Please post all ideas or changes you would like to see in future Civ3 patches, but please remember to follow these four rules.
1) Everybody lists there idea as either an 'editor idea', a 'general idea', or a 'bug fix idea' for me to see clearly. Editor idea would pertain to all ideas that relate to the editor. General idea would be pretty much any other idea, most likely game issues.
2) Try not to list an idea that has already been mentioned or implemented into the game.
3) When posting ideas make sure they are numbered, so I can see when a new idea begins and when an idea ends easily.
4) Report if the ideas I list on the Reference Post (my first post) should be included/changed or not and be sure to list reasons why.
General Ideas and Changes
Advisor Screens
1-1-1) Being able to see the resources you can trade for (NOT ‘with’). For example, I am the French and I am able to trade with the Romans, who have an extra iron resource and one spice resource. Even if I did have an iron resource, the iron resource for the Romans should show up under resources they can trade. The spice should also fall under the category of resources the Romans can trade. These two categories would be included in the trade advisor in an appropriate spot. This would prevent me from having to go to diplomatic relations with another Civ to see if they have a resource I am looking for. However, the ability to see what resources the other Civ has available should only become available once you have an embassy established with them. Also, regardless of whether or not you have a trade route established with the Civ you should be able to see what resources they have available, of course you have to have an embassy established with them first. The bonus for this is that you don’t have to enter diplomatic negotiations with other Civs to see if they have a certain resource or not.
1-2-2) Show what the diplomatic reputation is of your Civ, and also if it is in jeopardy of being tarnished. Such as this was done with Civ2.
1-3-3) When proposing a deal with the AI the advisor screen should give more info than “this deal is probably acceptable”. Such info as, “this Civ would be very grateful for this deal” or “this mainly favors your Civ, but it is still acceptable” would be helpful.
1-4-4) Include a city improvement list for the whole nation; this should probably be included in the Trade Advisor screen. An example, 17 Marketplaces cost 17 gold, 9 Barracks cost 9 gold, etc… (again, ala Civ2).
1-5-5) More accurate description of your technology stance. Even though a Civ may have researched deep into the Modern Age, but is missing a few ‘useless’ technologies in the Industrial Era that Civ will be considered “backwards”.
1-6-6) Make it possible to see all 16 Civs in the Foreign Advisor screen.
1-7-7) The ability to see all trade/diplomatic agreements with another Civ.
1-8-8) A reminder for when your 20 year trade deal ends.
1-9-9) Make access to Demographics available from the Domestic Advisor Screen. In Demographics include links on the categories to what that category’s description is. Meaning give the definition to “Military Service” and how it relates to the game.
1-10-10) In Domestic Advisor show how many cities you have total.
1-11-11) In Military Advisor show what units have been killed, when each unit was killed, and how many of each unit have been killed (ala Civ2).
AI
2-1-12) AI Civs aren’t keen to keep peace treaties, nor are they punished for breaking a peace treaty.
2-2-13) The AI should be more inclined to accept trades that benefit themselves primarily. The AI should almost always accept a trade of: AI receives 1 gems and 1 spices and only gives 1 incense away.
2-3-14) When the AI is begging for peace with you, the AI should not propose you a deal for your acceptance, yet the AI should ask “What terms would be acceptable for you for the two of us to come to peace” or something to that effect.
2-4-15) The AI needs to respect other Civ’s borders more; not to mention the AI needs not to plop a city in the middle of your empire.
2-5-16) The AI needs a better understanding of what it is “beaten”. If the AI is completely outmatched it needs to back down.
2-6-17) If the AI is presented with a fantastic offer in a trade, but is required to give up a city, the AI shouldn’t be so utterly repulsed by the idea.
2-7-18) Even though a lot of expansion provides the AI well in the long run, investing more time into building improvements and wonders would also provide very useful.
Barbarians
3-1-19) If Barbarians loot a city completely, then the city should turn into an encampment.
