Originally posted by TechWins
Monoriu, why do you feel the need to defend Firaxis/Civ 3? It's incredibly obvious that certain techs have terrible prerequisites or lack thereof. Now this would be a design flaw because Firaxis designed the tech tree. At what point do you fail to understand that?
The reason for that is because the AI has some unupgraded units laying around, not because of the AI is all that far behind in the tech tree.
Monoriu, why do you feel the need to defend Firaxis/Civ 3? It's incredibly obvious that certain techs have terrible prerequisites or lack thereof. Now this would be a design flaw because Firaxis designed the tech tree. At what point do you fail to understand that?

The reason for that is because the AI has some unupgraded units laying around, not because of the AI is all that far behind in the tech tree.
1. Notice I said middle age AI CIV. I know the AI doesn't upgrade its units, but it IS possible to get way ahead of the AI in terms of techs.
2. I know somebody is going to say I am a defender o Firaxis/Civ 3 etc. That's why I have prepared this to prove them wrong:
My updated Civ 3 wish list:
I. Bugs
1. Air superiority is broken
2. Precision bombing is broken.
3. ¡§Million gold bug¡¨ ¡V ability to offer or demand 9999999 gold from the AI.
4. Family size in demographic screen appears to be broken.
5. In the science advisor screen, some advances with long names do not show number of turns till completion.
6. Possible bug: Nuclear plants have a 150% production bonus, against the 50% bonus of all other electricity plants.
7. Coastal fortresses are broken. It won¡¦t fire at enemy ships.
8. Palace screen is broken. In some games, it won¡¦t prompt me to access the screen when an upgrade is due.
9. Possible bug. Cities that are not on the same continent as the capital city and is not connected to any harbour can still receive bonuses from all luxuries if it is connected to an AI port city by road.
10. City sorting in the domestic advisor screen is broken.
11. Hanging Gardens do not seem to expire. I can still see 3 happy faces next to it in the city screen even after it is supposed to expire.
12. Fortified units in a fort don¡¦t seem to make opportunity fires.
13. Icon for building railroads incorrectly lists the command to build railroads as ¡§r¡¨ when in fact it should be ¡§shift r¡¨.
II. Gameplay Fixes and Balance
1. Corruption. There needs to be more ways to deal with corruption. A corruption cap, anti-corruption city specialists, anti-corruption units, more anti-corruption city improvements, or a switch at the beginning of the game to choose corruption levels. The courthouse is very ineffective as it is.
2. City defection. Happens too easily with no warning whatsoever. Losing all units inside the city is completely unacceptable. There should be more effective means to counter it, some sort of vague warning, and the majority of the city garrison of the defecting city should be moved away from the city, not eliminated. It is also too easy for a recently defected city to go back to its original owner.
3. Tech trading. It is too easy to play ¡§tech broker¡¨ now. I can check with all AI civs each turn and buy all the new techs available, then sell it to the rest of the civs for a large amount of gold per turn. On Emperor and Deity settings I don¡¦t need to research anything.
4. Option to choose real random civs when starting game. Right now civs that have a similar cultural background are a lot more likely to start near each other.
5. Option to use civ 2 HP/FP system. (not my request)
6. Option to give individual unit type more hit points.
7. Faster scrolling and shorter time between turns.
8. Global warming. Happens too early and the sun icon doesn¡¦t tell me how likely I¡¦ll get global warming.
9. Change name and graphic of Iroquois unique unit: mounted warrior. It is not historical while the other unique units are. The units stats are ok.
10. Option for melee combat between air units and ships.
11. Option to refuse AI diplomatic victory and proceed to fight the rest of the world.
12. Modify world generator to prevent areas without any source of fresh water from appearing too often. Small islands are ok, but sometimes a large part of the main continent is blocked off from any rivers by hills and mountains.
13. Colonies. Colonies should have borders to prevent them from being aborbed too easily, and I should be able to build a harbour in it to make overseas colonies useful.
14. Mutual protection pact makes it very difficult for AI civs to make peace. Example: Civ a and Civ b have a MPP. Both Civ a and b are at war with civ c. Civ a makes peace with civ c, but when civ c attacks civ b again civ a is forced to declare war on civ c again.
15. Ability to remove/upgrade units in an army at a cost.
16. Submarines: AI can see subs, if I move a submarine inside an AI civ¡¦s border, it will send me a message to remove it even though he has no sub-seeing units nearby.
17. Allow civs to build the non-unique versions of their unique units. For example as the Romans I can¡¦t upgrade my warriors to swordman.
18. Leaders should appear in the capital city. It is too easy to lose a leader when he appears from defensive victories.
III. Interface
1. Ability to move units in stack.
2. Option to choose pop up menus for city disorders, production of military units, pollution, WLT_Ds, appearance and disappearance of resources, and when the city build queue is finished.
3. Option to tell a city to produce a military unit indefinitely until told otherwise.
4. New pillaging option that allows me to choose what improvement to pillage. This is particularly useful for getting rid of forts inside my territory that I don¡¦t need anymore.
5. Show 1/3 and 2/3 movement points remaining in the bottom right info box.
6. Managing large numbers of units is a pain. I need a new command to move a type of unit first, and a new command to move all the units in a tile first.
7. Space bar should end a unit¡¦s turn, but if it has movement points remaining, I should be able to re-activate it within the same turn if I change my mind.
