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  • Originally posted by Kilroy_Alpha
    AND, I'd like to see some way of getting resources from civs that haven't researched to that resource yet (like getting uranium from an industrial-era civ), though I imagine that would be difficult to implement.

    Everything I've said here should apply to both strategic and luxury resources.
    Yes, I want this very badly as well so I don't have to go to war for everything. I want to be able to give the civ the ability to see a certain resource so they can give it to me, but they won't have to technology to use it.

    Let the AI know the reason for each war
    In diplomacy you can offer an option, accept this offer or prepare for war. I want an option where it will actually declare war right then on the civ if they don't accept it. Then the AI's knows what the war is about and when they are finally willing to give it to you, they will offer that thing in a peace negotiation.
    As a result any war pacts you make with other civs would end because your demands are met (even if it's before 20 turns) -- the reason being all Civs would know the reason for your war and how far you are willing to go with it.
    Perhaps someone can think of a better way to do this, but that's my idea.
    Last edited by Kevin Ar18; January 14, 2002, 19:50.

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    • Ok, so I posted too soon. It turns out that most of what I asked for you CAN do, kind of. In the diplomacy screen, if you renegotiate peace terms with a civ, you can ask for resources in exchange for peace. I haven't tested extensively, but it APPEARS you can even demand that civs only resource. The catch is, if you have just made peace with a civ, and the little "counter" appears next to the peace agreement (indicating for how many turns the peace agreement is in effect), you can't renegotiate. This must be because you can't peaceably renegotiate peace until twenty turns after the treaty is signed. SOMETHING needs to be done here. Obviously the Firaxis intended for us to be able to demand resources for peace, since they included the feature (albeit fundementally broken). I believe it would be a Bad Thing to allow us to reneg peace before twenty turns, since after all the deal IS supposed to last for 20 turns, so we should be able to ask for resources initially.

      So basically, nothing's changed after all...

      What was the point of my post?

      Comment


      • Originally posted by elcapjtk
        I want my Civil wars back but I want it in a more historical context. If you suck at making your people happy on a wholesale level, then you deserve alot of your empire making themselves an autonomous unit. Also I think your allies should at first be stand offish to the new power (this happened during the US civil war) and shouldn't make alliances right off the bat. And I want it so you can trigger one if you capture a capitol I loved it when that happened, chaos is good!
        Near the bottom of the previous page you'll find my sugestion, I hope you like it!, but comment anyway!
        Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
        Waikato University, Hamilton.

        Comment


        • General Idea

          I would like a more informative pop-up about the wonders that are built by another Civ when you haven't come into contact with that Civ yet. Now all you get is "The Pyramids have been built in the English city of London". You get nothing other than they have been built. If there has been no contact then how can we know they are built? I take it that merchants have spread it by word of mouth or something.
          What I would like to see is something like "Reports have come out of the west that the English city of London has built the Pyramids". ie you should get some basic directional information too. The information had to come from some direction. Gives you a basic idea of where a Civ is. Who wouldn't want to know where something as magnificent as the Pyramids are. The more you discover the more information should be forthcoming. "Far (or Just) to the Southeast the Oracle has been built in Japanese city of Kyoto".
          This would just give you an idea of where to look, it may not always be useful, if you are stuck on an island, but you would know where to start when the information could be useful. If you know the English have had the Pyramids for 1000 years don't you think you might know the rough direction they are in and where they are at?
          The last remark is a little iffy, I constantly get told I speak good english for a German! and I am Australian not Austrian who are not Germans anyway. Either that or I get asked to speak english! As the saying goes "Only in America!".
          The only notes that matter come in wads - The Sex Pistols

          Comment


          • Several ideas from other threads, none of which are hugely important but all would be neat:

            -After the discovery of communism, a democracy or republic who persistantly has a substantial number of unhappy people (*regardless* of how many happy people there are) runs the risk of collapsing into a communist government. Similar to democracy collapsing in CivII, only it can happen even if cities are not under civil disorder, as long as there is an underprivledged subclass. Similarly, persistant war weariness / a lack of success in a war should lead to a democracy's collapse into fascism (oh yeah, fascism should exist too )

            -Much more importantly, two SMAC improvements to governments should be added. First, I'm mortified that CivIII has reverted back to a complete ignorance of political economics. Planned economies should absolutely be restored, which perhaps would be like in SMAC - corruption penalty, but increased growth. Perhaps the discovery of nationalism would allow for 2 new forms of government - planned democracy & planned Republic. Likewise, later discoveries of environmental techs should also allow new forms of government - green democracy / green republic, which suffer increased corruption and growth but lower pollution penalties.

            Or, you could just put pollution and population growth in the editor and let us figure it out.

