Sure why not combine the proposals, but I prefer word order "fast and well-designed".
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The Essential Civ 3 - New Ideas
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Dobermann,
What language do you want to use for the nativepop/CIVilians idea? (I posted on the CIVilians idea myself recently -- are you referring to that?) I just need to know how you think this idea should be described so others will understand... - raingoon
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OK, with all these micromanagement suggestions, let me throw out one a suggestion to make certain they don't take over the game...
Instead of Chieftain, Warlord, etc. being governed by progressively tougher AIs, have each level include more advanced features. For example, Chieftain would be a lot like Civ 2, with just a few new concepts (such as, perhaps, the LASS system) and using the new interface. Deity would include all the new features: regions, battle maps, customizable units, civilian population with its own agenda, etc., etc., etc.
I make this suggestion because I am quite fond of designing scenarios, and many scenarios would not be able to handle so many complicated features. For example, if you were playing a scenario based on an alien invasion, do you want to deal with domestic problems? Of course not, the great premise of sci-fi is that if the Earth were invaded, we would all band together, right? So if you want to keep that mood, you would play the scenario on Chieftain or Warlord level, whereas if you wanted to get a more realistic experience, you would play Emperoro or Diety.
OK, that suggestion only applies if they decide to include all this micromanagement stuff, but that's my contribution to the pot.
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Anarchist Supreme of the Glorious PROT!
Chief Justice of the Supreme Court of the Audentior Independant Nation.
Frank: "You live at Apolyton, don't you?"
bcr3: "Pretty much."
Anarchist Supreme of the Newly Glorious PROT!
"One Ring to rule them all, One Ring to find them
One Ring to bring them all and in the Darkness bind them."
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The ability/option to create provinces or states within an empire after a certain threshold, and both penalties and bonuses for doing so.
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OK. Scenario Editor then."Wait a minute..this isn''t FAUX dive, it's just a DIVE!"
"...Mangy dog staggering about, looking vainly for a place to die."
"sauna stories? There are no 'sauna stories'.. I mean.. sauna is sauna. You do by the laws of sauna." -P.
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A universal log editor for not just OCC (One City Challenge,) but any civ game.
To elaborate just a bit, I would like to see a Civ3 feature that provides a turn by turn summary of the game events that can be edited as fits the player's need--example:
OCC Game
3500 BC Alphabet
3400 BC Hut-50gd
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20 AD Contact-Romans
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1645 AD Ship Arrives in Alpha
Making logs in multicity games is too complex but a computer could do it trivially and players could compare games as well as analyze play....
The use of logs is very good in competition as any good game must have a way of being recording.
Aurelius
Do Androids dream of Electric Sheep? [--Inspiration of Blade Runner]
"> > Sarchasm: The gulf between the author of sarcastic wit and the reader who
>doesn't get it."--don't know.
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Moderators get to pick two, right?
'cuz I'd really love to see both LASS/CLAS-D combat used and see espionage/diplomatic missions as opposed to units. Also just about everything from don Don's original SUPPLY, MOVEMENT, etc. posts. Okay that makes three.
If I have to settle for one I'll pick the combat.
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Theben
Co-Moderator of the Civ3 Forums
I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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Seeker, scenario editor already nominated. Care to add to that thread by seconding and nominate another idea?
Theben, could you be a little more descriptive about what combat your talking about?
(Korn469, aside from where I've asked for clarification, this thread is current up to this post -- she's all yers!)
<font size=1 face=Arial color=444444>[This message has been edited by raingoon (edited February 18, 2000).]</font>
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Introduction of Tourism in the game.
Certain buildings (obsolete Wonders, "World's Biggest"-s, museums, hotels, casinos, "Disney Land"-s, etc), some natural resources (for example: wine, snowy mountains), natural wonders, a good reputation, a well-developed infrastructure and ...(I don't know what else, I'll wait for your ideas), to generate extra money: tourism gold.
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Simultaneous turns of play - During a turn, every AI and human player place his/her/its order, (dynamic as movement or attack, to alert as counter fire or sentry or simply building & management). When every player end the turn the computer (as a "game master") put in effect and resolve every order. Units in movement can fall in ambush, defensive units (if alerted) react to attack more realistically, fighter scramble, nuclear MAD, etc.
You can see all this happening as a continuos animation (computer zooming here and there without the loss of general scenario).
Some rules are needed to resolve conflicting orders (you can't fund adiacent city by different settler, can't end same Wonder in two different cities, etc.) but you can have a better use of time (better multiplayer support, not PBEM), and some mix of TBS and RTS strong points.
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Adm.Naismith AKA mcostant
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
- Admiral Naismith
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To be able to PAUSE during the AI moves. Sometimes when the AI is attacking (in CivII), battles go by very quickly and then the map jumps to another battle or to move somewhere. By pausing after each battle or move (perhaps an optional dialog box with a continue control?), the user is better able to determine what the AI is coming at you with.
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