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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: Ecce Homo- This thread acted as a buffer zone in case posters didn't know where to put their ideas. As such, although a number of suggestions can only be found here, many of the ideas below are repeats of things already mentioned and/or outright belong in one of the summaries above. But rather than move/delete anything, I would like Ecce Homo's summary to emphasize, clarify or add to what you've already read-Yin. PAGE 1 | PAGE 2 6. GAME ATMOSPHERE TOP 6.1) Bring back the High Council! 6.2) Here are EnochF's character suggestions for the Ancient, Renaissance, Industrial, Genetic and Diamond ages: 6.2a) War l A Conan-like man of few words l R Sir Gawain l I Patton-like general who quotes the George C. Scott movie l G Colin Powell like general l D on-the-edge, constantly frustrated sort of Susan Ivanova character 6.2b) Science l A stereotypical picture of Archimedes l R egotistical Italian reasoner l I Albert Einstein clone, but not an over-the-top impression l G Dana Scully-like geneticist l D super-wired scientist (like Professor Zakharov from SMAC)/supercomputer like HAL 6.2c) Trade l A shady, vaguely Arabic trader l R soft-spoken Italian banker l I like the millionaire from Monopoly, but talks like Boss Tweed l G Bill Gates character who urges you to "keep in the fast lane" l D old and weird business guy based on S.R. Hadden from Contact l Diplomacy l A Delphic oracle who gives mildly cryptic advice l R Machiavellian character who urges betrayal, stealing technology, etc. l I optimistic Neville Chamberlain sort of chap l G elderly woman, sort of a mix of Madeline Albright, Eleanor Roosevelt and Margaret Thatcher l D Comes full circle, a kind of parapsychic, super-wired Delphic oracle 6.2d) Entertainment l A overweight Nero-looking chap who speaks in ill-rhyming poetry l R court jester who strums on a lute and sings insulting songs l I Elvis! l G cynical pollster like somebody from Clinton's legal team l D sinister Cigarette-Smoking Man IMO, a High Council or something equivalent is a must. It could be combined with some sort of Throne Room. 7. CITY IMPROVEMENTS AND CITY CONCEPTS TOP 7.1) More than one worker on each square. Maybe that should be made possible with a certain Wonder, like the Millennium Tower. 7.2) Base Support Structures: include ALL of the critical structures of past ages. This structure will AUTO upgrade when you enter a new AGE if you have built all included structures of the previous age. You will be able to found and develop a thriving city, without the need for that city to have been there from the beginning. Trachmyr 7.3) Growing cities: A City should spill out from the middle square of its radius to fill in the other squares. You should lose access to minerals on these squares. UCK 7.4) Removing the emphasis on cities: The position of CIVILIZATION, C:CtP, SMAC, and other games of this genre, is that the CITY is the center of society, and the primary focus. 7.5) Instead, I counter, that it is the network of all human populaces, all structures (mines. roads, barracks, factories, etc.), and how they interact that decide if a nation is to succeed or fail. Trachmyr 7.6) City improvements which allow certain Tile Improvements and vice versa. I.e. you could not build fisheries until you had built a harbor. Wheathin Like the Farmlands and the Supermarket, if I got it right. 8. GRAPHICS TOP 8.1) National flags for units: instead of colored shields. And when you create a new game you should be able to customize your flag and edit it throughout the game. What do people think of it? I think it would go a long way towards individualizing each game experience. Kmj 8.2) The cities should have such flags, instead of one-colored ones. The units could also have coat-of-arms - different for army, navy and air force. 8.3) C:CtP's system for roads/rail is ugly. The representation of the transit type from the center of one square to the center of another should be uniform, not change abruptly at the square boundary. 8.4) wheathin 9. MANUAL TOP 9.1) The Civilization III manual should be the same size as the Civilization II one, with nice and big-font words and easy to read, not like the encyclopedia-like with columns and size 8 font SMAC manual, nor the anorexic C:CtP forum. Lots of pictures, too! LordStone1 10. TERRAIN TOP 10.1) Altitude for the terrain. JT 10.2) Naming terrain features: The human (or the computer) should name geographical locations. Widowmaker 10.3) Take the starting positions of the Civilization's into account, so we're likely to get a Nile River in Egypt, or the Andes Mountains near the Incas. the Octopus 10.4) Who is the first to discover a region should be the one to name it. kmj 10.5) More emphasis on rivers 10.5a) *Increase trade depending on the number of cities upstream 10.5b) *Increase aqueduct, sewage system and power plant effect 10.5c) *Travel bonus only when entering the river from a city. Crossing rivers takes time. 10.5d) *Armies should be vulnerable when crossing rivers. 10.5e) *borders should conform to the rivers. russellw 10.6) Better resource seed: Something more random, where resources are not evenly lined up? Rathenn 10.7) Natural events: What to do about real earthquakes, tidal waves, volcanic eruptions, land creation/destruction, and even continental drift? NotLikeTea 10.8) Natural conditions like earthquakes, volcanoes, floods, hurricanes/monsoons and tornadoes could be incorporated into the game. Floods cause food losses, volcanoes cause population and, perhaps, other losses, earthquakes cause improvement and/or productivity losses. 10.9) Volcanoes and flood prone rivers could provide extraordinary production bonuses. Fault lines could be especially rich in super oil/gas fields. Technology and/or improvements could help to get these bonuses or reduce the danger of bad occurrences. Bird 10.10) Alternative reward: Instead of rewards like the Throne Room, a special resource could be found outside a city. Sieve Too 11. TERRAIN IMPROVEMENT TOP 11.1) Terraforming requires micromanagement and is too much science-fi. At the very least, provide us with some sort of convincing explanation: a "Weather Control" technology would be a nice start. If terraforming is possible it must be appropriately scaled. Changing a swamp into mountain requires more technology and efforts than clearing forests. wheathin 11.2) Variety is necessary. In Civilization II, there are railroads everywhere. A TI should only be useful in certain locations - not in any tile. NotLikeTea 11.3) Public works: Many, many posters agree that the Public Works system in C:CtP is good. 11.4) Public works should only be able to build improvements inside the region/city radius: Settlers would have to do the things outside of the city radius. Mo 11.5) Don't link Transport TI to special energy/trade/etc. bonuses. It just provides an incentive to cover every square with railroads/maglevs/whatever. wheathin 11.6) You should be able to build PW anywhere inside your borders. In unclaimed territory, maybe use C:CtP's system of building only next to an established PW. And you shouldn't be able to build in hostile territory. Bell 11.7) Walls: One should be able to build Walls across the map. They can be used as roads. They would completely prohibit vehicles/cavalry from crossing unless destroyed... but that may take some time with primitive weapons. Trachmyr 11.8) Walls could be both a City and a Terrain Improvement. The same for Fortresses. 11.9) Regions: Put a size/population limit on the size of a region, which depends on the government type. In Despotism the largest region possible is one city; as your government gets more effective, the possible size of a region goes up. JT3 PAGE 1 | PAGE 2
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