These are based on my observations of others' complaints, and a few of my own.
1 - AI Tech trading.
Problem: The AI likes to hand out techs to each other for absurdly low prices. I see little of this, but then I only play regent.
Solution: The best I've seen is reduce the effect of tech devaluation.
2 - Useless units.
Problem: Cruise missiles with a short range. Privateers that can't defeat a galleon. Submarines that get spotted by frigates. Not all are agreed on exactly which units are useless, but all are agreed that some are far less attractive than others.
Solution: Make them useful, or just eliminate them outright.
3 - Useless techs and structures.
Problem: Whee. Chemistry. Printing Press. Way to inflate the tech tree with garbage. Longevity. Nifty, but too late. Manufacturing plants. The warmongers are making armor and nukes, and the peace-mongers are building spaceships.
Solution: Give benefits to the useless techs. Maybe a minor wonder or improvement if units are out of the question.
4 - Pop rushing issues.
Problem: Whatever this is, it's a problem. If someone would explain this issue to me, I'll edit this out.
5 - Scenario editing.
Problem: Jesus H. Christ. Civ3 is missing something that civ2 had in plenty!
Solution: Put it the hell back in. If people who've never played the game can make saved game editors, you guys can make a scenario editor.
6 - Unit obselecense.
Problem: In late game, I have my choice of stealth bombers, modern armor, and longbowmen.
Solution: For god's sake, put an upgrade path on these units. Swordsmen are decidedly offensive, as are longbowmen. Upgrade to knights or cavalry, perhaps.
7 - Victory conditions.
Problem: Domination victory takes as long as some Final Fantasy games. Diplomatic victory is either impossible (warmongers with bad reps) or too easy (peace-lovers with a long history). Space victory is generally too easy.
Solution: I think average score victory may be the best way of truly judging the winner, but you have to wait until 2050. Maybe you shouldn't?
8 - Random number streaks.
Problem: It's all right when a spearman inflicts one point of damage on your cavalry, but when you lose six cavalry in a row without killing the spearman, something is out of whack. The random number generator gets on streaks of natural 20's, apparently. I rarely have this luck as a human player, but even if I do, I'd rather have a more even generator.
Solution: I'm no coder. Fix the damn thing.
9 - Multiplayer.
Problem: It done don't exist.
Solution: Let's have it.
Same idea, but 10% the length of the original (give or take half a thesis). ^_^
1 - AI Tech trading.
Problem: The AI likes to hand out techs to each other for absurdly low prices. I see little of this, but then I only play regent.
Solution: The best I've seen is reduce the effect of tech devaluation.
2 - Useless units.
Problem: Cruise missiles with a short range. Privateers that can't defeat a galleon. Submarines that get spotted by frigates. Not all are agreed on exactly which units are useless, but all are agreed that some are far less attractive than others.
Solution: Make them useful, or just eliminate them outright.
3 - Useless techs and structures.
Problem: Whee. Chemistry. Printing Press. Way to inflate the tech tree with garbage. Longevity. Nifty, but too late. Manufacturing plants. The warmongers are making armor and nukes, and the peace-mongers are building spaceships.
Solution: Give benefits to the useless techs. Maybe a minor wonder or improvement if units are out of the question.
4 - Pop rushing issues.
Problem: Whatever this is, it's a problem. If someone would explain this issue to me, I'll edit this out.
5 - Scenario editing.
Problem: Jesus H. Christ. Civ3 is missing something that civ2 had in plenty!
Solution: Put it the hell back in. If people who've never played the game can make saved game editors, you guys can make a scenario editor.
6 - Unit obselecense.
Problem: In late game, I have my choice of stealth bombers, modern armor, and longbowmen.
Solution: For god's sake, put an upgrade path on these units. Swordsmen are decidedly offensive, as are longbowmen. Upgrade to knights or cavalry, perhaps.
7 - Victory conditions.
Problem: Domination victory takes as long as some Final Fantasy games. Diplomatic victory is either impossible (warmongers with bad reps) or too easy (peace-lovers with a long history). Space victory is generally too easy.
Solution: I think average score victory may be the best way of truly judging the winner, but you have to wait until 2050. Maybe you shouldn't?
8 - Random number streaks.
Problem: It's all right when a spearman inflicts one point of damage on your cavalry, but when you lose six cavalry in a row without killing the spearman, something is out of whack. The random number generator gets on streaks of natural 20's, apparently. I rarely have this luck as a human player, but even if I do, I'd rather have a more even generator.
Solution: I'm no coder. Fix the damn thing.
9 - Multiplayer.
Problem: It done don't exist.
Solution: Let's have it.
Same idea, but 10% the length of the original (give or take half a thesis). ^_^
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