3-2-20) Barbarians should stay somewhat on pace with the advancement of units instead of only having warrior, horsemen, and galley available to them throughout the whole game. Basically include more units for the Barbarians, such as also having long bowmen, cavalry (ala Civ2). Also, Barbarians need to stay competitive longer, hopefully this idea will help that out.
City Screen and City Screen Options
4-1-21) If it is determined that a unit is obsolete (not even relatively close in terms of value) it should be completely removed from the build queue. Of course this should be made as an option in ‘preferences’.
4-2-22) An alternative unit for drafting in the modern age than Swordsmen. Swordsmen may be cheap to build, but they are way too weak for the modern age.
4-3-23) Include the atrocity of ‘killing citizens’ when a city is already under your control or becomes under your control.
4-4-24) Don’t allow for building production swapping. A 50% shield cost should take place when a unit in production is swapped to a wonder or improvement, an improvement is swapped to a unit or wonder, or a wonder is swapped to a unit or improvement. Basically the same way Civ2 handled this; in that only do this at the higher levels, Regent and above.
4-5-25) The Civilopedia should be accessible from the City Screen, particularly when choosing units/improvements to build.
Combat
5-1-26) Increase the difficulty to perform blitzkrieg attacks on the AI. Making it take two turns for newly captured cities’ roads/railroads to give their bonus. Meaning that if England were to capture Rome in year 2000ad, then all of the roads/railroads in the city radius wouldn’t give off their movement (and possibly trade, as well) bonus until two turns later (2002ad).
5-2-27) Decrease the chance for an obsolete unit to defeat a modern unit (i.e. a warrior should NOT be able to beat an armor, maybe even ever). If it must done revamp the whole combat system, so it is more like Civ 2’s. For example, unit rank should increase attack and/or defense instead of hit points. Add a new category called firepower. Hit points and firepower should act like they did in Civ 2; have them pertain to the unit’s age (i.e. warrior 1hp & 1fp, battleship 4hp & 4fp.
5-3-28) Increase the stats for naval units considerably, especially movement rates.
5-4-29) Increase the stats for air units, and give air units a special advantage over naval units, just like this was present in Civ 2.
5-5-30) When a unit is bombarding another unit give the bombarding unit a chance to defeat the opposing unit completely. Increase the chance of bombarding killing a unit for the more advanced the unit. Also, air units should have the best chance to kill an opposing unit completely when bombarding.
Culture
6-1-31) When building a colony it should automatically give off a 1-tile culture border, basically meaning the square that the colony is built in. However, colony borders should not be able to ever expand.
6-2-32) When a city defects culturally all military units should automatically defect to your nearest city, and you should be made aware of what city the units went to.
Diplomacy
7-1-33) Increase the value for embassies, adding the latter part of suggestion # 1-1-1 could do this.
7-2-34) Allow Civs to pay other Civs to build the other Civs unique unit for certain amount of money. For example, the Germans could pay the Americans 100 gold, so they could build four F-15s. However, this should only be allowed between Civs if they are alliances. Maybe a set number of gold should be set for each unique unit; F-15 would be worth 25 gold, Jaguar Warrior would be worth 5 gold, etc…
7-3-35) If a Civ is allied with another Civ they should automatically have a right of passage deal, as well.
7-4-36) Before an opposing nation signs a military alliance against you (except if a nation is being offered a military alliance), they should first give you an ultimatum.
7-5-37) Another stretch here but having negotiations with more than one party would be great. This would allow for an outsider of a war to bring two Civs and the outsider ALL to peace. To elaborate on this, it would be called an External Peace Pact.
7-6-38) Allow for ‘concrete’ alliances; currently alliances only apply to war. Concrete alliances would include a Mutual Protection Pact and a Right of Passage Pact. Concrete alliances could be cancelled peacefully after 40 turns.
7-7-39) Give the ability to fluctuate the amount of turns a deal will stay in tact. However, only include this ability if the AI will also be able to use this feature.
7-8-40) Make it possible to trade food between your own cities.
