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List of Things for Civ3 Patch 1.0

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  • List of Things for Civ3 Patch 1.0

    Since we know that there won't be many patches, here we can list all of the things that we want patched so we can get as many buys, unit imbalances, and improper math as possible fixed.

    Unit Imbalances

    Privateer: 1/1/3. This unit is so worthess, it can't even beat a galley. Change it to 2/1/3 or 2/2/3. They can then pose a danger to Frigates and ships from the middle ages. Each unit should have the potential of being useful

    Paratrooper: It has a drop rate of only 4 squares. Whats the point of this if a helicopter can go 4 squares and drop some marines which are stronger and cost the same as a Paratrooper? Increase range to 10 to paratroopers. Theycan then be used strategically to cut roads/rails, but are weak enough to be killed unless relieved by armoured spearhead. Each unit should have the potnetial of being useful

    Nuclear Sub: 6/4/3 change to 10/6/4 increase cost by 30 shields. Nuclear subs, like Privateers, cannot even challenge ships from their era. This is gross misbalance. The capital ships of the modern era, in order, are battleships (WWI), Aircraft Carriers (WW2) and Nuclear Submarines (Cold War-Present) These things are supposed to terrorise the seas. If you don't increase the strength of the sub, then you must incrase the amount of missiles it can carry, so it has at least some worth. Each unit should have the potential of being useful

    Aircraft Carriers: They should be able to keep up with battleships.

    Transports: You can carry more cruise missiles on a transport than on a sub. This should be rectified.

    Calculation Errors

    Someone said somewhere that corruption is too heavily enforced in Tiny maps and not as much enforced in larger maps (ie. there is more corruption proportionally in tiny maps then huge maps)
    "Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini
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