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War in Civ 3

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  • War in Civ 3

    I would like to see more options other then war in Civilization 3. There should more bonuses for staying peaceful, other then some extra points toward your civilization score. Like staying out of wars could improve relations with countries you are at peace with, because they see you want rule a peaceful nation, they may trust you more. With this trust they may open more trade rotes, trade technologies, and lend you money when your low.

    Going to war should also have more penalties, which differ according to year. Like in the middle ages women would watch over children and perform household duties. While men would fight wars and perform tasks like farming and construction, so if you went to war your food production, trade, and production should suffer because the men are off fighting. There should also be some a population decrease because of casualties, and men (also women in later generations) are gone to fight.

  • #2
    Dan M. said there would be other ways to win beside war. However let's leave war as is. No penalties for starting a war. Remember this is a game only and not life.

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    • #3
      However let's leave war as is. No penalties for starting a war. Remember this is a game only and not life.
      Yeah, I agree.
      However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

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      • #4
        It would be nice if you could change the Readiness settings of units, so that higher readiness means higher costs to support that unit, and raising readiness would take time. (they should allow you to tweak it, of course). This way you can have Reserves that in a sense are already units but you have to call the men to duty and get the equipment out of storage.

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        • #5
          Re: War in Civ 3

          Originally posted by Mysh
          ...While men would fight wars and perform tasks like farming and construction, so if you went to war your food production, trade, and production should suffer because the men are off fighting. There should also be some a population decrease because of casualties, and men (also women in later generations) are gone to fight.
          This goes back to my old militia proposal. Militia would be units which are very cheap, but come at a cost. For example, 5 militia = 1 population point and perhaps even 1 bushell to reflect the cost of food support, where the 1st, 6th, etc militia unit cost the city of origin 1 point. This would have the desired reduction in production and food to reflect their real cost. However, the population could be retrieved by disbanding the units, effectively "repatriating" the militia. Of course, any units killed would affect the return of population points, so if you built 17 militia and only 9 returned, you would only get back 1 pop point from the 3 originally lost.

          Even without militia, certain units could be affected. Basically, all units that aren't hardware dominated should be according to popluation. Hardware dominated units such as tanks and fighters should not be. However, this realism might only serve to contsrain civs with small populations, thus furthering the advantage of ICS, which we don't want!

          I favour the militia idea, as it could serve as a last resort for a civ on the ropes, and at the very least provide another element to warfare. After all, the more options available to warfare, the deeper the strategy and gaming experience

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          • #6
            Originally posted by Eternal
            It would be nice if you could change the Readiness settings of units, so that higher readiness means higher costs to support that unit, and raising readiness would take time. (they should allow you to tweak it, of course). This way you can have Reserves that in a sense are already units but you have to call the men to duty and get the equipment out of storage.
            You can do that in CTP and CTP2, with the 'military readiness' settings.

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            • #7
              but one point should be really in the game. after building a certain number of units (depending on type pf unit) your citys population should decrease by one. i mean, where do the soldiers come from...

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              • #8
                Originally posted by uncle_funk
                but one point should be really in the game. after building a certain number of units (depending on type pf unit) your citys population should decrease by one. i mean, where do the soldiers come from...
                This has been a topic of hot debate many times on the forum. The stumbling block always comes because population is not constant per point through the course of the game. Having the death of units (rather than the stationing of units abroad) actively affect population happiness is probably easier, and the quantity can vary between government styles.
                To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                H.Poincaré

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