Here are a few odds and ends that should/could make Civ3 scenarios better:
Linking City/People graphics to the terrain a city is built on or to the original Civ that built it rather than the current owner. It is unrealistic to see an Arab city located in the North African desert transform into a medieval castle populated by knights when captured by Crusaders... The flag/color ownership indicator is sufficient.
Requiring cities to reach a certain size before it can build the more advanced improvements.
Linking units not only to a tech but also to city improvements: To build modern warships/freighters a city must have shipyards. Large ships can only enter cities with ports. Planes can only be built and land in cities with airports. All motor vehicles require a factory in the city to build.
The above 2 together will add more realism to the game and improve scenario making flexibility.
Unit travel flags: impassible terrain is a good start but it should be carried much further.
Specific units should have a movement "restriction" level that allows them only to travel up to certain terrain "difficulty". Partisans ans mountaineering troops should be the only ones entering mountains and swamps, Glacier should require special "winterized" units. Most restricted should be freight and (possible new unit) trains that could only travel on roads/railroads.
Allowing more improvements on the map outside the cities similar to the mines: Farm, Ranch, Hydroelectric plant, Refinery, Oil well, Sawmill, Papermill, Drilling platform etc... Possibly restrict the number of improvements possible on a square to make the player choose between a road/railroad and mine etc...
Make larger cities "eat" the surrounding land by auto-creating suburbs squares when certain city sizes are reached. These suburbs cannot produce food, only shields/trade (Industry) forcing larger cities to "import" their food via food caravans. The great trade/industry bonus for the suburbs of large cities must be supported by smaller agricultural communities. The bigger a city the more of its support squares become "suburbs" and the more it must rely on food imports from the outside.
Multiple terrain graphics based on seasons/eras/day-night etc... allow auto-swap of terrains and associated rules for scenario creation: November 1941, winter strikes the Eastern Front, terrain changes to snow-covered landscape and all unit moves drop to 1/3
Improved Combat rules:
No "stack" kills
Add range attack units (Can hit from 2 squares away, can't suffer any damage when attacking but only hits once meaning only causes damage, not necessarily a kill) (Represents artillery)
Add land-to-sea attack units (Coastal artillery, should also be a range attack unit)
Add air transport and land transport units but with flag system determining what can be carried by each.
Linking City/People graphics to the terrain a city is built on or to the original Civ that built it rather than the current owner. It is unrealistic to see an Arab city located in the North African desert transform into a medieval castle populated by knights when captured by Crusaders... The flag/color ownership indicator is sufficient.
Requiring cities to reach a certain size before it can build the more advanced improvements.
Linking units not only to a tech but also to city improvements: To build modern warships/freighters a city must have shipyards. Large ships can only enter cities with ports. Planes can only be built and land in cities with airports. All motor vehicles require a factory in the city to build.
The above 2 together will add more realism to the game and improve scenario making flexibility.
Unit travel flags: impassible terrain is a good start but it should be carried much further.
Specific units should have a movement "restriction" level that allows them only to travel up to certain terrain "difficulty". Partisans ans mountaineering troops should be the only ones entering mountains and swamps, Glacier should require special "winterized" units. Most restricted should be freight and (possible new unit) trains that could only travel on roads/railroads.
Allowing more improvements on the map outside the cities similar to the mines: Farm, Ranch, Hydroelectric plant, Refinery, Oil well, Sawmill, Papermill, Drilling platform etc... Possibly restrict the number of improvements possible on a square to make the player choose between a road/railroad and mine etc...
Make larger cities "eat" the surrounding land by auto-creating suburbs squares when certain city sizes are reached. These suburbs cannot produce food, only shields/trade (Industry) forcing larger cities to "import" their food via food caravans. The great trade/industry bonus for the suburbs of large cities must be supported by smaller agricultural communities. The bigger a city the more of its support squares become "suburbs" and the more it must rely on food imports from the outside.
Multiple terrain graphics based on seasons/eras/day-night etc... allow auto-swap of terrains and associated rules for scenario creation: November 1941, winter strikes the Eastern Front, terrain changes to snow-covered landscape and all unit moves drop to 1/3
Improved Combat rules:
No "stack" kills
Add range attack units (Can hit from 2 squares away, can't suffer any damage when attacking but only hits once meaning only causes damage, not necessarily a kill) (Represents artillery)
Add land-to-sea attack units (Coastal artillery, should also be a range attack unit)
Add air transport and land transport units but with flag system determining what can be carried by each.
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