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"IF JUST ONE IDEA…"(THE LIST v1.0) A Collection of CIVILIZATION III Suggestions from Dedicated Fans
-Summarized by Thread Master: CyberShy- rplomp@bart.nl PAGE 1 | PAGE 2 1. NEW IMPROVEMENTS TOP 1.1) Theater 1.2) City Clock 1.3) Hospital 1.4) Cinema 1.5) Pharmacy 1.6) Television 1.7) Security Monitor 1.8) Fusion Plant [EnochF] 1.9) Medieval Fairs 1.10) Forge 1.11) Textile mill/loom 1.12) Suburbs 1.13) Highways, 1.14) Public schools 1.15) Parks 1.16) Opera House 1.17) Museum 1.18) Circus [wheathin] 1.19) Base Support Structures: This Improvement includes ALL PAST CRITICAL structures under a single name and structure, including all the benefits. The old buildings will be replaced, and the upkeep costs will be low. Auto upgrade or build upgrades when you move to a new age [Trachmyr]. 1.20) Pasteurization Plant: Adds 25% to total food due to the reduction in losses to spoilage. [Sieve Too] 1.21) Pesticide Plant: Adds another 25% to total food but increases pollution. [Sieve Too] 1.22) Doctor's House: Added to the already suggested "Pharmacy" and "Hospital"-a series of three related improvements. [Ralph] 1.23) City Park: Makes one additional citizen content. Requires: Sanitation (Maybe a new advance, something like Modern Fertilizer). Cost: 60 shields Maintenance: 1 gold. 1.24) Theme Park: Two citizens happy. One additional gold for every 4 population. Plus 5 gold for every wonder in city (tourism). Requires: Mass Media advance (if Mass Media advance not in game then Electronics). Cost: 240 shields, Maintenance: 4 gold. 1.25) Transmitter: Makes two citizens content (by distraction). With the advent of Mass Media (Electronics if Mass Media not in game), provides one additional gold for every two citizens (advertising). Requires: Radio, Cost: 120 shields, Maintenance: 2 gold. 1.26) ISP: Plus 20% science in city. Plus 2 science for every other city with an ISP, including cities in other civilizations. Requires: Computer, Cost: 160 shields, Maintenance: 3 gold [ALL above by HarryKattz]. 1.27) Bomb Shelter: Protects citizens from artillery attacks, missile attacks, and bombing runs from aircraft. Prevents the city from going down in population from these attacks.] [Travathian] 1.28) Stationary Units (Possibly custom-designed) [Isle] 1.29) Security Stations: Automatic genetic and/or fingerprint identification when accessing city areas/buildings everywhere: Automatically "detects" spies within city limits and may have a chance of making them fail. Spies may later gain an ability to have a chance to be hidden from security stations and decrease their fail chances. [Freddz] 1.30) Military Academy: Would control the upgrading of units. Units must be moved to a city with an Academy and stay there for 1 turn, and they would be automatically upgraded to the most modern military unit of their strategic type. Leonardo's would still exist as a wonder, but would act as a Military Academy in every city. [AgedOne] 2. DEFENSIVE STRUCTURES TOP 2.1) WALL: Available with Masonry. If Civilization 3 contains different resources, there could be a choice between wood, brick, stone or a compound. The wall is built "slot by slot"; each "slot" protects one unit (primarily), one citizen (second) or one city improvement (third). Close combat units cannot attack what the wall protects - they can however attack the wall itself. Range attack units can bombard across the wall - random citizens, units and city improvements might be lost. 2.2) FORTRESS: Available with Construction (or Engineering). It is also built slot by slot, but is of course more expensive and cannot protect city improvements. Units can only attack the fortress itself. As it is damaged, random slots are destroyed and the hosted unit/citizens are damaged/lost. 2.3) BOMB SHELTER: Available with Radar. Works like a Fortress, but is harder to destroy - even gives some protection against nuclear arms. [Ecce Homo] In addition: We here in Canada had the Deifenbunker to house important politicians and scientists in case of disaster. Building one in your capital should make for more interesting battles to capture a spacecraft before it is launched. [NotLikeTea] 2.4) AIR RAID SIRENS: Provides added defense against air attacks. [NotLikeTea] 3. SPECIALIZATION TOP 3.1) Build a (small) variety of factories/industries so that a city can specialize in producing certain types of things, like weapons. 