|
"IF JUST ONE IDEA…"(THE LIST v1.0) A Collection of CIVILIZATION III Suggestions from Dedicated Fans
-Summarized by korn469- korn469@mindless.com PAGE 1 | PAGE 2 7. MINOR CIVILIZATIONS TOP 7.1) There should be minor civilizations in Civilization III. 7.2) These civilizations would have penalties that prevented them from competing with larger civilizations and would randomly appear in unclaimed areas of the map. 7.3) Minor civilizations could be trading partners, could pillage nearby civilizations, would be the targets of invasions and if they became powerful, enough could become a major civilization. 7.4) Have the ability to trade with barbarians, and to hire barbarians as mercenaries to attack your rivals. 8. PUBLIC OPINION TOP 8.1) Instead of the present civilization system of happiness have a public sentiment, where as the people could be happy with their living conditions but dislike their leader. 8.2) Have different areas of public sentiment. 8.3) Types of public sentiment: Rulers compared to other rulers. Your civilization's population compared to other rulers. Your civilization's population compared to you. Your civilization's population compared to other civilizations' population. Other civilizations' population compared to their rulers. Other civilization's population in regards to you. Religions in regards to other religions. Ethnicities in regards to other ethnicities. There will be a level of hate/love associated with each one of these areas. 8.4) Population growth should have other factors besides excess food. 8.5) There should be refugees in Civilization III. 8.6) There is internal immigration in your empire. Citizens will move to cities that have better living conditions. 9. REAL TIME CIVILIZATION 3 TOP 9.1) Civilization III should be a real time game. With time handled like in Baldur's gate. 9.2) Pauses would be limited in multiplayer, with players accumulating pauses as time goes by. Everyone can give orders during a pause. 9.3) In single player, pauses would be infinite, but each pause would subtract a little from your score. 9.4) Other factors such as civil disorder could effect the number of pauses you have. 9.5) Have buildings be on the map and have citizens have to work each of the building like in Age of Empires. 9.6) However there is a lot of opposition to the idea of Civilization III as a real time game 10. REGIONS TOP 10.1) Civilization III should divide civilizations into sub-units called regions. 10.2) Regions should have fixed borders conforming to terrain features. 10.3) Instead of building aqueducts inside of cities, a player could implement aqueducts on a region or on a national basis with it benefiting the entire area. This would reduce micromanagement. 10.4) Instead of city improvements abstract a city into a number of areas, (industry, housing, entertainment, etc.). There would be a public works system to improve the areas in the city. As the population grows and an area's development becomes inadequate for the city then the public works are used to improve that area. Alternatively, you could set priorities for how you want each area to improve. 10.5) You manage your workforce on a regional menu. For example, you set 80% of your population to work in factories in a region with a high industry level. You set 60% of your population to be clergy in a region with a high religion level. 10.6) Have the ability to shift food and shields on a national basis. 10.7) You could pool all of a region's or a nation's production together. In addition, food could be distributed on national basis. So any city could build any facility or unit that you have enough shields for in one turn. Alternatively, a certain percentage of your nation's production could be distributed. This could either be, 10% to start out with, of your entire production could be sent to any city, and this would increase with technology. Alternatively, each area could receive a certain percentage of your nation's production based upon its industry level. Alternatively, after you place a unit in a city there is a red box around the city. That city can't produce anything until the red box goes away. Large cities can either produce more than one thing at a time or their red box goes away much faster than smaller cities. 11. RELIGIONS TOP 11.1) There should be religions in Civilization III. 11.2) Religion is separated from race and there could be religious tensions inside of your civilization. 11.3) Each leader belongs to a certain religion. 11.4) If your civilization burns down a zoobist frank city not only will that upset the franks, but it will upset all zoobist leaders and all zoobist populations. (including your civilization's population if it is zoobist) However, religions that hate the zoobist will like your civilization better after you destroy a zoobist city. 12. REMOVAL OF CITIES TOP 12.1) Base population on tiles, not on cities and at the start of the game some times will already have people in them. 12.2) People can live in and work tiles outside of the city, however unless connected by road to the city the resources the tile collects are not used by your civilization. The tile still consumes food and the population of the tile can still grow though. 12.3) Have the ability for more than one person to live and work on a tile. Each additional person only creates a fraction of the resources that the first person did. For example, the third person only creates an additional 1/3 food, resources, and money of the first worker. 12.4) There should be a limit to how many people can live on a tile. (It could be a natural limit set by the amount of people the tile can feed or it could be an arbitrary limit like only four people per tile). 12.5) Once the tile hits the population limit, the next person will expand into an adjacent tile. 12.6) If the population expands into two adjacent squares to the original then a new city forms. 12.7) If this happens inside of your civilization's borders the new city will be yours, if it happens in unclaimed territory this new city will be a new civilization. 12.8) Have smaller units of population. 12.9) Each tile has a population level. 12.10) Have the ability to group a large number of tiles together and manage them all at once. 12.11) There should be the ability to move population units around. 12.12) Each square is a city and every square has a real population (32,859 instead of 3 population) 12.13) There were problems with this idea. 12.14) This adds to micromanagement. 12.15) How do you determine which city each tile sends its production to? 12.16) Makes it impossible to win by conquest. 12.17) Why build cities? There is no advantage to having a city, just build a facility on a tile. 13. WONDERS TOP 13.1) Get rid of wonders. 13.2) Reduce the effects of wonders after a period of time 13.3) Add a production penalty to wonders (+50 shields per wonder). 13.4) Can not work on more on the same wonder at more than one city. 13.5) A city can only have one working wonder at a time (obsolete wonders don't count) 13.6) Wonders require a certain population before you could build them. 13.7) Have a toggle switch for wonders in game options. 13.8) However, getting rid of wonders would make the game less fun. 14. VICTORY CONDITIONS TOP 14.1) Have more victory conditions. 14.2) Don't have any victory conditions, make a completely open-ended game like SimCity. 14.3) It should be possible to play a satisfying game without any outside competition. The ability to play as the entire human race, just humanity and the world, along with barbarians, diseases, internal strife and so on. 15. MISCELLANEOUS IDEAS TOP 15.1) Have more than one planet to explore in Civilization III 15.2) There should be a button that you set production with, without entering the city menu. 15.3) Ability to edit more features of the game. 15.4) Use hexes instead of squares. 15.5) Air units can't destroy ground units. 15.6) More detailed logistics. 15.7) Be able to instantly move units anywhere you want in peaceful territory. 15.8) Have the option to set the number of competing civilizations from zero to the maximum allowed by Civilization III. 15.9) Have a toggle switch for adding complexity to Civilization III. 15.10) Have a tactical combat system in Civilization III. 15.11) If a city is destroyed by natural means and not by another civilization then the destroyed civilization's cities turn into ruins. If another civilization discovers these ruins then they get whatever gold and technology that the civilization had. 15.12) There should be various types of city walls. 15.13) Units should take a population unit to form. 15.14) Instead of supply crawlers have settlers possess the ability to send supplies back to their home city. They would still count as part of the city. 15.15) The map is not permanent until you discover mapmaking. PAGE 1 | PAGE 2
|
|
Apolyton Civilization Site Copyright © Daniel C. J. Quick All trademarks and trade names are the properties of their respective owners | |