makes the computer (AI) feel dumb.
For example, when you grow, you easily form an alliance with the second largest army on the map, which will accept and let you grow, grow, grow without the slightest clue that he will be next. This is weird.