Please post all ideas or changes you would like to see in future Civ3 patches/expansions, but please remember to follow these four rules.
1) Everybody lists there idea as either an 'editor idea' or a 'general 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.
$ = Idea does not contain a ranking; an idea might receive this ranking from being a bit too unrealistic.
* = Idea is there just out of pure hope and/or minimal relevance
** = Idea is of little importance
*** = Idea is fairly important
**** = Idea is crucial
***** = Idea is extremely vital
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.
1-12-12*) The ability to rush build improvements/units from the Domestic Advisor screen; currently, only orders may be changed for improvements/units production in a city.
1-13-13****) Being able to see what each Civ has in terms of technologies in the Science Advisor. However, the appropriate requirements (i.e. embassy) must be met first.
AI
2-1-14***) AI Civs aren’t keen to keep peace treaties, nor are they punished for breaking a peace treaty.
2-2-15***) 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.
2-3-16*) 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.
2-4-17****) The AI needs to respect other Civ’s borders more, especially human players,; not to mention the AI needs not to plop a city in the middle of your empire.
2-5-18**) The AI needs a better understanding of when it is “beaten”. If the AI is completely outmatched it needs to back down.
2-6-19**) 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.
2-7-20****) 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.
2-8-21**) The AI needs to build more fortresses along its borders and place units inside them. This will prevent from the AI aimlessly wondering around, which in turn will speed up the turn of the AI.
2-9-22****) Upgrading of units needs to be performed more by the AI, especially when the AI builds the Workshop. Too many times a Pikemen will be spotted next to a Mech. Infantry. A couple of reasons why the AI might not upgrade units: The AI sees quantity as being more valuable than quality, and/or many times the AI lacks sufficient funds to upgrade, which is because of the AI seeing gold as of very little value.
2-10-23***) The AI needs a better understanding of food/production/trade tile management. The AI will harvest a square that is full of food but lacks a lot of production/trade when the city can’t even grow anymore for the time being and a tile full of production/trade is available.
Barbarians
3-1-24**) If Barbarians loot a city completely (there is no more money to take), then the city should turn into an encampment.
3-2-25***) 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, City Screen Options, and Cities
4-1-26***) If it is determined that a unit is obsolete (not even relatively close to units of that time in terms of value) it should be completely removed from the build queue. Of course this should be made as an option in ‘preferences’.
4-2-27**) 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.
4-3-28**) Include the atrocity of ‘killing citizens’ when a city is already under your control or becomes under your control.
4-4-29**) 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.
4-5-30****) The Civilopedia should be accessible from the City Screen, particularly when choosing what unit/improvement to build.
4-6-31**) 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.
4-7-32***) Include more city names, because it is very silly seeing the city name of Berlin written four different ways.
4-8-33****) When a city revolts all units should not be lost mysteriously; instead a fight should be put up by the units.
4-9-34**) When a city is taken via trade the citizens of the city should not automatically transition over to your own nation; instead the citizens of that city should be foreign nationals as if it were conquered/culturally defected.
4-10-35**) Size 1 cities should have a random chance of being destroyed when conquered.
Combat
5-1-36***) 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).
5-2-37****) 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.
5-3-38***) Increase the stats for naval units considerably, especially movement rates.
5-4-39***) Increase the stats for air units, and give air units a special advantage over naval units, just like this was present in Civ 2.
5-5-40***) 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.
5-6-41****) When an Elite unit wins a war it should be more prone to turn into a Leader, than how often that occurrence takes place currently. Achieving a great cultural feat should, also, have a chance of spawning a Leader. Such cultural feats as being the first Civ to have a city reach x culture, entering a golden age, culturally assimilating x amount of cities.
5-7-42***) After a city has been conquered more city improvements should stay intact than how this is currently.
Culture
6-1-43***) 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. Colonies should, also, be able to be assimilated into another nation by culture. However, colonies should not be able to assimilate another city/colony in to its nation’s culture.
6-2-44***) When a city defects culturally nearly all military units should automatically defect to your nearest city, and you should be made aware of what city the units went to and from what city they came.
6-3-45***) A cultural defect of a city should be a gradual process and not occur in just one turn. Citizens of a city should start to turn their cultural tag to a different nation until the majority of the city’s citizens belong to another culture type. This would allow for action to be taken on the city, so that the city would not defect culturally.
