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TFC3H ARCHIVE
CITY: City environments
Eero End:
- Oil lines, drills, tankers, powerlines, refineries, plantations, resorts,
bridges - whese look like bridges over rivers -whese look like rivers,
cities with size more than one field, satellites, enhanced diplomacy,
etc. are must in new version.
Mike Liff:
- I think when a city has civil disorder (riots) more than just production,
tax collecting and research should stop, I think each turn the city is
in disorder a city improvement should be destroyed. Also when/if the city
runs out of improvments military units start to desert. After that I
think when a city runs out of units it should start to lose terrain
improvements outside the city.
- When an enemy city is near a friendly city it should disrupt farming,
mining and trade in that city.
- When a city is by a resource square that lets say is coal in a hill the
supply and demand for caravans and freights may have it demanding coal, I
think the city should have a surplus of te resource that the icon stands for.
Robert Breiten:
- The way every one in the city is show either working in the fields, mine,
or fishing is stupid. It think it should be more like colonization. One
farmer can produce way more food than Civ II gives him credit for. I also
think that theirs should be disease and plaques that keep growth down. I
think life expectancy should also be included in the game. Then you could
bring out biological war fare. Think about the scenarios everybody!!!
Ted MacGillivray:
- Sack city option: Sometimes, I just feel I don't need an extra city as I
capture one from the computer. You should just be able to open the city
screen and press a button which will raze the city.
- More realistic support: You should need to pay support in food, as well
as resources.
Visitor (unknown):
- I'd like to see bigger cities take up more space. You could attack the
western half of the city and occupy that part. You could get and East
and West Berlin going. Mabye each potion of the city would need to
produce its own defenders and improvements. Different sections of the
city could work together and create wonders. Also ever few turns the
worlds best city gets to host the Olympics which lead to increased
revenue and sciences for a couple of turns. The best city should be
determined by the empire's strenth, it's relations with other nations,
it's proximity to the enemy, and all of the things that make the top
cities the top cities in civ2.
Jason Atkinson:
- Cities can sometimes act as canals, but you can not build them everywhere
you want a canal. Canals would be very helpful.
Erik Törnquist:
- The map!!! It must be a more realistic map in the next game!
A city, say London, takes up the whole England! And maybe Stockholm covers whole
scandinavia! Let a city take up most nine squares! And I have an idea
for this. Let a city take one square, then maybe one other square
outside the city will provide resources for four squares in Civ II. And
on bigger maps there should be a higher number of citizen per number on
the cities than the smaller maps.
THE FIRST CIVILIZATION 3 HOMEPAGE
© 1996-8 by Dorian Credé
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