Main   Civ II   Civ III   CTP I   CTP II   MoO3   SMAC   RoN   GalCiv   Alt.Civs   Misc   About
News  |  Archive
Strategy  |   Apolyton University
Downloads  |   Screenshots
HOF/Tournaments   |   Stories (1)/(2)
Multiplayer   |   F.A.Q.
Forum-General  |   Forum-Strategy
Forum-Help  |   Forum-Creation
Reviews  |   Links  |   Suggestions
Price Comparison
"IF JUST ONE IDEA…"(THE LIST v1.0)
A Collection of CIVILIZATION III Suggestions from Dedicated Fans


TABLE OF CONTENTS
INTRODUCTION
AI
BORDERS
CHEATS
CITY AND REGIONAL INTERFACE
CITY/CITY IMPROVEMENTS
CIVILIZATIONS
COMBAT
DIPLOMACY
ECONOMICS
GAME ATMOSPHERE
GRAPHICS
MANUAL/HELP FILES
MOVEMENT
MULTIPLAYER
PLAYER INTERFACE
RADICAL IDEAS
RELIGION
SOCIAL ENGINEERING AND GOVERNMENT
SPACE EXPLOITATION
TECHNOLOGY
TERRAIN & TERRAIN IMPROVEMENTS
UNITS
WONDERS
MISCELLANEOUS/OTHER
THE TEAM/FANS WHO CONTRIBUTED
UNITS
-Summarized by Thread Master: JT3-
j_t_3@hotmail.com

PAGE 1 | PAGE 2

1. UNITS: IN ACTION    TOP

1.1) -Chemical and Biological weapons: Like Nukes, but only effect population. Can also put pollution in a square.

1.2) 2nd Chemical and Bio: Early is just a corpse thrown over city walls. Takes 1/3 HP away from units hit. If that unit is hit again, it does not do damage, as the unit becomes resistant. Later, they take 1/2 away, the unit can be hit again, mobile units lose mobility for turn, and units lose vet status, as green troops replace hardened ones.

1.3) Partisans: Can move away from a battle if attacked, get double when defending.

1.4) Swordsman: Between Legion and Musketeers.

1.5) Veteran: Can prolong units' "build time" so they are "built" with a higher morale.

1.6) Upgrade: 10% of units upgraded each turn until all upgraded when new advance(such as Gunpowder) is discovered.

1.7) Longer wooden navy: England built an empire out of frigates and galleons, but by the time we finish one, we already have ironclads. Lenthen the time between frigates and more advanced ships (I personally would like to see frigates come sooner).

1.8) Named units: Ability to name your own units.

1.9) No shields: If you disband units in city, you shouldn't get shields unless building a unit.

1.10) Losing exp.: over time, a unit loses experience if not in a battle.

1.11) A/D/M Limit: If Units Workshop is included, have a limit as to how many A/D/M points you can put on(not counting FP or HP, those are decided by weapon and armor). There should be certain # of points you are given, and you can put however many you want into a single category up to the category limit and the # of points you are given. For example, I could have 12 points, and put 8 in attack, 2 in defense, and 2 in movement. Have the maximum amount of points increase with technology.

1.12) Missionary/Propagandist - Could be used by any government type, though more successful with some than others. Could be sent into other cities to make them support your government type. Not a spy, capturing cities, but inciting public pressure to get another civilization to change their government type (assuming public pressure, civil wars, etc is ever implemented). Would be able to select what you want them to work on (Encourage democracy? Capitalism? etc.. only your own choices are possible). On the home front, they could act to keep your people in line, agreeing with your policies, and decreasing fallout from revolution. Would be especially suited to Capitalism, Fundamentalism, and Communism. Could lead to fun cold war!

1.13) Pillaging: Partisans do not lose MP from pillaging

1.14) Red Cross: Heals one unit before going back to nearest city to get more medical supplies.

1.15) Train Artillery: Before tanks, with large cannons. Can only move on railroads.

1.16) Spy Planes-multiple turns of fuel, long range, no armor or weapon. Used for scouting.

1.17) Patriots-draftees from cities

1.18) Sea Engineers-terraform the sea

1.19) Supply Trucks-supply one nutrient/mineral/gold(whichever is chosen) from home city to city truck is assigned to.

1.20) Assassin-Like spy, except kills prominent researchers or builders to set enemy back.

1.21) Anti-sub Helicopter-Maybe with a sonar beacon that extends a square in every direction so you can pick up the subs?

1.22) Merchant Fleet-Caravans on the sea.

1.23) Air Transport-Airplane that transports units

1.24) AWAC-Like spy plane, but shorter range. Gives support to any attacked air units within 4 squares.

1.25) Spy Satellites-Keep constant watch over a certain area.

1.26) Refugee-If city is captured, this unit appears. Can add its population to another city. No offense or defense.

1.27) Intelligence Unit - Anti-spy protection

1.28) Longbowmen-Advanced archers

1.29) Cannonades-Between Cannons and Artillery

1.30) Arqbues-Between longbowmen and musketeers

1.31) Biplane-Drops paratroopers

1.32) Guerilla-ignore ZOCs, but have weak attack. Mainly for pillaging and defense.

1.33) Mobile Radar Jammer-creates "cloud" of blackness one square in every direction

1.34) Crop Plague Plane-Destroys farm and irrigation

1.35) Mobile SAM-doubles defense of units stacked with it against air attacks

1.36) Mobile SDI-obvious

1.37) V2s-Missle that destroys all units and improvements in square

1.38) Nuclear Bombs-Armed on bombers and dropped

1.39) Decoys-Fake units with no attack or defense that are used to draw the enemy out of position

1.40) Officers-Units that add morale to other units with them in stack. Appear randomly at first, then trained later in game.

1.41) National Guard-Appointed like Elvises or scientists. At first the weaker version, seasonal army. Then, with appropriate advance, it turns into the more powerful National Guard. Has moderate A levels, higher D levels.

PAGE 1 | PAGE 2


Apolyton Civilization Site Copyright © Daniel C. J. Quick
All trademarks and trade names are the properties of their respective owners