UPDATED LIST 11/06/01
Hello,
This thread is intended to be as helpful as possible to the game developers of Civ 3, and it is my hope that the information here will be useful in making Civ 3 just a little easier to use, and more fun to play.
Here is the list that Apolyton gamers have compiled as of 11/05/01:
Expanded Gameplay Features:
1) Stack Move: Many have felt that the ability to move units in stacks would be VERY helpful, almost necessary for late game play.
Problem: Given that there are usually considerably more units in this game than in previous Civ games, the one by one movement of each unit can rapidly become a mind numbing proposition.
Suggested Solution: Please allow for stack grabbing and moving. No combat advantage is needed or requested, but we need ability to move more than one unit at a time.
2) Ability to see active agreements from foreign advisor screen.
Problem: Currently, there is no way to see all your all active agreements in one place, and it becomes quite tedious to get a list of all the agreements you have at one time by visiting each ruler one at a time. Another fact that culminates this problem is that your active agreements are always changing.
Suggested Solution: Create a link/button on the foreign advisor screen that will bring up a list of *all* current diplomatic agreements and the turns left before they can be canceled. Also, the ability to cancel from this screen would be helpful.
3) Ability to see what resources ALL other empires have. The ability to see ones they are using or trading to others or even receiving from others.
Problem: The only way to know what resources another empire has (but cannot trade) is to search the whole map looking for specs of rubber and oil. And there is no way to know if/what they are trading to other empires, or if/what they are receiving from others.
Suggested Solution: Make it possible to see other empire's active trade agreements. This can be done easily on the Trade screen. Make it so when you click on an empires name in the "can trade with" box, all their resources (local, Imported, exported) pop up under the "trade agreements" box, rather than yours.
If anyone has a hard time understanding what I mean just ask, and I will Explain better and post a pic.
4) Link to the Civilopedia from city build queue.
Problem: You need to exit city screen and then goto Library and find the unit/improvement you are looking for, just to see what is does.
Suggested Solution: A link that will take you right to the specific entry in the Civilopedia for the item you select.
Gameplay/Balance Tweaks and Features
1) An escort mission for bombing runs.
Problem: It will (hopefully) be somewhat possible to protect your airspace once fighters work how they're supposed to. However, it has remained almost impossible to use bombers with any effect against the AI once they have fighters set up, that is, unless fighters can be used to protect bombers. This is something that should be looked into as many gamers have expressed frustration.
2) Allow Bombers and Fighters to have a random chance of scrambling if they are sitting on an aircraft carrier that is attacked.
Problem: Iron clads taking out a carrier-full of fighters and bombers - need I say more? IRL Carriers are currently the most powerful and effective naval combat vessel on the seas today - but that aside - what fun is it to have a weak, slow, unit, that is almost worthless?
3) Privateer too weak for balance against other ships in it's time.
Problem: Simply put, players don't seem to be using them because they are too weak.
3) Nukes must be slightly increased in effectiveness.
Problem: It's driving people crazy, and no, they aren't going to get used to it. As mentioned Cruise Missles do more damage than nukes more times than not, and a group of artillery is actually capable of doing more damage than the nuke itself. Also, nukes are increadibly expensive for their use - the result? People won't build them after long.
Suggested Solution: Increase the chance of military units in blast area of being killed. I would recommend 75% chance for each unit, and 20% for Missles. The Pop damage and pollution currently caused by a nuke is just fine, I think most agree, they just need to have a better chance to kill some units.
4) Allow an army to attack more than once in it's turn.
Problem: With separate units you get to attack 3-4 times, but with an army you can only get one attack which sometimes slows down what would otherwise be a succesful conquest of a city. - Peterk
Suggested Solution: An army should attack as many times as there are units in the army. If you have 3, it attacks three times. - Jason Beaudoin
Bug List
Game Breakers:
Human controlled fighters can't shoot down AI planes. (Covered here)
Possible Breaker:
100 million dollar bug, here - Warning: contents may prove disturbing to some viewers
Corruption, see here and here for details.
Minor
Air units can Re-Base outside their area of operation.
Shift-I for worker automation doesn't seem to work.
Civilopedia bug, here
The well known bug of the city advisor screen that refreshes on you after you select a list priority.
Other Bug Threads
There have been many. I am trying to bring all the important stuff under one thread, but these others must be looked at:
Good points, a bit of ranting:
Ten Gameplay Fixes
Another patch thread that got burried: The 1.1 patch list
Hello,
This thread is intended to be as helpful as possible to the game developers of Civ 3, and it is my hope that the information here will be useful in making Civ 3 just a little easier to use, and more fun to play.
