I thought of this today, and figured it would be really easy to come up with funny ones, but it's kind of hard...
Some have said that Civ3's faults are in fact things that people asked for, and that's what's gotten me thinking.
I'll take a stab at a few:
RELIGION. Every civ has their own religion, but you can convert AI cities to your religion by using a Diplomat-like "Cleric" or "Missionary" unit. A stealth unit...?
ECONOMIC WARFARE. AKA Corporate Branches. Every city's trade is controlled by some nation, you build Merchant units (equivalent to Clerics) to steal cities' economic control.
EU-STYLE MERCHANTS. Your cities have to keep churning out Merchants, and you have to remember to deploy them, or all the other civs will get your trade. (Eventually you can give up and set them to auto-deploy, in which case the AI Governor will send them all to Venice.)
RELIGION. It works like culture, except more religion-specific improvements are added to the game. There is a "Religion Victory" but if you have a high religion score, AI players with similarly high scores hate you.
TERRAFORMING. You should be able to build polders, like the Dutch, and expand your land out into the sea. You should be able to level mountains and hills. And you should be able to build cities underwater and base air units there.
CIV-SPECIFIC TECH TREES. This could go hand-in-hand with more UU's (Jaguar Paratrooper, Mechanized Chariot) and also unique Improvements (Japanese Zaibatsu replaces Bank, American McDonald's replaces Cathedral, etc). Your strategy is completely different based on what civ you play.
CIV "CANADIANS." It's time. A large segment of the market would like to play as Canadians.
SLAVERY. Your Slaver unit steals population and drops it in your own cities. It's like Merchants or Corporate Branches, except the means of production actually moves.
A MORE DETAILED RESOURCE SYSTEM. Specifically, let's go back to Colonization, where you manually decide production, and which product will go on which boat. There will be new improvements like "Rum Distillery," "Rum Factory," and "Fur Trader's Hut." Civ will finally have Tobacco.
AIs WITHIN YOUR OWN GOVERNMENT TO INTERACT WITH. For instance, if you have "French Fifth Republic" form of government, you have to conduct diplomacy with the premier ministre, Lionel Jospin. And maybe you can actually be beaten by him in a presidential election. And your people will riot, and you'll have to make concessions to them, or send in the army (who may or may not listen to you) to silence them!
ELIMINATE ICS's ADVANTAGES. Once and for all, there should be no advantage to spreading your population all over the earth, as opposed to keeping them confined to one city. Ireland should be a viable player.
REALISTIC POPULATION GROWTH. In the modern era, the world population (yes, in terms of the numbers written next to the cities) should double every 20 turns or so.
64 CIVS AT ONCE, AND 1000X1000 MAPS. Actually, the maps should be hex-based, and globe-shaped.
That's all I got. Comments? Additions?
Incidentally, before Civ3 came out, the two things I most wanted in Civ2 (besides a better AI) were Ethnicity (city's memory of who owned them) and Industrialization (a better simulation of which would still be cool...).
Miznia
Some have said that Civ3's faults are in fact things that people asked for, and that's what's gotten me thinking.
I'll take a stab at a few:
RELIGION. Every civ has their own religion, but you can convert AI cities to your religion by using a Diplomat-like "Cleric" or "Missionary" unit. A stealth unit...?
ECONOMIC WARFARE. AKA Corporate Branches. Every city's trade is controlled by some nation, you build Merchant units (equivalent to Clerics) to steal cities' economic control.
EU-STYLE MERCHANTS. Your cities have to keep churning out Merchants, and you have to remember to deploy them, or all the other civs will get your trade. (Eventually you can give up and set them to auto-deploy, in which case the AI Governor will send them all to Venice.)
RELIGION. It works like culture, except more religion-specific improvements are added to the game. There is a "Religion Victory" but if you have a high religion score, AI players with similarly high scores hate you.
TERRAFORMING. You should be able to build polders, like the Dutch, and expand your land out into the sea. You should be able to level mountains and hills. And you should be able to build cities underwater and base air units there.
CIV-SPECIFIC TECH TREES. This could go hand-in-hand with more UU's (Jaguar Paratrooper, Mechanized Chariot) and also unique Improvements (Japanese Zaibatsu replaces Bank, American McDonald's replaces Cathedral, etc). Your strategy is completely different based on what civ you play.
CIV "CANADIANS." It's time. A large segment of the market would like to play as Canadians.
SLAVERY. Your Slaver unit steals population and drops it in your own cities. It's like Merchants or Corporate Branches, except the means of production actually moves.
A MORE DETAILED RESOURCE SYSTEM. Specifically, let's go back to Colonization, where you manually decide production, and which product will go on which boat. There will be new improvements like "Rum Distillery," "Rum Factory," and "Fur Trader's Hut." Civ will finally have Tobacco.
AIs WITHIN YOUR OWN GOVERNMENT TO INTERACT WITH. For instance, if you have "French Fifth Republic" form of government, you have to conduct diplomacy with the premier ministre, Lionel Jospin. And maybe you can actually be beaten by him in a presidential election. And your people will riot, and you'll have to make concessions to them, or send in the army (who may or may not listen to you) to silence them!
ELIMINATE ICS's ADVANTAGES. Once and for all, there should be no advantage to spreading your population all over the earth, as opposed to keeping them confined to one city. Ireland should be a viable player.
REALISTIC POPULATION GROWTH. In the modern era, the world population (yes, in terms of the numbers written next to the cities) should double every 20 turns or so.
64 CIVS AT ONCE, AND 1000X1000 MAPS. Actually, the maps should be hex-based, and globe-shaped.
That's all I got. Comments? Additions?
Incidentally, before Civ3 came out, the two things I most wanted in Civ2 (besides a better AI) were Ethnicity (city's memory of who owned them) and Industrialization (a better simulation of which would still be cool...).
Miznia
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