Diplomacy
7-1-46**) Increase the value for embassies, adding the latter part of suggestion # 1-1-1 could do this.
7-2-47*) 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…
7-3-48**) If a Civ is allied with another Civ they should automatically have a right of passage deal, as well.
7-4-49**) 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.
7-5-50$) Another stretch here but having negotiations with more than one party would be great. This would allow for an outsider of a war to bring two Civs and the outsider ALL to peace. To elaborate on this, it would be called an External Peace Pact.
7-6-51**) Allow for ‘concrete’ alliances; currently alliances only apply to war. Concrete alliances would include a Mutual Protection Pact and a Right of Passage Pact. Concrete alliances could be cancelled peacefully after 40 turns.
7-7-52**) Give the ability to fluctuate the amount of turns a deal will stay in tact. However, only include this ability if the AI will also be able to use this feature.
7-8-53$) Make it possible to trade food between your own cities.
7-9-54$) Allow for trading of military units with other Civs.
7-10-55**) 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.
7-11-56**) Also include a Mutual Protection Pact that can be targeted towards just one Civ, instead of just a MPP that is against all Civs.
7-12-57***) Give an increment bar on gold values directly on the diplomacy screen; that way several mouse clicks can be prevented when reaching the optimal gold value.
7-13-58***) It should possible to scroll the map while in a diplomatic discussion; that way if deciding to trade for a city you would know its location and its value.
7-14-59***) When an unwanted unit is in your territory and you try to boot them out you should be given the choice of doing it politely or in the manner of an ultimatum. Many times you want to be polite to a friendly Civ, but you are only given the choice of an ultimatum to give to the Civ.
Governments
8-1-60****) Only certain governments should be allowed to perform the operation of razing a city, because many governments included in the game would find that idea utterly repulsive. Also, there should be an option for this in the editor to change which governments have the capabilities to raze cities.
8-2-61***) Add more governments, because as of now the choices are very limiting, plus, balance out the already implemented governments, because Democracy is much more powerful than Communism, as is Republic to Monarchy.
Graphics and Viewing
9-1-62****) Add more zoom levels, for both the editor and the regular game.
9-2-63*) 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.
9-3-64*) Provide the capabilities for one to save an end game replay, so that they may view it again.
9-4-65**) 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.
9-5-66*) When a city is razed provide some animation along with it.
9-6-67*) In the city view continue to replace the houses, as a city gets larger, with skyscrapers.
9-7-68***) Borders over forest, jungle, irrigation, hills, and mountains are still very hard to depict out.
9-8-69$) Bring back wonder movies.
Interface and Unit Commands
10-1-70**) 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).
10-2-71**) 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.
10-3-72$) 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.
10-4-73*) 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”.
10-5-74***) Implement a “Wake All” command; that way it is easy to wake up a large stack of units simultaneously.
10-6-75*) 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.
10-7-76***) Only one pop-up per turn is needed for telling what Civ is at war with another Civ, if two Civs have come to peace, or if numerous amounts of Civs decide they want to build a wonder,; basically just include all of the changes in that one single pop-up. An example of this is, if France declares war on Germany, Russia declares war on China, and England and India come to peace with each other, all in the same turn, just show all that information in one single pop-up.
10-8-77***) All commands for a worker should be able to be put on automation solely. As of now “shift-P” will make a Worker only automate on pollution, but other commands, such as building irrigation should be able to be put on automation of only irrigation by pressing “shift-I”. To make this possible for all commands, all commands should not include the prefix “shift” in its command. To elaborate on that, building railroad should have the command name of “R” instead of “shift-R”.
10-9-78**) Automated Workers and AI Workers should team up to finish a job more often.
10-10-79***) ALL key functions/commands need to be available in the menu, and for units all available commands need to be shown as option at the bottom of the screen along with many other commands.
10-11-80***) You should be allowed to see how many turns a Worker has remaining on a terrain improvement. This could be done by having a ‘balloon pop-up’ appear stating how many turns the Worker has remaining when your mouse cursor moves over the Worker.
