I've seen this kind of thing in the Civ3 forum, and with the amount of activity here it seems a good idea for a number of reasons:
1. To help ambitious Modmakers design their Mod and help with idea's
2. There are IMO so many good idea's floating around in so many different threads, that it can be hard to keep track of them.
So i guess i better come up with some to start things of, hopefully people will follow suit and whenever you think, 'hold on that would be great if it could be done!', then stick it here.
IF having the cool 'Bloodbath' or 'Absorb' option then have some way to kill tile-improvements at the same time the above action has been taken. At least crashes to desktop should not happen when pillaging 'left-over' tile improvements? what happened to this idea? here could/did it work?
Stategic resources.
CTP2 has some great tiles, they could be used a bit like in Civ3(but not as badly executed ). Have some resources as basic pre-reqisites for units/advances/buildings.
On a simple level your civ will need wood/forest/jungle or swamp/marsh(reeds) inside it's borders/city radius to be able to research/build boats.
Need to have developed some kind of ore-working (copper/bronze/iron) AND have a mine tile working hills/mountains with an ore in them, to be able to build certain units(Hoplite/Legion?). I believe (from such discussion before) that this would be possible to impliment, using tile improvements to 'hold' the relevant characteristics for coal/iron/wood/jungle etc. Just make sure they appear librally on the world map, as in real life - non of this weird Civ3 distribution, that really can penalise a player.
Diplomacy.
I haven't tried Civ3 so i can't speak from experience, but i hear that its system offers alot but doesn't really deliver.
I think the CTP2 system is good as it is, you can counter offer, threaten etc - it's a fairly comprehensive system. The problem is the way the AI uses it(in multiplayer it works very well), and a few bugs. I think rather than getting too ambitious in this area, if the present system could be 'fixed' i think it will be good enough.
Start game.
I've been playing WAW recently and the kick-start it gives you really cancels that usual waiting 20 turns or so for not much to happen.
Maybe some kind of reduction in how long it takes to build units at the early stage of the game(the support as well?). Or some kind of early boost (upto a certain amount of cities?) where by all science/production is incresed?might be difficult to balance when(in time) units/advances come, but i really liked NOT having to press end-turn and watch another uneventfull 20 years go by!
Dales Mod maybe too extreme for what i'm thinking(but its perfect for his game - it makes sense, you can just get on killing each other!), but the result , of less waiting around, is great.
please add what you think would be great to see
1. To help ambitious Modmakers design their Mod and help with idea's
2. There are IMO so many good idea's floating around in so many different threads, that it can be hard to keep track of them.
So i guess i better come up with some to start things of, hopefully people will follow suit and whenever you think, 'hold on that would be great if it could be done!', then stick it here.
IF having the cool 'Bloodbath' or 'Absorb' option then have some way to kill tile-improvements at the same time the above action has been taken. At least crashes to desktop should not happen when pillaging 'left-over' tile improvements? what happened to this idea? here could/did it work?
Stategic resources.
CTP2 has some great tiles, they could be used a bit like in Civ3(but not as badly executed ). Have some resources as basic pre-reqisites for units/advances/buildings.
On a simple level your civ will need wood/forest/jungle or swamp/marsh(reeds) inside it's borders/city radius to be able to research/build boats.
Need to have developed some kind of ore-working (copper/bronze/iron) AND have a mine tile working hills/mountains with an ore in them, to be able to build certain units(Hoplite/Legion?). I believe (from such discussion before) that this would be possible to impliment, using tile improvements to 'hold' the relevant characteristics for coal/iron/wood/jungle etc. Just make sure they appear librally on the world map, as in real life - non of this weird Civ3 distribution, that really can penalise a player.
Diplomacy.
I haven't tried Civ3 so i can't speak from experience, but i hear that its system offers alot but doesn't really deliver.
I think the CTP2 system is good as it is, you can counter offer, threaten etc - it's a fairly comprehensive system. The problem is the way the AI uses it(in multiplayer it works very well), and a few bugs. I think rather than getting too ambitious in this area, if the present system could be 'fixed' i think it will be good enough.
Start game.
I've been playing WAW recently and the kick-start it gives you really cancels that usual waiting 20 turns or so for not much to happen.
Maybe some kind of reduction in how long it takes to build units at the early stage of the game(the support as well?). Or some kind of early boost (upto a certain amount of cities?) where by all science/production is incresed?might be difficult to balance when(in time) units/advances come, but i really liked NOT having to press end-turn and watch another uneventfull 20 years go by!
Dales Mod maybe too extreme for what i'm thinking(but its perfect for his game - it makes sense, you can just get on killing each other!), but the result , of less waiting around, is great.
please add what you think would be great to see
Comment