7-9-41) Allow for trading of military units with other Civs.
7-10-42) Include an option that lets you ask the AI to offer a peace agreement. Now this is already an option, but it is only an option in an aggressive way; a peaceful option for this needs to be included, as well.
Interface and Unit Commands
8-1-43) Include a popup or a special signal when a city is “about” to revolt. Note that “about” is in quotation marks because this is different from “when”. This will help the player determine if he/she needs to pay closer attention to that city (i.e. increase happiness in the city somehow).
8-2-44) Create a sentry command – allowing the user to skip a unit’s turn, but if the user later on in that same turn decides he/she wants to use that particular unit he/she is allowed to. It should be noted that the unit would not become ‘active’ (not just for that initial turn) until the user deactivates the sentry command on the unit or when that unit sights an enemy unit.
8-3-45) Give Workers the ability to build canals. Canals will allow for ships to pass through them and give off a +1 trade bonus. A canal shouldn’t be able to connect with another canal. Meaning that a canal can only be built one tile in a row; this will prevent unrealistically, large canals being built. Also, canals should take a hefty amount of time to build, in fact canals should take the longest time to complete out of all the terrain improvements, and shouldn’t come available for building until sometime in the Industrial Era.
8-4-46) Under ‘Contact Governor’ there should be an option that automatically changes all selections of “This City” or “This Continent” to “All Cities”. This will prevent from having to individually click every ‘drop down’ to “All Cities”.
8-5-47) Implement a “Wake All” command; that way it is easy to wake up a large stack of units simultaneously.
8-6-48) When pointing your mouse cursor to “Upgrade Unit” information on how much it will cost to upgrade that unit should appear in a balloon even before you decide to upgrade the unit. This will allow it so you don’t have to click on “Upgrade Unit” first to see how much the unit will cost to upgrade.
Improvements and Wonders
9-1-47) Ocean should also be considered the required water needed to build Nuclear Power Plants and Hydro Plants.
9-2-48) Include a modern coastal fortress, along with the regular coastal fortress, that way it would be possible to attack modern naval units with the fortress. If a modern coastal fortress isn’t to be added, then increase the power for coastal fortress, that way they will be more effective.
9-3-49) A certain wonder (Apollo?) should reveal the whole map, such as this occurred in Civ2.
Other
10-1-50) Add more zoom levels, for both the editor and regular game.
10-2-51) Quite a stretch with this one, but including PBEM and Hotseat multiplayer would be very nice.
10-3-52) Reduce late game tedium; incorporating some of the ideas/changes mentioned could possibly do just that.
10-4-53) In the Palace View make it possible to replace an already placed structure. If I want to change the Far East statue for a Native American statue I should be allowed to. Include more Palace placements, because many times Palace placements will run out. Give an option to turn off the Palace completely; such as how this was available in Civ 2.
10-5-54) Provide the capabilities for one to save an end game replay, so that they may view it again.
10-6-55) Improve the model for Diplomatic Victory. Each Civ is allocated a certain number of vote points, which is determined by population and culture. In order to win you should need 2/3 votes. Basically make the model something similar to how SMAC ran the model.
10-7-56) When your capitol is overtaken civil war should have a chance of occurrence, corruption should run rampant, and the Palace of a capitol should have to be rebuilt and not automatically relocated for free.
10-8-57) When a city is overtaken it should be possible to loot more from the city than just money, also include technologies, maps, communications with other Civs, etc… with looting.
10-9-58) Include a very small random chance of a colony turning into a city. This would increase the importance of colonies, while also making colonies more realistic. Many times colonies turned into cities; United States are an example of that.
10-10-59) Even after when the spaceship is built it should not automatically launch, yet allow for the user to do it himself/herself, because some may want to wait a few turns to launch the spaceship after its completion.
10-11-60) Include a spy missions of sabotaging spaceship production, planting nuclear device, and planting a disease, and also make spy missions less expensive.