8. Option to access screens with single click.
9. Key board shortcuts need a revamp, some of them are too complex or too anti-intuitive.
10. Option to show grid with city production boundaries super-imposed.
11. Ability to save and load several pre-designed production queues.
12. Once I have built a hydro/solar/nuclear plant, there is no need to show coal plant in city production menu.
13. Once I have built/acquired a wonder that gives a city improvement in multiple cities (e.g.), I should have the option to sell all existing city improvements of that type.
14. Ability to delete save games in game.
15. Ability to see all of my diplomatic and trading agreements in a single screen.
16. Summarise the current ¡§advice¡¨ of the foreign advisor about culture, attitude, military strength, scientific achievements of AI civs in a single screen. Also please show AI civ government status somewhere more prominent.
17. Summarise the relationships of all AI civs in a single screen in table form.
18. When right-clicking on a stack of units, the info box should have a highly visible indicator to tell if the unit has moved or not. (imagine when I have a stack of 40 units in a tile and have to sort which unit has moved¡K..)
19. Too hard to see borders in jungle tiles.
20. Ability to access Civlopedia in city production menu.
21. Show health points of units in the right bottom info box.
22. Option to turn off warning box when I mine an irrigated tile, and vice-versa.
23. Show status of working (including its current work and turns till completion) when right clicking on it. (Auroch¡¦s idea)
24. On the Domestic Advisor screen, mark cities that are in some unusual condition (WLTED, Food Shortage, Illness, Civil Disorder, etc). (Auroch¡¦s idea)
25. Ability for city finder to sort cities alphabetically.
26. Option to turn off the palace screen.
27. Location of embassy creation button (star next to capital city) is not intuitive. Should be able to access the option via foreign advisor screen.
28. When I move a mouse over an action icon (at the bottom of the screen), it only displays the help lines at the instant when my mouse moves over it. If my mouse stays there and the next unit comes up, I won¡¦t get the help text until I move my mouse away and then move it over to the icon again.
IV. New Features
1. Scenario editor and maker.
2. New option to read the ¡§histograph¡¨ the way civ 2 presented it.
3. In game editor that allows me to make and save a custom civ by choosing a background civ, 2 civ traits, and a unique unit from the existing list.
4. Multi-player.
5. Unit casualty list.
6. Future techs give benefits.
7. Ability to trade units with AI civs.
8. Unit sentry mode back.
9. Show wonder benefits in an info box when one is built.
10. Some kind of history log. (Auroch¡¦s idea)
11. Borrow a diplomatic option from SMAC; the ability to ask a civ to 'call off your war against my friend...' . This will allow you to prevent yourself from having to re-declare war with a civ via a MPP without suffering reputation loss. (N. Machiavelli¡¦s idea)
12. Add the ability to 'kick' certain units out of your territory, i.e. settlers and workers. This will allow you to force the encroaching bums out without having to declare war. (N. Machiavelli¡¦s idea)
13. Music. The ability to pick what music to play, and add/delete pieces to the existing list.
14. Ability to disband city if population is low.
15. Strategic resource finder for the entire world.
V. ¡§Exploits¡¨
1. ¡§Lumberjacking¡¨, the practice of repeatedly planting, and destroying forests to get shields, should be weakened.
2. Shouldn't be possible to sell city to AI, re-capture city in the same turn, and sell it again in the same turn.
3. Shouldn't be able to sell luxury for lump sum, then destroy road on the luxury tile and sell it again next turn.
VI. Spelling, Grammar, and Civlopedia
1. Civlopedia to show formulas used for demographic screen
2. Fix raidroad description in Civlopedia.
3. Fix modern tank description in Civlopedia. Textual description says only oil and rubber is required and missed aluminum.
4. In democracy, the domestic advisor addresses me as "Mr" in one city improvement production complete pop up box, then "Sir" in the next, then alternates between ¡§Mr¡¨ and ¡§Sir¡¨.
5. Make a patch for the manual's index. "Diplomacy" isn't even listed. Neither are "Spy" or "Colony". Of course, these things can be found, but at least basic concepts should be listed to save the trouble of hunting them down. That's what an index is for. (Auroch¡¦s idea)
6. Civlopedia should explain the benefits of WLT_Ds.
7. When the Indians cancel a trading agreement, they say: "Greetings. While we have enjoyed trading with you, we feel that this arrangement is not longer good for our people. It is time for the deal to end." (HunterAssassin¡¦s point)
VII. AI
1. AI should upgrade its outdated combat units a lot more often.
2. AI should stop patrolling its borders to shorten the time between turns. Instead, it should fortify units at borders.
3. AI should stop sending settlers to build a city where it is surrounded by another civ. It is irritating, and the city has a high chance to defect: it doesn¡¦t benefit the AI itself in the long term.
4. AI has a tendency to send a large stack of mobile units (e.g. cavalry) to attack deep inside my territory unprotected by defensive units.
5. AI doesn¡¦t use bombarding land units often enough.
6. AI doesn¡¦t defend strategic resource tiles.
7. AI doesn¡¦t defend itself adequately at the very beginning of game. Its too easy to take out an AI civ right after the start at Deity level.
8. AI doesn¡¦t build forts often enough.
9. Diplomatic AI should remember past transgressions a lot more often. Too easy to break peace cities without consequence now.
10. AI assigns too much value to dead end techs such as music theory, and theory of gravity when the relevant wonders have already been built.
11. AI puts too much value on useless border cities in trade.
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