3.2) There should be a way to dedicate a city to a particular activity, such as a manufacturing city, a religious center, an administrative center, etc. 3.3) That city improvements that affect science be dedicated to a technology category and the benefit gained through that improvement can only be applied to that category (or could be changed with a penalty). [Zorloc] 3.4) Make improvements that belong to a nation or a religion or a government. [CyberShy] 3.4a) Muslim nations will never be allowed to build churches. 3.4b) Temples only work till 500 AD 3.4c) Communism disables churches / temples 3.4d) Wind mills are typical Dutch improvements 3.4e) McDonald's has double the impact in the USA than in other countries, etc. 3.5) Allow cities (or require) to increase effectiveness in a few areas. 3.5a) Food Production/Storage 3.5b) Industry 3.5c) Religion 3.5d) Entertainment 3.5e) Defense 3.5f) Health, etc. 3.6) You can then chose to "Increase Industry Infrastructure"... which will give a bonus based on: ((level of industry) - (city size)) * percentage increase of all industry city improvements [Trachmyr]. 3.7) Selective investment: A city can select the percentage of its resources that go into each area (e.g. science, money, happiness, etc.). New technologies (e.g. Banking, Scientific Thought, etc.) would increase the effect that the same amount of resources have, perhaps with a temporary decrease to simulate improving the current facilities. This would allow more realistic cities, instead of cities that do everything, you would have a science city, with a lot of research, a industrial city with a high production, etc. It would also be easier to manage [Blue Moose]. 4. DUPLICATION TOP 4.1) The player should be allowed to build multiples of certain improvements (within limits, of course) with diminishing returns for subsequent iterations. Lab = +100% ... lab*2 = +180% ... lab*3 = +%230% ... max build of "n"…, which is set in a modifiable parameter file. [Druid2] 4.2) In big cities, more than one improvement of one type should be needed. [Ecce Homo] 4.3) Give cities the option to build multiple improvements when they become bigger. City of 10 can have 1 Marketplace, city of 18 can have 2 Marketplaces, city of 26 can have 3 marketplaces, etc. [CyberShy] 4.4) 1 Granary in a 8 people city works 100% but one granary in a 9+ city works 70% and one Granary in a 15+ city works 50%. Now you're forced to build a 2nd Granary when your city becomes 9. [CyberShy] 4.5) A call for simplicity: No multi-boosting improvements that boost both energy AND research, or both research AND happiness. Keep things simple. If we start to mess things up with "multiple-" and "multi-boost" city-improvements, things easily become confusing. [Ralph] 5. PRIVATE INITIATIVE/CURING MICROMANAGEMENT ILLS TOP 5.1) Contracting out: I would like to be able to contract a CORPORATION to build my units, let the religions build their places of worship and leave me the task of keeping the city safe, clean and happy [CormacMacArt]. 5.2) As governor, we should be building the military structures (city walls, barracks, etc), public services (granaries, aqueducts, etc) and that's pretty well it. Other improvements should be controlled only second hand, by influencing religions, city planners, etc. 5.3) The idea of totally managing your city as in SimCity will work fine at the start of the game, but not in a later part. In that later part a lot is left over to the citizen. Part of the solution is to provide more government organs. 5.3a) Religious believers ask to begin construction of a Cathedral. 5.3b) Scientists petition for the establishment of a Royal Society. 5.3c) Professors and Academics demand that you found a University. 5.3d) A learned scholar asks permission to establish an Academy for our Youth. 5.3e) The local merchants request that you sponsor a Fair. 5.3f) Local merchants seek a charter for a Bank. [wheathin] 5.4) Religions should work like an AI that can build improvements etc. Religious communions have always been dominant roles in international politics! And maybe the same for corporations! [Ecce Homo] 5.5) Churches Building their own Buildings could cause you all kinds of problems, I can see individual cities rioting because you manage to upset the local religious leaders, or maybe due to religious uprisings the units around a particular city turn Barbarian. [ceebs] PAGE 1 | PAGE 2
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