10-12-61) Instead of having to delete the whole High Scores file to delete game high scores allow for each game high score to be deleted manually and also have an option of deleting the whole High Scores file.
10-13-62) Decrease the occurrences of pollution, as well as, include an option to completely turn off pollution in the game.
10-14-63) Make Civ3 playable on more computers; such as monitors with only the ability of a 800x600 screen resolution, but don’t make the game any less enjoyable for those who can already play the game with their computer.
10-15-64) Include more city names, because it is very silly seeing the city name of Berlin written four different ways.
10-17-65) When a city is razed show some animation.
10-18-66) Continue to solve the overabundance of corruption.
Technology Tree
11-1-67) Having to complete most of the technologies in era really decreases a lot of strategy within the tech tree. Not to mention it doesn’t provide much separation between Civs. The proposal for this is to include less era-advancing requirement techs.
11-2-68) The discovery of Satellite should make the whole map completely revealed, not to mention it should continuously update your map.
Units
12-1-69) Include the ability to move stacks of units; this addition is the most vital! This would prevent tedious clicking by not having to move each unit individually.
12-2-70) Settlers should not be able to be created from foreign nationals, because there are many ‘cheap’ strategies that go along with it. If foreign nationals are taken away from the city population when a settler is built, then the settler should be a foreign national. If nationals are taken away from the city population when a settler is built, then the settler should be a national.
12-3-71) Scouts should have a movement rate of 1 and should see all terrain as road. Explorers should have a movement rate of 2 and should see all terrain as road. Explorers, also, should become available with Map Making, because Explorers become far too worthless by the time Navigation is researched.
12-4-72) Allow for bombing from airplanes to sink ships.
12-5-73) Unique units should be allowed to upgrade to more advanced units, but it should not be possible to upgrade to a unique unit.
12-6-74) All Civs should be able to build all regular units, even if a Civ has the unique unit for a regular unit. For instance, the Chinese may have the Rider available for building, so the Knight should also be available for constructing.
12-7-75) Older infantry, such as Swordsmen, should be upgradeable to Riflemen.
Editor Ideas and Changes
13-1-76) Making it possible to add items, such as units/Civs/terrain/technologies.
13-2-77) Make all flags available for city improvements also available to wonders, and small wonders. That way it is possible to create a small wonder that gives +1 trade to all city squares and other matches.
13-3-78) An option to where a certain form of government CAN’T build a specific building, wonder, small wonder, or unit.
13-4-79) An option where certain buildings, wonders, or small wonders can be set as a requirement for building a unit.
13-5-80) Make it possible for Civ-specific starting locations when creating a map.
13-6-81) Allow for advanced era technologies to have a prerequisite of an older era technology, and so the older era doesn’t have to be a required tech to advance in order to move on to the next era of technologies or moved to the advanced era. An example of this would be as follows: Feudalism should have a prerequisite of Monarchy, but in order to do that Monarchy would either have to be put in the Middle Ages era or make it become a required tech to advance to the Middle Ages, which isn’t the same thing as a perquisite for one single technology. Overall, just make technology tree editing more flexible.
13-7-82) Give opportunities for changing the effects of Nuclear Bombs.
13-8-83) Decide what units can be destroyed from bombing. An example of this would be to have submarines not destroyable by bombing, but to have battleships destroyable by bombing.
13-9-84) Include more options for units available to the Barbarians instead of just 2 land options and 1 sea option.
Bug Fixing Ideas
14-1-85) Fix the unlimited artillery range bug.
14-2-86) When already in the middle of researching a technology and you decide to change it you should be prompted with a message of “Are you sure want to change research; you will lose all of your research on your current research project” or something to that effect.
14-3-87) Fix the bug when trading luxuries. Sometimes a deal may be “acceptable” for the AI, but as soon as you add a luxury resource to that deal it then no longer becomes “acceptable” for the AI. Again, this isn’t a regular occurrence, yet a once in a while occasion.
14-4-88) The bug for drafting units need to be fixed. The draft button in the city screen appears sporadically, and sometimes when it does appear it won’t function properly.
