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  • #46
    Originally posted by Qilue
    5
    Global warming. I make sure all pollution is cleaned up the turn it appears and still I lose squares to global warming. How about changing the test to the end of a turn rather than after the new pollution has appeared at the beginning of a new turn.
    I believe that here the reason for the global warming is not the pollution which you carefully clean on the turn it appears, but the pollution the other civs do not care to clean (which, BTW, you don't probably know about as it is out of your sight). I once noticed that Germans were living as pigs on their isolated island. Maybe 20+ polluted squares... I thought about destroying them just to be able to clean the awful mess they made... (they were not on very good terms with me, so a RoP allowing my workers to go clean their pollution was not an option)

    Comment


    • #47
      Originally posted by Gangerolf



      I tried checking "reduces corruption" on almost all the improvements, but it's still too much of it, .....
      It's not fun when a size 25 city makes only 1 shield and 1 commerce, ....
      hi ,

      either build a courthouse , a police station , or a bunch of factory's there , ...

      or flag more buildings with "reduces corruption" , ....

      build closer to a palace or the forbidden one , ...

      have a nice day
      - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
      - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
      WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

      Comment


      • #48
        I want for my advisor to stop apearing every turn to inform me that my treasury is running low.

        In addition, I want it to give me the option of what to sell when my treasury does go 0 gold instead of it selling structures from my capital.
        Janitor, janitor
        scrub in vein
        for the $h1t house poet
        have struck again

        Comment


        • #49


          Two sliders , one for corruption and the other one for waste .

          Comment


          • #50
            Hey AUSTIN,

            Lend me some of your knowledge that you earlier offered on global warming. I would be curious what a environmental honor student as yourself has to say. A few comments for the wish list. I am really curious as to what will be offered in the next patch. I love a good WW2 scenario.

            have a nice day too, panag.

            Comment


            • #51
              Hoover dam > it should be fixed that you get a hydroplant in cities that dont have rivers or are next to a fresh water lake .

              Comment


              • #52
                Pollution

                * When pollution causes a tile to degrade due to "global warming", the game should preferentially choose a tile near a polluted square. I think it should work like this:

                10% - degrade a polluted tile
                10% - degrade a tile adjacent to a polluted tile
                20% - degrade a tile within 5 tiles of a polluted tile
                20% - degrade a tile in the same civilisation as a polluted tile
                20% - degrade a random tile that is adjacent to another tile that matches what the random tile will degrade to (for example, degrade a grassland tile that is adjacent to a Plains tile)
                20% - degrade a tile at random

                * When Ecology is discovered, diplomatic agreements should include an agreement where both sides commit themselves to reducing pollution by building pollution-reducing improvements and cleaning up polluted tiles
                None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

                Comment


                • #53
                  Originally posted by SABRA
                  Hoover dam > it should be fixed that you get a hydroplant in cities that dont have rivers or are next to a fresh water lake .
                  This is how Hoover works.

                  you only have to build it in a city that has a river or lake in it's perimiter. all other cities on your CONTINENT will get a hydro-plant, river or no river
                  Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                  Then why call him God? - Epicurus

                  Comment


                  • #54
                    trading maps

                    ok, we can sell our maps to other civs, or we can buy/trade them. Good, i like this feature

                    As it stands we have two options:

                    * territory map
                    * world map

                    How about a third option :
                    * world map minus your territory !

                    I think this can be quite usefull in MP games, where you want to do some trading without giving away too much about yourself.
                    Keeping the location of your resources secret can be quite a bonus when you are fighting a defensive war for example.

