Some things that would made civ3 a better experience imho:
AI-CITIES: AI shouln´t build cities on border squares, neither in squares with 0 food production.
AI-BARTER: AI shouldn´t barter more than 2 cities at a time with human players. That´s to avoid the tactic of taking AI civ capitol city and barter it for all the other cities.
COLONIES: For them to be useful, seaside colonies should streamline trade with your cities with harbour without a road connection. Colonies shouldn´t be destroyed automatically by frontiers advance, maybe it could depend on culture, colonies could have a fix culture value of, let´s say 1 per turn, and to destroy them the enemy nearby city should have to take them by culture as if they were towns.
EXPLORERS: For them to be useful, there could be an small chance of spawning a Leader when they enter a hut.
COMBAT: When an attacking unit wins a combat, it automatically enter the square of the defeated one. That doesn´t happen in civ2, and sometimes (when you are attacking from a sieged city) is annoying. Instead of that, I would propose that when an attacking unit wins a combat it has 1 extra movement, so you could advance to the square or not at your will.
AI-CITIES: AI shouln´t build cities on border squares, neither in squares with 0 food production.
AI-BARTER: AI shouldn´t barter more than 2 cities at a time with human players. That´s to avoid the tactic of taking AI civ capitol city and barter it for all the other cities.
COLONIES: For them to be useful, seaside colonies should streamline trade with your cities with harbour without a road connection. Colonies shouldn´t be destroyed automatically by frontiers advance, maybe it could depend on culture, colonies could have a fix culture value of, let´s say 1 per turn, and to destroy them the enemy nearby city should have to take them by culture as if they were towns.
EXPLORERS: For them to be useful, there could be an small chance of spawning a Leader when they enter a hut.
COMBAT: When an attacking unit wins a combat, it automatically enter the square of the defeated one. That doesn´t happen in civ2, and sometimes (when you are attacking from a sieged city) is annoying. Instead of that, I would propose that when an attacking unit wins a combat it has 1 extra movement, so you could advance to the square or not at your will.
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