1) Everybody lists there idea as either an 'editor idea', a 'general idea', or a 'bug fix idea' for me to see clearly. Editor idea would pertain to all ideas that relate to the editor. General idea would be pretty much any other idea, most likely game issues.
2) Try not to list an idea that has already been mentioned or implemented into the game.
3) When posting ideas make sure they are numbered, so I can see when a new idea begins and when an idea ends easily.
4) Report if the ideas I list on the Reference Post (my first post) should be included/changed or not and be sure to list reasons why.
General Ideas and Changes
Advisor Screens
1-1-1) Being able to see the resources you can trade for (NOT ‘with’). For example, I am the French and I am able to trade with the Romans, who have an extra iron resource and one spice resource. Even if I did have an iron resource, the iron resource for the Romans should show up under resources they can trade. The spice should also fall under the category of resources the Romans can trade. These two categories would be included in the trade advisor in an appropriate spot. This would prevent me from having to go to diplomatic relations with another Civ to see if they have a resource I am looking for. However, the ability to see what resources the other Civ has available should only become available once you have an embassy established with them. Also, regardless of whether or not you have a trade route established with the Civ you should be able to see what resources they have available, of course you have to have an embassy established with them first. The bonus for this is that you don’t have to enter diplomatic negotiations with other Civs to see if they have a certain resource or not.
1-2-2) Show what the diplomatic reputation is of your Civ, and also if it is in jeopardy of being tarnished. Such as this was done with Civ2.
1-3-3) When proposing a deal with the AI the advisor screen should give more info than “this deal is probably acceptable”. Such info as, “this Civ would be very grateful for this deal” or “this mainly favors your Civ, but it is still acceptable” would be helpful.
1-4-4) Include a city improvement list for the whole nation; this should probably be included in the Trade Advisor screen. An example, 17 Marketplaces cost 17 gold, 9 Barracks cost 9 gold, etc… (again, ala Civ2).
1-5-5) More accurate description of your technology stance. Even though a Civ may have researched deep into the Modern Age, but is missing a few ‘useless’ technologies in the Industrial Era that Civ will be considered “backwards”.
1-6-6) Make it possible to see all 16 Civs in the Foreign Advisor screen.
1-7-7) The ability to see all trade/diplomatic agreements with another Civ.
1-8-8) A reminder for when your 20 year trade deal ends.
1-9-9) Make access to Demographics available from the Domestic Advisor Screen. In Demographics include links on the categories to what that category’s description is. Meaning give the definition to “Military Service” and how it relates to the game.
1-10-10) In Domestic Advisor show how many cities you have total.
1-11-11) In Military Advisor show what units have been killed, when each unit was killed, and how many of each unit have been killed (ala Civ2).
AI
2-1-12) AI Civs aren’t keen to keep peace treaties, nor are they punished for breaking a peace treaty.
2-2-13) The AI should be more inclined to accept trades that benefit themselves primarily. The AI should almost always accept a trade of: AI receives 1 gems and 1 spices and only gives 1 incense away.
2-3-14) When the AI is begging for peace with you, the AI should not propose you a deal for your acceptance, yet the AI should ask “What terms would be acceptable for you for the two of us to come to peace” or something to that effect.
2-4-15) The AI needs to respect other Civ’s borders more; not to mention the AI needs not to plop a city in the middle of your empire.
2-5-16) The AI needs a better understanding of what it is “beaten”. If the AI is completely outmatched it needs to back down.
2-6-17) If the AI is presented with a fantastic offer in a trade, but is required to give up a city, the AI shouldn’t be so utterly repulsed by the idea.
2-7-18) Even though a lot of expansion provides the AI well in the long run, investing more time into building improvements and wonders would also provide very useful.
Barbarians
3-1-19) If Barbarians loot a city completely, then the city should turn into an encampment.
