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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: Harel- harel@isdn.net.il 1. CONCEPTS TOP 1.1) Having a number of key materials per Era (copper, oil, etc.). If you lack enough of those materials you gain minuses to production. Only the used materials for the Era are shown up on the map. You may trade resources with other civilization's (Eggman, Korn469). 1.2) Having a budget screen. The usefulness of city improvements are decided by a Tax slide: how much money you put in Education dictates the bonus gain per schools, etc. Military is divided between the upkeep of the units, and give minus/bonus to morale. Welfare money gives extra happiness. In Democracy/Republic, the Senate may demand minimum budgets to some parts. (Harel). 1.3) Having 3 global types of resources: Fuel, building materials and exotic, instead of shields. Works in other ways like the first idea (Flavor Dave). 1.4) Economy model should be like Imperialism, you find the resources with a Geologist unit, then build roads to the patch and build "mining building" on the patch and move the resource to the closest city (Colon). 1.5) Besides resources, a consideration to the processing (industry) has to be notice as it's the main issue in economy (Colon). 1.6) You should be able to trade with barbarians (Diodorus Sicilus). 1.7) Some nations based solely on trade. It should get much bigger economical bonus from trade routes (Diodorus Sicilus). 1.8) The more types of luxury goods you have, the happier the people are. 1.9) Trade goods should be separated from gold and have four main type of luxury items. Also, combing many food sorts will give a happiness bonus. (Ecce Homo, Korn469, Stefu). 1.10) You should be able to be a third-side trader contractor: Be able to ship resources for some civilization to another civilization, gaining a small percentile of the money yourself. For instance, Holland traded for most of Eastern Europe in the past (Harel, Mindlace, Diodoros Sicilus). 1.11) City should be able to build several things at the same time, using sliders to reflect percents of labor (Korn469). 1.12) Have a new type of civilian: Builder (Korn469). 1.13) Base/City squares don't produce anything; they give a bonus to outlying squares (Korn469). 1.14) Each city can build as many Improvements as it has Population, with perhaps a bonus at the start so you aren't stuck with only one or two improvements for umpteen early turns - each city could start with a Base Number of improvements you can build. (Diodorus Sicilus) 1.15) The number of tiles used should be as the city size, not size+1 (Isle). 1.16) Cities should be depended on one another, like in modern economy. Be able to group cities to a shared pool of resource and support. (Druid, Hans2) 1.17) Having "contracts" to reduce micro-management (Don don). 1.18) Have commodities, like in Colonization. Have around 10 resources and 10 finished goods and revolve the economy around them. They are replaced with more fitting ones along history and deplete over time (Don don, Bulrathi, Diodorus Sicilus, Zorloc). 1.19) Be able to build docks, airports and the like in other country areas by spending a sum of money (Trachymr) 1.20) Have "two" levels of trade - internal and foreign. Foreign will be automatic, ala MOO and internal economy will be based on commodities (Fugi the Great). 1.21) Trade advisors, like SMAC governors will automatically control all trade (Fugi the great). 1.22) Trade will also generate shields (production), not only trade arrows (CapTVK). 1.23) If you have commodities, controlling most of the world supply of a certain item allows you to get more money for it - monopolizing the market (Pythagoras). 1.24) The type of Government and Market status dictate the control on your trade, and the income gained from it (Pythagoras). 1.25) Black market: Automatic caravans created in cities with a high criminality, or cities where a type of goods which are greatly lacking. Cities would form trade routes with enemies, from which you gain no income, and which lower the income of your trade. Need military units to destroy. (Pythagoras) 1.26) Explorers can build trading posts, similar to terraforming features like airports and fortresses, which maybe give a small bonus to trade in near by cities (Flavor Dave). 1.27) Spies can destroy trade routes (Flavor Dave). 2. CARAVAN ISSUES TOP 2.1) Have the trading bonus relate to supply and demand (Bubba). 2.2) Have a more expensive type of caravan that delivers finished goods, not materials, and give a bigger bonus (Bubba). 2.3) Having pirating and pillaging the trade routes, ala C:CtP (Bubba, DanS). 2.4) Caravans automatically move back and forth, not just trade routes (Pythagoras). 2.5) Caravans need to evolve along history, with sea and air types (Pythagoras). 2.6) Trade should be a part of diplomacy, automatically created a "caravan" building contract. Good trade will increase the level of diplomatic connections (Pythagoras, Hans2). 2.7) War should cancel all trade bonuses (Jele2). 2.8) Be able to give military protection to caravans by arming them (bab5tm). 2.9) Have air-lift caravan which can help besieged cities (for instance, give them less damage from artillery, you get a trade bonus, civilization attitude to you is better) (EnochF, Harel). 2.10) Have SMAC-type way-points for caravans (Trachmyr). 2.11) Have a MOOII trade, gaining an automatic money & science bonus, no caravans (Prefect). 2.12) Once a caravan is built, he is automatically sent to the most profitable town and gives an automatic bonus (no actual movement) (Harel). 2.13) Caravans can act like spies and show parts of the other-side maps (Utrecht). 2.14) Caravans are automatically built by the AI and sent. The entire trade process is done by the computer for you, a bit like SMAC (Lancer, Pythagoras). 2.15) Be able to hire caravans and get a percent of the income (Trachymr). 2.16) If you enable free-market SE, some of the caravans will belong to a private company, and you get a percent of the income by tax (Ecce homo, Harel). 2.17) A new wonder that will increase the movement rate of caravans (FlavorDave). 2.18) A new city improvement to increase the output of caravans (Diodoros Sicilus).
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