            The free trade agreements with other civs is a horrible omission that is probably uncorrectable, but if it can be corrected, do so. Perhaps a FTA signed with a partner would give both civs access to each other's luxeries, and add bonus commerce to all cities on all sides. But really, there should also be global free trade agreements that would do the same for all Civs, as in SMAC.

            -Indian UU, perhaps a second UU, should be a passive resister / satyagrahi. Made possible by (nationalism? Monotheism? Communism?), the resister has an offensive and defensive value of zero, but has traditional ZOC benefit, and anyone who kills the resistor pays a strong penalty to their own war weariness and diplomacy. This could be done in the editor as well.

            -Satya

            Comment


            • 1) Allow Civ3 to be run in windowed mode. This lets it be run on systems that don't support 1024*768 resolution, and avoids the recalibration issues where I run Civ3, the display is too short and bowed inwards, I adjust, then quit Civ3 and have to readjust. Also, it allows one to keep an eye on other apps in the background or have IRC/IM/browser windows to fool with later in the game when AI turns start taking 5 or 10 minutes. This'll become even more significant if a multiplayer patch/upgrade/game using the Civ3 engine is ever released, as no matter how much work is put into in-game chat, it'd be hard-pressed to have the same versatility as an IRC client open and sitting under the Civ3 window.

              2) A production AI setting that builds only improvements and Wealth. Usually, by the time I reach endgame, I've got more than enough military units for defense and only produce more if I'm in or about to be in a war, yet the production AI still wants to build more. So my options are... producing Wealth, once I run out of improvements. Tolerable when I've got a few large cities, but when every time I get a new tech that allows another city improvement I have to micromanage a couple dozen cities to produce it, and then back to Wealth production two turns later, it becomes rather tedious.

              (edit: slight clarification of #2)
              Last edited by Mandoric; January 15, 2002, 18:21.

              Comment


              • Sorry, but terraforming is useful.

                1. The Romans would tear down mountains and make them hills to get gold (in Spain/Purtugal).

                2. When the WTC was built, Battery Park was created from all the dirt. (shallows --> grassland)

                3. Several places were created by draining swamps.

                4. Farmland was overproduced, creating "desert" (dust bowl).

                I think the idea of planting a forest in grassland is a replacement for the terraforming from Civ2. But I think they cut out too much. Here's what I wouold like to see in a patch.

                A. Allow certain forms of terraforming such as:
                - adding to the edges of a continent/island by terraforming a hill into desert while converting a shore to grassland.
                - Allow mountains to be converted to hills if in ancient times there is a river nearby or in modern times if the workers have production increased (road/irrigation in 1 turn...how does that happen?). This would result in a resource being randomly created (coal, iron, gold, oil(?)).
                - Allow/force one square land terraforming when certain wonders are built. For example, force one mountain to disappear when the Hoover Dam is built.
                - Allow a canal to be built in a narrow land area between two oceans, creating a hill from desert nearby. This canal must be within a city's cultural influence.
                - This terraforming must be extremely expensive. In modern times, it should take 5 advanced workers at least 5 turns to do this.

                B. Allow clearing of forests to continually return 10 shields to a city each time it is done. But do not allow a forest to be cut down less than 5 turns after it is planted to give it time to grow. This is the way lumbering works today (or the way it SHOULD work).

                C. Allow a pipeline to be built for water from a city with a river to a desert city. This would work similarly to irrigating from a river to a city, but would convert one or more squares around the city from desert into plains or grassland. This would be a good way to make desert cities more viable (like Las Vegas(?)).

                D. I was thinking of a similar thing for oil into a tundra, but there is no benefit that I can see since oil is available anywhere in a civ when it is acquired. Perhaps high-tension power lines into a tundra to increase shield production in a tundra-bound city would work.

                Comment


                • I have no idea if this idea has been thought of before or if it's just plain stupid, if not consider me a genius .

                  How about adding a Minimum attack/defense value to all military units, and calling the current attack/defense value for Maximum. Let's say for the tank, which many people complain is getting beat up by bowmen/cavalry etc. Set the tanks minimum defense value at 4 making it invulnerable to bowmen or 6 for invulnerability to both bowmen and cavalry. Now how does that sound?
                  Last edited by awesomedude; January 16, 2002, 18:17.

                  Comment


                  • Stack movement

                    One more time: Stack movement.

                    Also:
                    Other Civ can not trade discoverys that they didnt discover.
                    Ex. If I invent Democracy and give/trade it to Zulus then they shouldnt be able to pass it on to another nation.

