To mention the obvious: Kill the Pop Rush!
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Desires For Future Civ3 Patches (A thread saving thread)
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Corruption is at a good level, however it removes any incentive to expand after you have reached the edge of your palaces' effectiveness. With no incentive there is no motivation to build more cities or even to go to war. (If you take a city it'll only produce 1 shield) There would be no point in play Civ III after this. The solution is to allow an amount of gold/turn to be invested into any city to decrease corruption. This will give incentive to conquer and still make it expensive to maintain an effective empire.
One of the biggest pains in Civ II was that once you could build modern units it was easy to steamroller the AI civs with a handful of artillery, tanks and mech infantry.Last edited by codemast01; December 13, 2001, 16:19.
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I agree with Codemast01: It's not that corruption levels are too high, it's just that you can't do anything about it.
To Lord of the Isles, I don't mind being picked on, my "Bismark" statement was an off the cuff remark. If I'm wrong I don't mind being called on it. My point is still valid though. Air power is capable of destroying naval units in the real world. Maybe better examples would be the attack on Pearl Harbor, or the Battle of Midway. More recently, the Falkland Islands campaign.
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Two suggestions:
1) Airpower compromise - Allow only carrier based strike aircraft the ability to sink other naval units.
2) Air Assault - Allow carriers to hold two paratroopers and two helicopters in order to use it as an amphibious assault ship.
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All air units have problems.
Lets ignore the fact that air cannot sink ships because many have already mentioned this.
* As rbg367 mentioned, the way the paratrooper and helicopter is in CivIII, makes the paratrooper useless for overseas attack.
* The Stealth Fighter is exactly the same as a stealth bomber. Why the duplication?
* Cruise Missles cannot be ship launched making them useless in an overseas attack; The range is also way too low.
* Precision Strike is not useful when you can't decide what the target should be.
* Instead of keeping ground units from being destroyed by air, why not have ground anti-air units like a mobile Surface-to-Air missile. This is much more realistic then pretending that 2000lbs and 1000lbs bombs can only seriously injure (BUT NOT KILL) ground forces.
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Originally posted by Skanky Burns
Good idea TechWins
* Id like the ability to move stacks of units around (try moving 50 tanks to the front, and you will understand what i mean )
* Id like obsolete units (longbowmen, etc) to be removed from the build list when other units have a higher attack value)
* Nuclear power plants and Hydro plants need water to build. The ocean doesnt count. It should.
Thats all i can think of for now.
Just a humble suggestion, TechWins. If you could go through all the suggestions and put them in your post at the top, it would help everyone involved, at the measly cost of you having to do a lot of work
about obsolete units, that reminds of what was mostly considered as a problem especially by scenario-makers before : the musketeer issue : musketeer would replace all infantry units. It might be annoying at the moment to have a long and useless list but for scenario (if and any) that should be an advantage.
Regards,
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Originally posted by rbg367
Two suggestions:
2) Air Assault - Allow carriers to hold two paratroopers and two helicopters in order to use it as an amphibious assault ship.
I have tried to do that through the editor but i failed. It seems Firaxis does not watch the news so much.
Contemporary warfare is pretty different from old ones. You can attack nearly wherever u want using airborne / amphibious troops.
Regards,
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Originally posted by AHO
1) "Tweak" the corruption levels again, please. Still way too high.
2) Reduce the production cost for The Forbidden Palace to counter that ridiculous corruption.
3) Stacked movement.
4) Trade Advisor should tell you what your competitors need so you don't have to visit with every single one of them to see who needs your resource. He should also tell you what tech the competitor has, again, so you don't have to go through the whole thing with EVERY one of them.
5) Air units should destroy naval units. Who sunk the Bismark? In Civ3, nobody.
6) Bring back the option to display the city boundary outline. (If this is in there already, someone please tell me where it is).
7) Corruption...corruption...corruption.
Regards,
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My Opinion
Make some Civ traits more useful. Expansionist is kinda useless on an island map. On a huge map Commercial is also very powerful, and the English have a great advantage on a pangaea huge map with exploration (early contact with like 8 civs means some serious trading) and expansion (commercial lowers corruption).