3-2-20) Barbarians should stay somewhat on pace with the advancement of units instead of only having warrior, horsemen, and galley available to them throughout the whole game. Basically include more units for the Barbarians, such as also having long bowmen, cavalry (ala Civ2). Also, Barbarians need to stay competitive longer, hopefully this idea will help that out.
City Screen and City Screen Options
4-1-21) If it is determined that a unit is obsolete (not even relatively close in terms of value) it should be completely removed from the build queue. Of course this should be made as an option in ‘preferences’.
4-2-22) An alternative unit for drafting in the modern age than Swordsmen. Swordsmen may be cheap to build, but they are way too weak for the modern age.
4-3-23) Include the atrocity of ‘killing citizens’ when a city is already under your control or becomes under your control.
4-4-24) Don’t allow for building production swapping. A 50% shield cost should take place when a unit in production is swapped to a wonder or improvement, an improvement is swapped to a unit or wonder, or a wonder is swapped to a unit or improvement. Basically the same way Civ2 handled this; in that only do this at the higher levels, Regent and above.
4-5-25) The Civilopedia should be accessible from the City Screen, particularly when choosing units/improvements to build.
Combat
5-1-26) Increase the difficulty to perform blitzkrieg attacks on the AI. Making it take two turns for newly captured cities’ roads/railroads to give their bonus. Meaning that if England were to capture Rome in year 2000ad, then all of the roads/railroads in the city radius wouldn’t give off their movement (and possibly trade, as well) bonus until two turns later (2002ad).
5-2-27) Decrease the chance for an obsolete unit to defeat a modern unit (i.e. a warrior should NOT be able to beat an armor, maybe even ever). If it must done revamp the whole combat system, so it is more like Civ 2’s. For example, unit rank should increase attack and/or defense instead of hit points. Add a new category called firepower. Hit points and firepower should act like they did in Civ 2; have them pertain to the unit’s age (i.e. warrior 1hp & 1fp, battleship 4hp & 4fp.
5-3-28) Increase the stats for naval units considerably, especially movement rates.
5-4-29) Increase the stats for air units, and give air units a special advantage over naval units, just like this was present in Civ 2.
5-5-30) When a unit is bombarding another unit give the bombarding unit a chance to defeat the opposing unit completely. Increase the chance of bombarding killing a unit for the more advanced the unit. Also, air units should have the best chance to kill an opposing unit completely when bombarding.
Culture
6-1-31) When building a colony it should automatically give off a 1-tile culture border, basically meaning the square that the colony is built in. However, colony borders should not be able to ever expand.
6-2-32) When a city defects culturally all military units should automatically defect to your nearest city, and you should be made aware of what city the units went to.
Diplomacy
7-1-33) Increase the value for embassies, adding the latter part of suggestion # 1-1-1 could do this.
7-2-34) Allow Civs to pay other Civs to build the other Civs unique unit for certain amount of money. For example, the Germans could pay the Americans 100 gold, so they could build four F-15s. However, this should only be allowed between Civs if they are alliances. Maybe a set number of gold should be set for each unique unit; F-15 would be worth 25 gold, Jaguar Warrior would be worth 5 gold, etc…
7-3-35) If a Civ is allied with another Civ they should automatically have a right of passage deal, as well.
7-4-36) Before an opposing nation signs a military alliance against you (except if a nation is being offered a military alliance), they should first give you an ultimatum.
7-5-37) Another stretch here but having negotiations with more than one party would be great. This would allow for an outsider of a war to bring two Civs and the outsider ALL to peace. To elaborate on this, it would be called an External Peace Pact.
7-6-38) Allow for ‘concrete’ alliances; currently alliances only apply to war. Concrete alliances would include a Mutual Protection Pact and a Right of Passage Pact. Concrete alliances could be cancelled peacefully after 40 turns.
7-7-39) Give the ability to fluctuate the amount of turns a deal will stay in tact. However, only include this ability if the AI will also be able to use this feature.
7-8-40) Make it possible to trade food between your own cities.
7-9-41) Allow for trading of military units with other Civs.
