I decided to put my questions(and some comments) about civ 3 to (virtual) paper. Here goes
What enemy strategic resources do you see engaging in diplomacy? (from the F4 key). With my current game it shows the 1 iron i have as 0 extra, yet it doesnt mention my 1 horse at all.
How exactly are defensive bonuses in combat added up?
For example, a spearman in a hill city fortified behind walls.. is that added like this... 2 x 50%(hill) = 3 x 25%(fortified) = 3.75 rounded up to 4? x 50%(walls)=6?
The number you end up with can vary depending on if(or when) you round it up.
Also for a unit to recieve the bonuses for fortifying does a whole turn need to pass 1st? Or does the unit need a % of its movement left before it fortifies for it to take effect right away?
What decides how many turns anarchy lasts if yer not religious? It seems to last longer later in the game.
What besides luxuries, military units( and maybe having a stronger culture?) speeds up city resisters to end their resisting?
Does an army of 4 in a newly taken city act as 1 or 4 units vs. city resisters?
I think civ 3 is a great game The combo of managing so many aspects of empire with making war is well done and clearly improved over civ 2 in several ways.
Still here's what I'd change:
Offer an option for mass bombings. Rangestriking with 40-50 of these in a row takes a while, even longer because if you try to rush through it the cursor comes up incorrectly(as if u cant bomb the spot) until you move it just a touch within the square. If these units could bomb 10 at a time it would make the end game more fun.
Offer an option to keep the highlighted unit within the current stack. The way the game jumps around between stacks can realy get annoying. I see that it favors bombing units 1st which is good,,but being able to finish a full stack before the game switches you to 1 far away would simplify things.
My complements on improving the Go to orders! 1 problem remains. Units should be made to stay on the roads when a path without a road takes the same # of turns. You never know when you may need to cancel a go to order.
In very large stacks when you take actions (like activating) the units at the very bottom of the list you can't use shift to do a few at once because the game shuffles your place within the stack.
Lastly, queues own but how do you change it? Once an item is in the queue to be built in the future it won't let you build it right away should you need to.
Thanx in advance
Slohanz9
What enemy strategic resources do you see engaging in diplomacy? (from the F4 key). With my current game it shows the 1 iron i have as 0 extra, yet it doesnt mention my 1 horse at all.
How exactly are defensive bonuses in combat added up?
For example, a spearman in a hill city fortified behind walls.. is that added like this... 2 x 50%(hill) = 3 x 25%(fortified) = 3.75 rounded up to 4? x 50%(walls)=6?
The number you end up with can vary depending on if(or when) you round it up.
Also for a unit to recieve the bonuses for fortifying does a whole turn need to pass 1st? Or does the unit need a % of its movement left before it fortifies for it to take effect right away?
What decides how many turns anarchy lasts if yer not religious? It seems to last longer later in the game.
What besides luxuries, military units( and maybe having a stronger culture?) speeds up city resisters to end their resisting?
Does an army of 4 in a newly taken city act as 1 or 4 units vs. city resisters?
I think civ 3 is a great game The combo of managing so many aspects of empire with making war is well done and clearly improved over civ 2 in several ways.
Still here's what I'd change:
Offer an option for mass bombings. Rangestriking with 40-50 of these in a row takes a while, even longer because if you try to rush through it the cursor comes up incorrectly(as if u cant bomb the spot) until you move it just a touch within the square. If these units could bomb 10 at a time it would make the end game more fun.
Offer an option to keep the highlighted unit within the current stack. The way the game jumps around between stacks can realy get annoying. I see that it favors bombing units 1st which is good,,but being able to finish a full stack before the game switches you to 1 far away would simplify things.
My complements on improving the Go to orders! 1 problem remains. Units should be made to stay on the roads when a path without a road takes the same # of turns. You never know when you may need to cancel a go to order.
In very large stacks when you take actions (like activating) the units at the very bottom of the list you can't use shift to do a few at once because the game shuffles your place within the stack.
Lastly, queues own but how do you change it? Once an item is in the queue to be built in the future it won't let you build it right away should you need to.
Thanx in advance
Slohanz9
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