10-12-81**) If spare automated workers are available, all of them should go to help clean up pollution, rather than just a few of them.
1) Everybody lists there idea as either an 'editor idea' or a 'general 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.
$ = Idea does not contain a ranking; an idea might receive this ranking from being a bit too unrealistic.
* = Idea is there just out of pure hope and/or minimal relevance
** = Idea is of little importance
*** = Idea is fairly important
**** = Idea is crucial
***** = Idea is extremely vital
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.
1-12-12*) The ability to rush build improvements/units from the Domestic Advisor screen; currently, only orders may be changed for improvements/units production in a city.
1-13-13****) Being able to see what each Civ has in terms of technologies in the Science Advisor. However, the appropriate requirements (i.e. embassy) must be met first.
AI
2-1-14***) AI Civs aren’t keen to keep peace treaties, nor are they punished for breaking a peace treaty.
2-2-15***) 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.
2-3-16*) 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.
2-4-17****) The AI needs to respect other Civ’s borders more, especially human players,; not to mention the AI needs not to plop a city in the middle of your empire.
2-5-18**) The AI needs a better understanding of when it is “beaten”. If the AI is completely outmatched it needs to back down.
2-6-19**) 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.
2-7-20****) 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.
2-8-21**) The AI needs to build more fortresses along its borders and place units inside them. This will prevent from the AI aimlessly wondering around, which in turn will speed up the turn of the AI.
2-9-22****) Upgrading of units needs to be performed more by the AI, especially when the AI builds the Workshop. Too many times a Pikemen will be spotted next to a Mech. Infantry. A couple of reasons why the AI might not upgrade units: The AI sees quantity as being more valuable than quality, and/or many times the AI lacks sufficient funds to upgrade, which is because of the AI seeing gold as of very little value.
2-10-23***) The AI needs a better understanding of food/production/trade tile management. The AI will harvest a square that is full of food but lacks a lot of production/trade when the city can’t even grow anymore for the time being and a tile full of production/trade is available.
Barbarians
3-1-24**) If Barbarians loot a city completely (there is no more money to take), then the city should turn into an encampment.
3-2-25***) 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, City Screen Options, and Cities
4-1-26***) If it is determined that a unit is obsolete (not even relatively close to units of that time in terms of value) it should be completely removed from the build queue. Of course this should be made as an option in ‘preferences’.
4-2-27**) 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.
4-3-28**) Include the atrocity of ‘killing citizens’ when a city is already under your control or becomes under your control.
4-4-29**) 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.
4-5-30****) The Civilopedia should be accessible from the City Screen, particularly when choosing what unit/improvement to build.
4-6-31**) 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.
4-7-32***) Include more city names, because it is very silly seeing the city name of Berlin written four different ways.
4-8-33****) When a city revolts all units should not be lost mysteriously; instead a fight should be put up by the units.
4-9-34**) When a city is taken via trade the citizens of the city should not automatically transition over to your own nation; instead the citizens of that city should be foreign nationals as if it were conquered/culturally defected.
4-10-35**) Size 1 cities should have a random chance of being destroyed when conquered.
Combat
5-1-36***) 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).
5-2-37****) 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.
5-3-38***) Increase the stats for naval units considerably, especially movement rates.
5-4-39***) Increase the stats for air units, and give air units a special advantage over naval units, just like this was present in Civ 2.
5-5-40***) 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.
5-6-41****) When an Elite unit wins a war it should be more prone to turn into a Leader, than how often that occurrence takes place currently. Achieving a great cultural feat should, also, have a chance of spawning a Leader. Such cultural feats as being the first Civ to have a city reach x culture, entering a golden age, culturally assimilating x amount of cities.
5-7-42***) After a city has been conquered more city improvements should stay intact than how this is currently.
Culture
6-1-43***) 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. Colonies should, also, be able to be assimilated into another nation by culture. However, colonies should not be able to assimilate another city/colony in to its nation’s culture.
6-2-44***) When a city defects culturally nearly all military units should automatically defect to your nearest city, and you should be made aware of what city the units went to and from what city they came.
6-3-45***) A cultural defect of a city should be a gradual process and not occur in just one turn. Citizens of a city should start to turn their cultural tag to a different nation until the majority of the city’s citizens belong to another culture type. This would allow for action to be taken on the city, so that the city would not defect culturally.