7-10-42) Include an option that lets you ask the AI to offer a peace agreement. Now this is already an option, but it is only an option in an aggressive way; a peaceful option for this needs to be included, as well.
Interface and Unit Commands
8-1-43) Include a popup or a special signal when a city is “about” to revolt. Note that “about” is in quotation marks because this is different from “when”. This will help the player determine if he/she needs to pay closer attention to that city (i.e. increase happiness in the city somehow).
8-2-44) Create a sentry command – allowing the user to skip a unit’s turn, but if the user later on in that same turn decides he/she wants to use that particular unit he/she is allowed to. It should be noted that the unit would not become ‘active’ (not just for that initial turn) until the user deactivates the sentry command on the unit or when that unit sights an enemy unit.
8-3-45) Give Workers the ability to build canals. Canals will allow for ships to pass through them and give off a +1 trade bonus. A canal shouldn’t be able to connect with another canal. Meaning that a canal can only be built one tile in a row; this will prevent unrealistically, large canals being built. Also, canals should take a hefty amount of time to build, in fact canals should take the longest time to complete out of all the terrain improvements, and shouldn’t come available for building until sometime in the Industrial Era.
8-4-46) Under ‘Contact Governor’ there should be an option that automatically changes all selections of “This City” or “This Continent” to “All Cities”. This will prevent from having to individually click every ‘drop down’ to “All Cities”.
8-5-47) Implement a “Wake All” command; that way it is easy to wake up a large stack of units simultaneously.
8-6-48) When pointing your mouse cursor to “Upgrade Unit” information on how much it will cost to upgrade that unit should appear in a balloon even before you decide to upgrade the unit. This will allow it so you don’t have to click on “Upgrade Unit” first to see how much the unit will cost to upgrade.
Improvements and Wonders
9-1-47) Ocean should also be considered the required water needed to build Nuclear Power Plants and Hydro Plants.
9-2-48) Include a modern coastal fortress, along with the regular coastal fortress, that way it would be possible to attack modern naval units with the fortress. If a modern coastal fortress isn’t to be added, then increase the power for coastal fortress, that way they will be more effective.
9-3-49) A certain wonder (Apollo?) should reveal the whole map, such as this occurred in Civ2.
Other
10-1-50) Add more zoom levels, for both the editor and regular game.
10-2-51) Quite a stretch with this one, but including PBEM and Hotseat multiplayer would be very nice.
10-3-52) Reduce late game tedium; incorporating some of the ideas/changes mentioned could possibly do just that.
10-4-53) In the Palace View make it possible to replace an already placed structure. If I want to change the Far East statue for a Native American statue I should be allowed to. Include more Palace placements, because many times Palace placements will run out. Give an option to turn off the Palace completely; such as how this was available in Civ 2.
10-5-54) Provide the capabilities for one to save an end game replay, so that they may view it again.
10-6-55) Improve the model for Diplomatic Victory. Each Civ is allocated a certain number of vote points, which is determined by population and culture. In order to win you should need 2/3 votes. Basically make the model something similar to how SMAC ran the model.
10-7-56) When your capitol is overtaken civil war should have a chance of occurrence, corruption should run rampant, and the Palace of a capitol should have to be rebuilt and not automatically relocated for free.
10-8-57) When a city is overtaken it should be possible to loot more from the city than just money, also include technologies, maps, communications with other Civs, etc… with looting.
10-9-58) Include a very small random chance of a colony turning into a city. This would increase the importance of colonies, while also making colonies more realistic. Many times colonies turned into cities; United States are an example of that.
10-10-59) Even after when the spaceship is built it should not automatically launch, yet allow for the user to do it himself/herself, because some may want to wait a few turns to launch the spaceship after its completion.
10-11-60) Include a spy missions of sabotaging spaceship production, planting nuclear device, and planting a disease, and also make spy missions less expensive.
10-12-61) Instead of having to delete the whole High Scores file to delete game high scores allow for each game high score to be deleted manually and also have an option of deleting the whole High Scores file.