Here is the list that Apolyton gamers have compiled as of 11/05/01:
Expanded Gameplay Features:
1) Stack Move: Many have felt that the ability to move units in stacks would be VERY helpful, almost necessary for late game play.
Problem: Given that there are usually considerably more units in this game than in previous Civ games, the one by one movement of each unit can rapidly become a mind numbing proposition.
Suggested Solution: Please allow for stack grabbing and moving. No combat advantage is needed or requested, but we need ability to move more than one unit at a time.
2) Ability to see active agreements from foreign advisor screen.
Problem: Currently, there is no way to see all your all active agreements in one place, and it becomes quite tedious to get a list of all the agreements you have at one time by visiting each ruler one at a time. Another fact that culminates this problem is that your active agreements are always changing.
Suggested Solution: Create a link/button on the foreign advisor screen that will bring up a list of *all* current diplomatic agreements and the turns left before they can be canceled. Also, the ability to cancel from this screen would be helpful.
3) Ability to see what resources ALL other empires have. The ability to see ones they are using or trading to others or even receiving from others.
Problem: The only way to know what resources another empire has (but cannot trade) is to search the whole map looking for specs of rubber and oil. And there is no way to know if/what they are trading to other empires, or if/what they are receiving from others.
Suggested Solution: Make it possible to see other empire's active trade agreements. This can be done easily on the Trade screen. Make it so when you click on an empires name in the "can trade with" box, all their resources (local, Imported, exported) pop up under the "trade agreements" box, rather than yours.
If anyone has a hard time understanding what I mean just ask, and I will Explain better and post a pic.
4) Link to the Civilopedia from city build queue.
Problem: You need to exit city screen and then goto Library and find the unit/improvement you are looking for, just to see what is does.
Suggested Solution: A link that will take you right to the specific entry in the Civilopedia for the item you select.
Gameplay/Balance Tweaks and Features
1) An escort mission for bombing runs.
Problem: It will (hopefully) be somewhat possible to protect your airspace once fighters work how they're supposed to. However, it has remained almost impossible to use bombers with any effect against the AI once they have fighters set up, that is, unless fighters can be used to protect bombers. This is something that should be looked into as many gamers have expressed frustration.
2) Allow Bombers and Fighters to have a random chance of scrambling if they are sitting on an aircraft carrier that is attacked.
Problem: Iron clads taking out a carrier-full of fighters and bombers - need I say more? IRL Carriers are currently the most powerful and effective naval combat vessel on the seas today - but that aside - what fun is it to have a weak, slow, unit, that is almost worthless?
3) Privateer too weak for balance against other ships in it's time.
Problem: Simply put, players don't seem to be using them because they are too weak.
3) Nukes must be slightly increased in effectiveness.
Problem: It's driving people crazy, and no, they aren't going to get used to it. As mentioned Cruise Missles do more damage than nukes more times than not, and a group of artillery is actually capable of doing more damage than the nuke itself. Also, nukes are increadibly expensive for their use - the result? People won't build them after long.
Suggested Solution: Increase the chance of military units in blast area of being killed. I would recommend 75% chance for each unit, and 20% for Missles. The Pop damage and pollution currently caused by a nuke is just fine, I think most agree, they just need to have a better chance to kill some units.
4) Allow an army to attack more than once in it's turn.
Problem: With separate units you get to attack 3-4 times, but with an army you can only get one attack which sometimes slows down what would otherwise be a succesful conquest of a city. - Peterk
Suggested Solution: An army should attack as many times as there are units in the army. If you have 3, it attacks three times. - Jason Beaudoin
Bug List
Game Breakers:
Human controlled fighters can't shoot down AI planes. (Covered here)
Possible Breaker:
100 million dollar bug, here - Warning: contents may prove disturbing to some viewers
Corruption, see here and here for details.
Minor
Air units can Re-Base outside their area of operation.
Shift-I for worker automation doesn't seem to work.
Civilopedia bug, here
The well known bug of the city advisor screen that refreshes on you after you select a list priority.
Other Bug Threads
There have been many. I am trying to bring all the important stuff under one thread, but these others must be looked at:
Good points, a bit of ranting:
Ten Gameplay Fixes
Another patch thread that got burried: The 1.1 patch list
Comment