Hi,
I've played Civ3 a whopping one time, but already there are some things I'd like to see changed. Since I'm too lazy to make a mod myself, I'm hoping someone else will like these ideas, and want to incorporate them.
1. I see the need for two new strategic resources. First is Tin. Why Tin, you ask? In the same way that Saltpeter is the limiting feature in the making of gunpowder, tin was the limiting factor in the making of bronze. In history people traded far and wide to get tin - for instance mediterranean powers going thousands of miles into uncivilized lands to trade with tribal people in southern England for tin. Tin would be very common since one doesn't want to trip up civs too much early. It would be needed for some bronze age units.
2. Second needed strategic resource: Timber. In ancient times, not all civs could build navies - only civs with access to very long and broad timber could build ships. Compare for instance Phoenicia which became a huge naval power because of their forests, and Egypt, which had to hire out mercanaries for virtually all their naval needs cos they had no forests at all. All ships up to Ironclad would need this.
3. Luxury resources should occasionally come later with certain technologies, and should disappear over time even more than strategic resources do. Think about it. People's tastes in luxuries changed greatly over time. Silks were the end all be all luxury for a while in ancient times, but now are no big deal. Spices used to be incredibly important to keep food from rotting on long voyages, but died out in importance with refrigeration and so forth. There should be some modern luxuries in the game as the old ones die out - tobacco, opium, coffee, exotic fruits, and so forth.
What would be the impact on gameplay? You'd have to be on your toes more to keep your civ happy. The trade situation would be more fluid.
4. Naval units need to move faster!
5. After playing my first game with numerous elite units involved in battles and not a single leader created, I seriously think the odds of leader creation need to be reduced (even without any wonder help) from about 1/16 to 1/12.
6. A cool thing would be to have more wonders and small wonders, but use the government type limitation much, much more often. Just about every wonder could only be built by one or another type of government. Then you could have identical or very similar wonders for different government types. For instance, a modern happiness wonder for a communist government would be different than the one built by democracies or fascists.
One nice thing about this is there would be less competition for the same wonder. In the game I played, there was far too much of this. All civs were close in the tech race, so when a tech with a new wonder was discovered, it would be just about the only one available, and every civ would go for it. To compensate this lack of competition, make wonders more expensive so you really need to want it to get it, or more expiration limits.
This would make the choosing of a government type much more of an important type. It also would promote more on the fly decision making. Rather than always follow the same government path, it would be more effective to take the path less chosen. All the other civs are Republics but no one is Communist? Go Communist and get all the wonders for yourself.
7. The improvements making naval and air units veterans should be decoupled from the Harbor and Airport improvements. These are useful enough without creating veteran status. These should be separate improvements - perhaps Naval Academy or Flight School off the top of my head.
8. More bonus resources - six types is so weak.
More ideas later.
I've played Civ3 a whopping one time, but already there are some things I'd like to see changed. Since I'm too lazy to make a mod myself, I'm hoping someone else will like these ideas, and want to incorporate them.
1. I see the need for two new strategic resources. First is Tin. Why Tin, you ask? In the same way that Saltpeter is the limiting feature in the making of gunpowder, tin was the limiting factor in the making of bronze. In history people traded far and wide to get tin - for instance mediterranean powers going thousands of miles into uncivilized lands to trade with tribal people in southern England for tin. Tin would be very common since one doesn't want to trip up civs too much early. It would be needed for some bronze age units.
2. Second needed strategic resource: Timber. In ancient times, not all civs could build navies - only civs with access to very long and broad timber could build ships. Compare for instance Phoenicia which became a huge naval power because of their forests, and Egypt, which had to hire out mercanaries for virtually all their naval needs cos they had no forests at all. All ships up to Ironclad would need this.
3. Luxury resources should occasionally come later with certain technologies, and should disappear over time even more than strategic resources do. Think about it. People's tastes in luxuries changed greatly over time. Silks were the end all be all luxury for a while in ancient times, but now are no big deal. Spices used to be incredibly important to keep food from rotting on long voyages, but died out in importance with refrigeration and so forth. There should be some modern luxuries in the game as the old ones die out - tobacco, opium, coffee, exotic fruits, and so forth.
What would be the impact on gameplay? You'd have to be on your toes more to keep your civ happy. The trade situation would be more fluid.
4. Naval units need to move faster!
5. After playing my first game with numerous elite units involved in battles and not a single leader created, I seriously think the odds of leader creation need to be reduced (even without any wonder help) from about 1/16 to 1/12.
6. A cool thing would be to have more wonders and small wonders, but use the government type limitation much, much more often. Just about every wonder could only be built by one or another type of government. Then you could have identical or very similar wonders for different government types. For instance, a modern happiness wonder for a communist government would be different than the one built by democracies or fascists.
One nice thing about this is there would be less competition for the same wonder. In the game I played, there was far too much of this. All civs were close in the tech race, so when a tech with a new wonder was discovered, it would be just about the only one available, and every civ would go for it. To compensate this lack of competition, make wonders more expensive so you really need to want it to get it, or more expiration limits.
This would make the choosing of a government type much more of an important type. It also would promote more on the fly decision making. Rather than always follow the same government path, it would be more effective to take the path less chosen. All the other civs are Republics but no one is Communist? Go Communist and get all the wonders for yourself.
7. The improvements making naval and air units veterans should be decoupled from the Harbor and Airport improvements. These are useful enough without creating veteran status. These should be separate improvements - perhaps Naval Academy or Flight School off the top of my head.
8. More bonus resources - six types is so weak.
More ideas later.
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