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  • #16
    random events

    better diplomatic interface (ability to see all 16 civs and their relationships, ability to see how much time left in an agreement without contacting the civ)

    better trade interface (let me see who i'm trading for and for what, without having to contact the civs. maybe also an ability to see what others are trading to others?)
    "Imagination is the only weapon in the war against reality" Jules de Gaultier, French writer

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    • #17
      Originally posted by SomeOneElse
      random events

      better diplomatic interface (ability to see all 16 civs and their relationships, ability to see how much time left in an agreement without contacting the civ)

      better trade interface (let me see who i'm trading for and for what, without having to contact the civs. maybe also an ability to see what others are trading to others?)
      hi ,

      , indeed it shall be needed with 31 civ's , ....

      and they should put the ability in to see what you can trade with an other civ , ...

      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 ?

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      • #19
        Also have to agree with better diploatic interface and trade interface. Also would love more detail or summary of the number of unit I've killed or I have lost. Just like what civ2 had. Does anyone know if that exists in civ3 anywhere? Pretty sure it doens't.

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        • #20
          Originally posted by dunk999
          star mouse...

          Didn't your signature used to complain that there was no "None" setting for barbarians? Or was that someone else?
          The line from my sig used to be "aagh, make them go away". However, that was not meant to be complaining about the lack of a "None" setting, but the likely reaction by the player during the game to ceaseless waves of barbarians. In other words, more barbarians than "Raging". I changed it when I realised that the meaning of the phrase was ambiguous. I have always played with tons of barbarians, and anyone who plays any mod I may contribute will find the barbarians tougher than usual.

          That reminds me -

          Wish list - barbarians, barbarians, barbarians

          *** Barbarians that can destroy cities. If a barbarian rides into a city, the city should be destroyed if the following conditions are met:[list=1][*]The city has no improvements.[*]The city has a population of 1.[*]The treasury of the city has already been looted once by barbarians.[/list=1]
          If these conditions are not met, the barbarians should destroy improvements and population and loot the treasury until these conditions are met.

          When the city is destroyed, an encampment appears on that square. This encampment generates new barbarians at twice the rate of a normal encampment, and dispersing this encampment gets back the gold that the barbarians looted from the city.

          (Anyone who has played Master of Magic and is familiar with what happens when a city is destroyed by marauding monsters will find this mechanism familiar.)

          *** More advanced barbarian units, and more control over when the units appear. At present, it is only possible to set 2 land and 1 sea units for barbarians. If Barbarians appear in the Industrial age, Horsemen won't be any real threat. Instead, the variety of barbarian units should be open-ended. In particular, Barbarian Privateers would be an interesting touch.

          *** Barbarian sea units should spawn at sea in the Fog of War if there are no land squares for the Barbarians to spawn in.

          *** Barbarian Encampments should spawn units at different rates. At present, encampments spawn single units and "Massive uprisings" with about 20-25. There should also be "small uprisings" with about 3-5 units, and "large uprisings" with about 9-12 units.

          *** "Massive uprisings" shouldn't all spawn at the same time. Instead, they should spawn only if the encampment has been there a while.

          *** When a "massive uprising" spawns, about 4 sea units should be spawned as well as land units.
          None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

          Comment


          • #21
            I can split my wishes into two categories:

            Those that would be introduced only in Civ IV or in a major XP:


            - Improved AI
            - Rethink of the espionage system
            - Enlarged diplomacy system
            - Lengthening of the ancient age - I think, and I expect that most would agree, that the ancient age is the best, but it seems to go far too quickly. I know this is partly because there are far fewer things to do, but more modern ideas (e.g., gunpowder, representative govt.) come along far too quickly. In many games, there are only a few turns to use certain units before they are obselete.

            Things that could be in an XP or a large patch:

            - Change in some UUs, particularly the F-15 and the Man-o'-War
            - Change in privateer's strength
            - A shortcut for workers (similar to Shift-P) that would mean that they fight pollution but don't wait for orders when there is no pollution
            - ** Cities should reassign production to a square that has suffered pollution. It really slows down the modern world if you have ten pollution squares each turn for which you have to open the city window.
            - Allow a cancelling of End Turn for units, a la CTP2. A number of times I've pressed it instead of Wait, and there is no unfair advantage gained in being able to cancel an End Turn order
            - A warning if a city is about to go into disorder or to flip, probably in a pop-up message above the city, as in the 10 shields message or WLTxD.
            - That the above warnings stay above the city until the message is clicked on - it's annoying having to remember which cities have experienced an event at the beginning of each turn.
            - A reduction in corruption in democracy, as it is often crippling (even after v1.12) - perhaps a new anti-corruption unit, or the option to build a second FP after a certain number of cities?
            - Auto-Bombard
            - ** Lethal-Bombard
            - Somehow increase importance of naval and aerial units, esp. helicopters.
            - Why can spearman be upgraded but not longbowmen?

