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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
I agree with the idea of less micromanaging attacking units. I love it !
Now, 4 SMAC features I'd love to see (italics for those I want badly) : - trade units - defend your allies' cities with your own units. (based on the worker-trading model)
- try to stop conflict between 2 other civs.
- enhance UN, with votes about several things (such as pollution reduction, sanctions against atrocities etc.)
Overall, I think Civ3 has a great diplomatic potential, I'd love to see it fully used.
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident "I never had the need to have a boner." -- Dissident "I have never cut off my penis when I was upset over a girl." -- Dis
I agree with Spiffor on the diplomatic and peacekeeping functions, though I've never played SMAC. That could be a new Civ characteric - peaceful. They could start the game with The Wheel, being a well-travelled civ, and have a special advantage like special treaty abilities.
I would also like to see the stacked unit/armies more widely used. Especially near the endgame when Artillery units are more tedious that useful.
Civil Wars- splitting 1 Civ into 2. Love this idea from Civ1/2!
One thing I also loved about Civ2 was the accelerated start up to 2000 BC. Sure, it had loopholes (like the almost endless roads that could join the two starter cities), but properly done, it could eliminate one of my biggest pet peeves in Civ3: the tedious start up to 1000 BC-1AD.
for me it's the infinite railroad thingy :-(
i Really do hope they will give us an alternative use on
that one:-)
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
Or how about making border violations (something the AI does all of the time) a larger transgression? This would help players on the cultural and diplomatic tracks.
Well I kinda have three wishes but two of them tie in together:
1) The AI needs to be more realistic and smarter about it's choices of where to settle. The AI settles in ridiculous areas far too many times.
2) The AI needs to be more realistic and smarter about entering another Civ's territory. The AI has little to no regard for opposing Civs' territory.
3) An option in the editor to change the movement rates for railroads.
The third wish is my 'hopeful' wish, and probably the most probable wish of being fulfilled. While the other two are musts for me. The other two are the two primary things that hinder my Civ3 experience. It's not because it makes the game any harder, yet, it makes the game so much more annoying.
EDIT: Didn't notice Alva's post, sorry. But Korn knows that I have wished for this for a while now.
However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.
My suggestion for your list to Fraxis:
The ability to fortify units within foriegn cities of which you have both a mutual protection pact and right of passage would make this game MUCH more interesting.
Reason:
1. You no longer have to give technology to your primative pikeman allies just so they can have Rifleman protection.
2. Games will rarely end with two massive countries facing off against the other.
3. Diplomacy becomes a better tool for world peace. Diplomacy is refined!
4. Like Nato, there could be a powerful alliance not for attack, but for defence.
5. Weakling allied nations, usually swallowed up or barely alive by the modern era besides your best eforts, will still be around.
As it stands, when aggressor nations are threatening to become superpowers through conquest, little countries are run over. Once run over there is no chance of recovering these small but important buffers and the aggressor nation stands to gain permenent dominance.
Here are a list of changes neccessary to make this work.
1. As per #4 above, a subtle yet powerful change must be made in the Mutual Protection Pact agreement. These pacts were originally for mutual protection, but more often end as Mutual Agression. In real terms, it would be as if America attacked Mexico cause they wanted more tacos. Then England, France, Canada...ect all declared war on Mexico as a result of Mexico defending itself. Dumb.
The change is when a CIV that you have a mutual protection pact with Starts a war, you get a pop-up that allows you to pull out of the pact. The pop-up could read: Your allies, the "_", have started a war with the "_". Do you wish to continue in a Mutual Protection Pact with them?
This way you can make pacts without fear that your ally will draw you into a conflict that you would never have entered. Most AI driven countries will pull out unless they were on the verge of war with that country anyway. The Militaristic AI of course would never pull out of a MPP simply because their ally started a war, and that could be implimented as well.
2. The AI should recognize (only during war) that an allied city is like thier own, and therefore move troops in as needed with factors such as proximity to enemy forces, city size/importance, and current troop # comming into the equation. Of course allied cities would still be less important than thier own, and a cap of 2(arbitrary) units in an allied city should be imposed for the AI.