                    Comment


                    • main things I'd like to see is 1st more and different resources...ie bananas , peat etc buffalo corn coffee, tea.. anyone remember boston tea party ???

                      also terraforming way too much wieght has been allowed to "starting" position ...need terraforming , 2 reasons 1 to make inhospitible terrain workable ie destroying a single pesky mountain....irrigating hills....flattening hills... ok and a possibility of randomizing resources if land were terra formed as was done in CIV2 thus giving us a chance to take a mountain or hill terraform and if "lucky" find a resource.

                      I want at a certain point more ability to work the land and sea...not just be a victim of where the computer puts us on the map... or "what" it gives us

                      some say thats unrealistic...lmao i live in S. florida.... 40 yrs ago it was all swampland and sand now....its a major metro area...cant move mountains......hmmm there was mt. rushmore..ohh and those rock blocks used to make Pyramids...not to mention NORAD is completely inside a mountain....

                      ok not saying should be able to destroy whole ranges...butt ...

                      more techs, and wonders.....small or large.....a tech tree that is more a tree if you research one thread you lose on another...seems there are less now rather than more..


                      3. chg the graphics too many units look way too similar...and Gold, and small tribes or huts are nearly indistinguishable....at least at higher resolution.... example at a glance settlters , resemble musketmen....hosremen w/ pikes look same as horsemen with rifles.... ok and why have aircaft carriers around at same time as galleons ?? why big jump to modern transport ships ? with no planes to fly in.....units should be age specific as are techs....

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                      • oh and i forgot like culture , but culture border around new citiies shouldnt depend on bulding temples ...should act as buffer zone...and chg fluidly , but not so that you just lose a city in the blink of an eye... like if build a city culture zone auto at 16 sq... rather than 8...unless conflict w/ another culture border.. hate that AI can set down a city right smack on a road between 2 ctiies 2 squares apart....

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                        • Originally posted by hoppy39000

                          3. chg the graphics too many units look way too similar...and Gold, and small tribes or huts are nearly indistinguishable....at least at higher resolution.... example at a glance settlters , resemble musketmen....hosremen w/ pikes look same as horsemen with rifles.... ok and why have aircaft carriers around at same time as galleons ?? why big jump to modern transport ships ? with no planes to fly in.....units should be age specific as are techs....
                          If you go to the files area, you'll find a graphic someone did to replace the default goody huts. It looks much better and it's very easy to see what they are.

                          Comment


                          • Originally posted by hoppy39000
                            ok and why have aircaft carriers around at same time as galleons ?? why big jump to modern transport ships ? with no planes to fly in.....units should be age specific as are techs....
                            What are you talking about? What do you expect if you get really advanced and the other civs are not? You want them to have aircraft carriers too? You want to be stuck with galleons? What? Units are limited to ages BECAUSE techs are limited to ages - you can't get an aircraft carrier before you have flight.

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                            • Just some small ideas for Civ III

                              i]
                              When a unit travels along a jungle/swamp tile with river running through it or is next to an ocean tile, there should be a chance (5%?) that a crocodile attack would occur. Causes mid. damage.

                              ii]
                              Propaganda; make it a late research items (psychology/PR) and/or a small wonder, (Freud's something or other). Decreases war weariness/increases luxuries. Special unit: PsyOps, decreces chance of captured city to revert back to old civ

                              iii]
                              Global Catastrophe: see David Keys book: Catastrophe - An Investigation into the Origins of the Modern World, as an example.

                              iv]
                              Major Sporting Events. Every X amount of turns a city with a colosseum/arena can hold a major sports event. (World Ritual Sacrifices Competition ;-)
                              Cost is some Gold, (early game: xxx amount of gold, mid game: XXX - xxxx gold, late game: xxxx- XXXX gold), happiness (via luxuries?) is increased for X amount of turns.
                              Plus the overall number of colosseums/arenas per civ determines nation standings at the end of competition. If you come out on top, more happiness or just longer lasting.

                              v]
                              Ocean tile should come with reefs. Sinks/Heavy damage to ships without sonar or a copy of latest maritime map.
                              Ocean tile near rivers have a chance (25%?) of sandbanks forming. Immobilise/minor damage to ship that hit them.

                              vi]
                              (more to come...)
                              Inequality is the source of all revolutions;
                              no compensation can make up for inequality.
                              - Aristotle, Politics

                              Comment


                              • General idea: City uprisings.

                                Its awful when you have many units in a recently conquered city and there´s a rebellion in the city, and all your armies disapear like if they have entered in a worm hole.
                                Some kind of combat between the ocupation army and rebel "ai drafted" units (with big terrain bonuses for that rebel units) should happen, and if the city is lost some units of the invader should survive and retire 1 square out of the city, that should be defended by some "draften for free" militia units.

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