10-13-62) Decrease the occurrences of pollution, as well as, include an option to completely turn off pollution in the game.
10-14-63) Make Civ3 playable on more computers; such as monitors with only the ability of a 800x600 screen resolution, but don’t make the game any less enjoyable for those who can already play the game with their computer.
10-15-64) Include more city names, because it is very silly seeing the city name of Berlin written four different ways.
10-17-65) When a city is razed show some animation.
10-18-66) Continue to solve the overabundance of corruption.
Technology Tree
11-1-67) Having to complete most of the technologies in era really decreases a lot of strategy within the tech tree. Not to mention it doesn’t provide much separation between Civs. The proposal for this is to include less era-advancing requirement techs.
11-2-68) The discovery of Satellite should make the whole map completely revealed, not to mention it should continuously update your map.
Units
12-1-69) Include the ability to move stacks of units; this addition is the most vital! This would prevent tedious clicking by not having to move each unit individually.
12-2-70) Settlers should not be able to be created from foreign nationals, because there are many ‘cheap’ strategies that go along with it. If foreign nationals are taken away from the city population when a settler is built, then the settler should be a foreign national. If nationals are taken away from the city population when a settler is built, then the settler should be a national.
12-3-71) Scouts should have a movement rate of 1 and should see all terrain as road. Explorers should have a movement rate of 2 and should see all terrain as road. Explorers, also, should become available with Map Making, because Explorers become far too worthless by the time Navigation is researched.
12-4-72) Allow for bombing from airplanes to sink ships.
12-5-73) Unique units should be allowed to upgrade to more advanced units, but it should not be possible to upgrade to a unique unit.
12-6-74) All Civs should be able to build all regular units, even if a Civ has the unique unit for a regular unit. For instance, the Chinese may have the Rider available for building, so the Knight should also be available for constructing.
12-7-75) Older infantry, such as Swordsmen, should be upgradeable to Riflemen.
Editor Ideas and Changes
13-1-76) Making it possible to add items, such as units/Civs/terrain/technologies.
13-2-77) Make all flags available for city improvements also available to wonders, and small wonders. That way it is possible to create a small wonder that gives +1 trade to all city squares and other matches.
13-3-78) An option to where a certain form of government CAN’T build a specific building, wonder, small wonder, or unit.
13-4-79) An option where certain buildings, wonders, or small wonders can be set as a requirement for building a unit.
13-5-80) Make it possible for Civ-specific starting locations when creating a map.
13-6-81) Allow for advanced era technologies to have a prerequisite of an older era technology, and so the older era doesn’t have to be a required tech to advance in order to move on to the next era of technologies or moved to the advanced era. An example of this would be as follows: Feudalism should have a prerequisite of Monarchy, but in order to do that Monarchy would either have to be put in the Middle Ages era or make it become a required tech to advance to the Middle Ages, which isn’t the same thing as a perquisite for one single technology. Overall, just make technology tree editing more flexible.
13-7-82) Give opportunities for changing the effects of Nuclear Bombs.
13-8-83) Decide what units can be destroyed from bombing. An example of this would be to have submarines not destroyable by bombing, but to have battleships destroyable by bombing.
13-9-84) Include more options for units available to the Barbarians instead of just 2 land options and 1 sea option.
Bug Fixing Ideas
14-1-85) Fix the unlimited artillery range bug.
14-2-86) When already in the middle of researching a technology and you decide to change it you should be prompted with a message of “Are you sure want to change research; you will lose all of your research on your current research project” or something to that effect.
14-3-87) Fix the bug when trading luxuries. Sometimes a deal may be “acceptable” for the AI, but as soon as you add a luxury resource to that deal it then no longer becomes “acceptable” for the AI. Again, this isn’t a regular occurrence, yet a once in a while occasion.
14-4-88) The bug for drafting units need to be fixed. The draft button in the city screen appears sporadically, and sometimes when it does appear it won’t function properly.
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