                    So what do you think about it.
                    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                    Then why call him God? - Epicurus

                    Comment


                    • #55
                      Re: Pollution

                      Originally posted by star mouse
                      * When pollution causes a tile to degrade due to "global warming", the game should preferentially choose a tile near a polluted square. I think it should work like this:

                      10% - degrade a polluted tile
                      10% - degrade a tile adjacent to a polluted tile
                      20% - degrade a tile within 5 tiles of a polluted tile
                      20% - degrade a tile in the same civilisation as a polluted tile
                      20% - degrade a random tile that is adjacent to another tile that matches what the random tile will degrade to (for example, degrade a grassland tile that is adjacent to a Plains tile)
                      20% - degrade a tile at random

                      * When Ecology is discovered, diplomatic agreements should include an agreement where both sides commit themselves to reducing pollution by building pollution-reducing improvements and cleaning up polluted tiles
                      hi ,

                      , intresting , ...

                      and there should be a way to have global warming without the terrain changes , ....in this way the above would play a large role , ...

                      have a nice day
                      - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
                      - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
                      WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

                      Comment


                      • #56
                        I agree with many of the recommendations in this thread: the interfaces look pretty, but are of little use when trying to get a handle on what's going on in the empire.

                        SMAC had a much better design (IMO) and they should have incorporated improvements on it instead of the dumbed down interfaces that hold little useful information.

                        For example, I would like to see the trade advisor screen show something more than who has a luxury to trade. Show me trade routes, the returns/expenses on the existing trade agreements, and how many turns until they expire. The information is currently only available on the diplomacy screen when you are talking to the other CC. Usually all that does is annoy them and frustrate us.

                        The cultural interface is another disaster because it doesn't show enough information on one screen view. The parts showing at the top for the taxation/science/culture settings are oversized for the screen. A spreadsheet like interface that would allow you to sort by all of the columns would make it easier to work. All those faces for the unhappiness are useless when the cities get to the modern age and you have 25-30 of them showing. You try and count at a glance when they are overlapped.

                        The current interfaces look like a hold-ever from Lords of Conquest on the Commodore 64 ! And at least in that game you only had wheat, horses and iron to manage...

                        The other thing that needs improvement is the trade system: there are so many other trade goods that were and still are traded for cash. Food being a big one. How many times have cities starved because you couldn't grow enough food on desert or jungle. You naturally ship in food to keep the place going until they have the land cleared/improved.

                        I also think they need to revise how roads work: building a road was a major undertaking and costly in terms of money and manpower: even the Romans had to invest large amounts of time and resources to build the roads that linked their empire. I think in part that the roads are what made the Romans so powerful. Legions could cover enormous distances each day as opposed to slogging cross country. Ever played football on a muddy field ? Running gets real hard after a while.

                        So a road should be a most valuable resource that you would want to garrison to prevent it's destruction. All it would take to reflect this in Civ III would be to give it an upkeep, improved movement and make it so that it only would have an economic impact as a direct connection connection to the capital. (All roads lead to Rome ?) Additional roads would only aid movement and only add to expenses. The same could apply to railways as well. This would make it a great expense to build a map covered in roads or railways, make them strategically important, and a great improvement in movement that would reduce corruption.

                        D.
                        "Not the cry, but the flight of the wild duck,
                        leads the flock to fly and follow"

                        - Chinese Proverb

                        Comment


                        • #57
                          Originally posted by Gen.Dragolen

                          So a road should be a most valuable resource that you would want to garrison to prevent it's destruction. All it would take to reflect this in Civ III would be to give it an upkeep, improved movement and make it so that it only would have an economic impact as a direct connection connection to the capital. (All roads lead to Rome ?) Additional roads would only aid movement and only add to expenses. The same could apply to railways as well. This would make it a great expense to build a map covered in roads or railways, make them strategically important, and a great improvement in movement that would reduce corruption.

                          D.
                          Good idea. BUT, a simple road could be built to generate the commerce as is and maybe give an increase in mobility by 1 without an upkeep.

                          A "Good Road" could link cities, improve movement to 3, and have an upkeep.

                          A railroad could link cities, improve movement to 9 or something, and have a higher upkeep.