You should make a civ decision based on the map you play. But i find this completely stupid as all of the civilizations did well regardless of where they were located, even in the most hostile lands. The Persians were a major civ and they are living in a big DESERT.
Please consider revising the bonuses you get from picking a certain civ. The unique units are cool, but it is helpful to get a truly unique play style from the civ you play as.
Also, a more realistic idea for defections would be good. Accepting a rival's civ like this should be considered an act of war, or somewhat less. You should get something for not accepting a city, as there is no reason not to.
Banks should reduce corruption 5%. The Police Station is rather far away, and corruption was slightly less from banks in real life. The money bonus is good enough, but with people still complaining about the corruption, 5% reduction sounds good to me.
The Civs should pay a price for betraying each other and burning up peace treaties. They need a serious dent in their reputation for abusing that right of passage treaty. They should fight each other more often too, and having a set # value for reputation would be great. Come on!
What NOT to do in the patch.
Do NOT let bombers destroy ships. The navy should have a very real purpose in the game. In fact, ships are made obsolete too quickly. On land, even the longbowman can win sometimes in the modern era! It a balance change that gives the weak little civ a chance. Frigates have no chance vs battlecruisers. I wouldn't mind seeing weaker late game ships and stronger early game ships. The true strength of the late game ships like bcs should be speed, as having a gas or coal run engine should make you a lot faster.
And, I expect bug fixes to be first in your ideas for the next patch. This is a no-duh.Wrestling is real!
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My patchwishes are mainly on usability:
-Improve of color scheming. As a mildly colorblind game addict I have a problem with the colors of the civs. This can be easily tested by viewing them in Black and white. I have noticed this to be a problem for more games, because it is never tested upon.
-Viewability of terrain improvements: When I have a special resource like gold I have no way of telling wheter it is mined or not (Only by viewing the city and clicking on the terrain). This could be made more visible. Also the terrain right under a city is nearly invisible especially its improvements.
-Expansion of the menu: Make all the function keys also available in the menu.
These suggestions would greatly improve my enjoyment of the game (which is already quite high)
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How about "make the AI use population more intelligently?"
See Kyoto -- this is an AI city that I investigated to check on their Wonder building. It's maxed on population prior to hospital, and the AI chooses to emphasize food and make an unnecessary specialist. Meanwhile, there are three mined hills going unused. Why?
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Originally posted by ChrisShaffer
How about "make the AI use population more intelligently?"
See Kyoto -- this is an AI city that I investigated to check on their Wonder building. It's maxed on population prior to hospital, and the AI chooses to emphasize food and make an unnecessary specialist. Meanwhile, there are three mined hills going unused. Why?
I'm not askking for the governers to be savants, just good enough so I can ingore them for the most part. If I wver play a Huge map I do not want to be 15mins/turn management.
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More suggestions
Not sure if these have been mentioned or not but...
1) Display the state of the unit when it is right clicked.
Example: "Worker (irrigation)"
"Worker (Deforestation)"
This would allow players to see at a glance what units are doing what in the case of stacking multiple workers in the same square.
2) (Been mentioned previously) Adding or modifying a screen where you can see what tech's the rival Civ has and what they are working on if you have an embassy with that Civ. Having to check every turn or every other turn to see if an AI has researched something new to sell or trade for is a pain in the butt.
** Oh, and for those who said a Hydro plant should require an ocean square of some sort, what are you drinking?? Hydro plants are almost 100% built on RIVERS, so the hydo plant should need to be built in a city near a river, as it is now. Nuclear plants on the other hand should require ocean squares as mentioned.
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Hydro Plants on the ocean
I think that those that wish for the building of hydro plants along the ocean are viewing the improvement as the equivalent tidal energy plants.
I want thermal boreholes!"Our lives are frittered away by detail....simplify, simplify."
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Corruption
Corruption and Waste need to be severely toned down otherwise the idea of empire building is a Joke! Where in the real world is there any comparison to what occurs in the game? Only one shield production left after waste is figured in for distant cities no matter what the original production of the city was? Why was there such a departure made from the amount of corruption and waste found in the earlier civ games? Oh and why are palaces so horrendously expensive to build? It makes it obscenely difficult to try to shift your palace to a more central location to better manage your empire.
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