I'm sure most of you have thought (at one point or another) "I would have done ___ another way". And I'm sure buried somewhere deep in the bowels of the board there is a similar thread (please don't shoot me for not finding it). Anyway, here are some of my thoughts on the vanilla version of Civ3 (not PtW).
Culture flip - every unit in the garrison suffers 2 or 3 attacks at a bombardment strength = city population and is pushed to the nearest friendly square. Planes and ships are sent to the nearest city/harbor.
Pollution - AI doesn't create pollution. Firaxis uses the time saved by coding the above culture flip change and new combat system. Pollution chances and number of pollution squares needed to cause global warming are changed to compensate. Move Mass transit into the industrial age.
Borders - AI respects borders, like in SMAC
Ground combat - units no longer move and attack separately. There are 2 movement phases and 2 combat phases. Units with 1 movement cannot move or attack in the 2nd phase. You select which adjacent units will attack and the odds are calculated from there. Damage is allocated based on defensive value (cavalry and tanks will take more damage than infantry when attacking). The Army unit is deleted. This will lead to broader, narrower penetrations similar to real WW1 and WW2 offensives.
Air combat - using the movement phase/combat phase model, fighter escorts are now possible for bombers. Air superiority fighters in range may attack as usual. Flak sites (new) and SAM sites attack all enemy aircraft in a 2 square radius using non leathal bombard (flak = 2 attacks at 4 strength, SAM = 3 attacks at 4 strength).
Corruption/Waste - this one's tougher. I would do away with the part of the equation relating to number of cities between x and the capitol/fp. The corruption due to absolute number of cities would be modified. This will lead to corruption/waste being spread out over the whole empire, as opposed to the current system where your core 16-30 cities do all the heavy lifting and everything else exists solely to deny land to the AI. GAME EFFECT - FP is rendered useless Capitol exists only as the place where the spaceship is being built and a free court house. Government type and ERA effect Optimal City Number (a modern republic should be more efficient than a middle age republic due to better communications and speed of travel)
Unit construction- excess shields not used in construction are converted to wealth. Why should a city with a production of 72 have the same value as a city with a production of 60 when making Modern Armor?
Modern Era Tech tree - needs a complete overhaul. The space ship victory can be completed long before you aquire robotics (IMO a must have if you're going 4.4 light years from home)
City interface - listing the total coins/shields a city produces without showing me how many I can really use after corruption/waste is useless information. City view is pointless. The graphical representation of how coins are being utilized takes up too much room. Cost of maintenance isn't listed (have to go to F1 to see this). I liked SMAC's psyche display and would add something similar to Civ3.
INDIVIDUAL Gold/Sci/Ent sliders for each city!!! And an AI governor who won't keep trying to make Modern armor in pop 2 cities that don't have a market or a temple
F1 - let me sort cities by production. What is the purpose of the smiley face/contented face column?
F2 - jeezuz this lady never smiles. I can have 2 of every resource and luxury and she still isn't happy.
F3 - Perfect! No changes
F4 - Hmm, kind of falls apart with more than 8 civs. Could use a rework.
F5 - um, does anyone use this page?
F6 - another gloomy Gus. This guy isn't happy unless I've got 60% going to research. Annoying.
Whew! That's all I have. What do you think?
Culture flip - every unit in the garrison suffers 2 or 3 attacks at a bombardment strength = city population and is pushed to the nearest friendly square. Planes and ships are sent to the nearest city/harbor.
Pollution - AI doesn't create pollution. Firaxis uses the time saved by coding the above culture flip change and new combat system. Pollution chances and number of pollution squares needed to cause global warming are changed to compensate. Move Mass transit into the industrial age.
Borders - AI respects borders, like in SMAC
Ground combat - units no longer move and attack separately. There are 2 movement phases and 2 combat phases. Units with 1 movement cannot move or attack in the 2nd phase. You select which adjacent units will attack and the odds are calculated from there. Damage is allocated based on defensive value (cavalry and tanks will take more damage than infantry when attacking). The Army unit is deleted. This will lead to broader, narrower penetrations similar to real WW1 and WW2 offensives.
Air combat - using the movement phase/combat phase model, fighter escorts are now possible for bombers. Air superiority fighters in range may attack as usual. Flak sites (new) and SAM sites attack all enemy aircraft in a 2 square radius using non leathal bombard (flak = 2 attacks at 4 strength, SAM = 3 attacks at 4 strength).
Corruption/Waste - this one's tougher. I would do away with the part of the equation relating to number of cities between x and the capitol/fp. The corruption due to absolute number of cities would be modified. This will lead to corruption/waste being spread out over the whole empire, as opposed to the current system where your core 16-30 cities do all the heavy lifting and everything else exists solely to deny land to the AI. GAME EFFECT - FP is rendered useless Capitol exists only as the place where the spaceship is being built and a free court house. Government type and ERA effect Optimal City Number (a modern republic should be more efficient than a middle age republic due to better communications and speed of travel)
Unit construction- excess shields not used in construction are converted to wealth. Why should a city with a production of 72 have the same value as a city with a production of 60 when making Modern Armor?
Modern Era Tech tree - needs a complete overhaul. The space ship victory can be completed long before you aquire robotics (IMO a must have if you're going 4.4 light years from home)
City interface - listing the total coins/shields a city produces without showing me how many I can really use after corruption/waste is useless information. City view is pointless. The graphical representation of how coins are being utilized takes up too much room. Cost of maintenance isn't listed (have to go to F1 to see this). I liked SMAC's psyche display and would add something similar to Civ3.
INDIVIDUAL Gold/Sci/Ent sliders for each city!!! And an AI governor who won't keep trying to make Modern armor in pop 2 cities that don't have a market or a temple
F1 - let me sort cities by production. What is the purpose of the smiley face/contented face column?
F2 - jeezuz this lady never smiles. I can have 2 of every resource and luxury and she still isn't happy.
F3 - Perfect! No changes
F4 - Hmm, kind of falls apart with more than 8 civs. Could use a rework.
F5 - um, does anyone use this page?
F6 - another gloomy Gus. This guy isn't happy unless I've got 60% going to research. Annoying.
Whew! That's all I have. What do you think?
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