                          Comment


                          • #58
                            Canals

                            Canals should be included in PTW. They can actually be implemented fairly easily:

                            Canal Head
                            * Worker job, takes as long as clearing jungle
                            * Can only be built on flat, clear terrain (no hills, mountains, forests, jungles or rivers)
                            * Tech advance - Steel
                            * Must be adjacent to Coastline
                            * Destroys Irrigation/Mine when built
                            * Requires Iron, Saltpeter to build (steel and explosives)
                            * Upkeep of 5 gc a turn (per square)

                            Canal Body
                            * Worker job, takes as long as clearing jungle
                            * Can only be built on flat, clear terrain (no hills, mountains, forests, jungles or rivers)
                            * Tech advance - Computers
                            * Must be adjacent to Canal Head
                            * Destroys Irrigation/Mine when built
                            * Requires Iron, Saltpeter to build (steel and explosives)
                            * Upkeep of 5 gc a turn (per square)

                            Canals
                            * Can be 2 squares long with Steel, 4 squares long with Computers
                            * Civs with ROP can traverse it freely, civs withour ROP cannot use it
                            * Ships passing through a canal must end a turn in the canal
                            * Destroying the canal with workers or troops when an AI has a ship in the canal will make them Furious with you and may cause them to declare War on you
                            * Each canal square requires 2 successful enemy Bombardments to destroy. Damaged canals cannot be used until repaired but ships trapped in them can exit safely. If a canal square is destroyed while ships are in it, all the ships in that square are destroyed.

                            Edit: Problems with Canals
                            * Can cause interaction with land/sea units, and this can be messy. What if a ship tries to enter a square containing an enemy land unit or vice versa? It may also be possible to blockade a canal with ships or units unless this problem is resolved.
                            Last edited by star mouse; July 4, 2002, 22:35.
                            None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

                            Comment


                            • #59
                              Re: Canals

                              Originally posted by star mouse
                              Canals should be included in PTW. They can actually be implemented fairly easily:

                              Canal Head
                              * Worker job, takes as long as clearing jungle
                              * Can only be built on flat, clear terrain (no hills, mountains, forests, jungles or rivers)
                              * Tech advance - Steel
                              * Must be adjacent to Coastline
                              * Destroys Irrigation/Mine when built
                              * Requires Iron, Saltpeter to build (steel and explosives)
                              * Upkeep of 5 gc a turn (per square)

                              Canal Body
                              * Worker job, takes as long as clearing jungle
                              * Can only be built on flat, clear terrain (no hills, mountains, forests, jungles or rivers)
                              * Tech advance - Computers
                              * Must be adjacent to Canal Head
                              * Destroys Irrigation/Mine when built
                              * Requires Iron, Saltpeter to build (steel and explosives)
                              * Upkeep of 5 gc a turn (per square)

                              Canals
                              * Can be 2 squares long with Steel, 4 squares long with Computers
                              * Civs with ROP can traverse it freely, civs withour ROP cannot use it
                              * Ships passing through a canal must end a turn in the canal
                              * Destroying the canal with workers or troops when an AI has a ship in the canal will make them Furious with you and may cause them to declare War on you
                              * Each canal square requires 2 successful enemy Bombardments to destroy. Damaged canals cannot be used until repaired but ships trapped in them can exit safely. If a canal square is destroyed while ships are in it, all the ships in that square are destroyed.

                              Edit: Problems with Canals
                              * Can cause interaction with land/sea units, and this can be messy. What if a ship tries to enter a square containing an enemy land unit or vice versa? It may also be possible to blockade a canal with ships or units unless this problem is resolved.
                              hi ,

                              , good post

                              , should it not be more intresting to make it a wonder , .....

                              , maybe a canal can only be put on the map before you play , in the editor , ....

                              have a nice day
                              - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
                              - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
                              WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

                              Comment


                              • #60
                                For the LOVE of GOD, include a cultural reversion/defection slider!!!!

                                Venger

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