            I know that many of these changes can be effected in the editor, but I think they should be in the game, as it's better if everyone has at least the option of playing exactly the same game with the above alterations.


            As for a more general point, I think it should be remembered that Civ III does not reflect history or real-life, and that some absurdities in the game are to be expected for gameplay purposes e.g. the relative differences in movement ability - 3 for a caravel, but only 5 for a sub. I think Civ III is better than its predecessors here. Terraforming, for example, is missed by some who then complain that the game is not realistic enough - when was the last time we were able to level mountains or convert jungle to desert?

            Despite all its problems, I do like it, and it is a definite improvement on Civ II, even if it does contain some problems that surely could have been fixed with a little more play-testing.
            Honi soit qui mal y pense. Sauf si c'est moi.

            Comment


            • #22
              Originally posted by ACTD_Ran
              Yes! More realistic battles and deplomacy!
              As for global warming. Yes... For the past 15 years I've seen the winters in my region grow warmer and warmer. If that isn't due to global warming... Then I don't know. Back in the 60's I remember each and every winter we had snow. Then now.. Even back in the mid 80's we were concidered lucky to have snow... Except for the winter of 86... We had a blizzard...
              As someone who graduated with honours in Environmental Engineering, I'm currently sitting on both hands and biting my tongue off not replying to yet another global warming thread.

              It's not pollution, and that's all I'm going to say unless somebody wants more detail.

              Austin

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              • #23
                One thing I would like to see is supply issues for more modern units.

                A bunch of spearmen basically only need to be fed, but a tank division is a very resource intensive thing. For more advanced units, unless they are on or adjacent to a road/Railroad that eventually connects back to a friendly city, they lose a hit point for each square they move.

                We already have this trace functionality built into the game for resources and luxuries and trade.

                This would, in modern times, make encircling enemy forces a priority. Just like in real life. Why bash the enemy army to death in crude frontal assaults when you can wield your panzers like a rapier, encircle them, and watch them starve.

                Austin

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                • #24
                  I agree with most of the points that have already been mentioned. Increased complexity in gameplay, both diplomacy and military matters, such as the implementation of sieges. Why does a city gain resources from its outlying squares if you have it surrounded by tanks. Also the ages between the ancient and modern should be lengthened allowing for more turns to be played in that era. The strangest thing I have seen in the development in the Civilisation games is that they always seem to vote for the concept: simpler is better.

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                  • #25
                    I wish I could un-automated the workers. Have you ever tried to track down an automated workers and tell them not to wander near the enemy border?

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                    • #26
                      Originally posted by Moonsinger
                      I wish I could un-automated the workers. Have you ever tried to track down an automated workers and tell them not to wander near the enemy border?
                      hi ,

                      , ..... , a little symbol could work , or a special flag , something that tell's the player that the worker is on "auto" , ....

                      and while we are at it , maybe in its "box" , the number of turns it still needs to do this or that , .... so that you dont have to "click" it , ...

                      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


                      • #27
                        Originally posted by panag
                        , ..... , a little symbol could work , or a special flag , something that tell's the player that the worker is on "auto" , ....

                        and while we are at it , maybe in its "box" , the number of turns it still needs to do this or that , .... so that you dont have to "click" it , ...
                        That would be wonderful!
                        And save a great deal of agrivation and time.
                        The true nature of a man is shown by what he would do if he knew he would never be found out.

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                        • #28
                          Originally posted by Moonsinger
                          I wish I could un-automated the workers. Have you ever tried to track down an automated workers and tell them not to wander near the enemy border?
                          Sorry for laughing... I couldn't help myself. I don't ever automate them after noticing that the governer doesn't do a good job so I figured that the automating of the workers wouldn't be as effective either... I might have to try that out just to see it! lol Maybe their trying to establish a trade route?

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                          • #29
                            You are actually most likely correct ACTD_Ran about the workers trying to establish a trade route. It would be good to confirm this with someone from Firaxis!!!

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                            • #30
                              I remember how once, the following happened:

                              I had a little enclave in enemy territory, one city. It had one worker improving the area around it. Suddenly, the worker (automated) goes into enemy territory (we had ROP) and starts improving THEIR territory! I dont stop it, to see what happens. My worker, it turned out, was irrigating their territory until the border, so that he could irrigate the riverless land around my city!

                              So, automated workers will sometimes even think to do what you won't notice.

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