3. Liberation effect. If an allied city is taken, there starts a 20(arbitrary) turn period. If in that time it is retaken by an ally, the city REVERTS back to the original CIV. Now, I know what you're thinking...you LIKE to retake cities and own them. Just remember, the pendulum swings both ways... and when an ally liberates one of your cites, you'll be thanking me for this suggestion. It also reinforces purpose #5 above.
Finally, I realize the changes are big, as far as testing for proper gameplay goes, but the rewards are worth it IMHO. I would LOVE to play the world's Police, kinda like the US (or debatably the U.N.) sending troops to cities that may be at risk. FUN!
Sorry the message was so long, but this needed extensive detailing. I think it's conprehensive, but feel free to add or subtract if you find good reasons.
Yeah, I wish I had a nickle for every time a rival civ dropped a city on my home continent in some god-awful spot (near an ocean, but not able to launch ships, 2 squares away from another city, in the the middle of a mountain range with no grasslands, etc.).
I agree with the need for a UN that is actually useful (although some would argue that wouldn't be realistic ) But here's some specifics of what I think would be needed. Sorry, but a few things will be redundant from what was said earlier.
*Decisions of what consitutes atrocities (building nukes, use of nukes, forced labor, starving conquered cities, etc)
*Ability to force member nations to declare war on an aggressor (maybe make builder exempt from being subject to "peacekeeping"
*UN-wide embargoes
*Pollution reduction
Possibly even certain things like debt cancellation, or stuff of that sort. Definitely a need for some of the 'evil' sorts of things that you could do to, but maybe just repealing certain things would suffice.
These things would keep it in the humans interest to keep weak and subservient AI civs around, and lead to more interesting endgame negotiating.
Also, I observed in another thread that if an AI civ is losing in a war it should (unless it's militaristic) opt to ally with you as a sort of protectorate, or puppet state, or what you will, as was the case in SMAC
I know we're only supposed to offer up one suggestion but...
More trading options:
1. Trading units - Nuff Said
2. Trading Intelligence
If I'm a nation that is good at spying I should be able to spy on say the troop positions of another civ and then sell this info to a third civ.
I'm also in agreement with the previous post about fixing the way Mutual Protections work.
The recaptured ally city reverting to your ally is a GREAT idea.
Having the option to not be dragged into a war if your Mutual Protection partner is the aggressor is key.
I also agree that something has to be done about railroads. By the endgame every single tile has railroads and this is just not strategic. My suggestion in another forum was this:
Railroad Idea
a) get rid of the railroad bonus to commerce and food.
b) instead give an overall percentage bonus for each of the four cities closest to your city which you are directly connected to by railroad.
c) make railroads significantly more expensive to build, and maybe even have an upkeep (like one gold per 10 tiles)
What this would create is a situation where there are strategic railroads between cities, but not the massive tangle of railroads that exist now.
d) When you take over a city all railroad tiles adjacent to the city are automatically destroyed.
This would totally do away with the taking over an empire in a single turn exploit. It would make war significantly more strategic as you could no longer just mass a huge amount of troops and roll over everyone. You would have to think about the counterattacks and think strategically.
and last, but not least, another thing I posted elsewhere about how to make military units effect borders.
Wartime Borders
In wartime, the square that your unit is on becomes temporarily your culture (Martial Law). This has a number of ramifications.
a) you can surround a city and starve it out since a city can't produce in a tile that is not its own culture.
b) you can create a line of military units to a resource in enemy territory and then build a colony there. This would make resources much more strategic and fought over.
c) Additionally you could "blockade culture" which means that if a line of your military units cut off some tiles from the enemies cultural centers, the tiles would loose their culture.
Why would you want to do that, you ask. Well here's the crux of the idea:
d) a military bonus for every tile bordering your unit which is under your cultural control or neutral.
This would make it advantageous to pursue a line of attack, advancing units side by side. It would further cut down on the "Railroad Rush", and just generally make it more strategic.
Make terrain more important
a) if a Rolling unit is on a road in a tile that they could otherwise not move through, the road can be artilleried out, and they are stuck.
b) Give foot troops a significant combat advantage against rolling units on tiles they could not move through without a road. If your troops can take advantage of the terrain, but the enemy must stick to the road, that is a huge advantage.
This would make combat again (this is my mantra) more strategic. You would tend to go in with your infantry. clear the area out of opposing infantry, and only then send your tanks across the mountains.
There's my $0.02 and $0.02 and $0.02 and I'll shut up now.
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