Diplomacy
7-1-46**) Increase the value for embassies, adding the latter part of suggestion # 1-1-1 could do this.
7-2-47*) 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…
7-3-48**) If a Civ is allied with another Civ they should automatically have a right of passage deal, as well.
7-4-49**) 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.
7-5-50$) Another stretch here but having negotiations with more than one party would be great. This would allow for an outsider of a war to bring two Civs and the outsider ALL to peace. To elaborate on this, it would be called an External Peace Pact.
7-6-51**) Allow for ‘concrete’ alliances; currently alliances only apply to war. Concrete alliances would include a Mutual Protection Pact and a Right of Passage Pact. Concrete alliances could be cancelled peacefully after 40 turns.
7-7-52**) Give the ability to fluctuate the amount of turns a deal will stay in tact. However, only include this ability if the AI will also be able to use this feature.
7-8-53$) Make it possible to trade food between your own cities.
7-9-54$) Allow for trading of military units with other Civs.
7-10-55**) 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.
7-11-56**) Also include a Mutual Protection Pact that can be targeted towards just one Civ, instead of just a MPP that is against all Civs.
7-12-57***) Give an increment bar on gold values directly on the diplomacy screen; that way several mouse clicks can be prevented when reaching the optimal gold value.
7-13-58***) It should possible to scroll the map while in a diplomatic discussion; that way if deciding to trade for a city you would know its location and its value.
7-14-59***) When an unwanted unit is in your territory and you try to boot them out you should be given the choice of doing it politely or in the manner of an ultimatum. Many times you want to be polite to a friendly Civ, but you are only given the choice of an ultimatum to give to the Civ.
Governments
8-1-60****) Only certain governments should be allowed to perform the operation of razing a city, because many governments included in the game would find that idea utterly repulsive. Also, there should be an option for this in the editor to change which governments have the capabilities to raze cities.
8-2-61***) Add more governments, because as of now the choices are very limiting, plus, balance out the already implemented governments, because Democracy is much more powerful than Communism, as is Republic to Monarchy.
Graphics and Viewing
9-1-62****) Add more zoom levels, for both the editor and the regular game.
9-2-63*) 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.
9-3-64*) Provide the capabilities for one to save an end game replay, so that they may view it again.
9-4-65**) 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.
9-5-66*) When a city is razed provide some animation along with it.
9-6-67*) In the city view continue to replace the houses, as a city gets larger, with skyscrapers.
9-7-68***) Borders over forest, jungle, irrigation, hills, and mountains are still very hard to depict out.
9-8-69$) Bring back wonder movies.
Interface and Unit Commands
10-1-70**) 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).
10-2-71**) 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.
10-3-72$) 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.
10-4-73*) 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”.
10-5-74***) Implement a “Wake All” command; that way it is easy to wake up a large stack of units simultaneously.
10-6-75*) 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.
10-7-76***) Only one pop-up per turn is needed for telling what Civ is at war with another Civ, if two Civs have come to peace, or if numerous amounts of Civs decide they want to build a wonder,; basically just include all of the changes in that one single pop-up. An example of this is, if France declares war on Germany, Russia declares war on China, and England and India come to peace with each other, all in the same turn, just show all that information in one single pop-up.
10-8-77***) All commands for a worker should be able to be put on automation solely. As of now “shift-P” will make a Worker only automate on pollution, but other commands, such as building irrigation should be able to be put on automation of only irrigation by pressing “shift-I”. To make this possible for all commands, all commands should not include the prefix “shift” in its command. To elaborate on that, building railroad should have the command name of “R” instead of “shift-R”.
10-9-78**) Automated Workers and AI Workers should team up to finish a job more often.
10-10-79***) ALL key functions/commands need to be available in the menu, and for units all available commands need to be shown as option at the bottom of the screen along with many other commands.
10-11-80***) You should be allowed to see how many turns a Worker has remaining on a terrain improvement. This could be done by having a ‘balloon pop-up’ appear stating how many turns the Worker has remaining when your mouse cursor moves over the Worker.
10-12-81**) If spare automated workers are available, all of them should go to help clean up pollution, rather than just a few of them.
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