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TFC3H ARCHIVE
CITY: Adminisitrative things
Christopher Fowler:
- Have each city keep a log of what is it built and when. I can't think
of any really practical application for this but many times I have wondered
how long a unit or improvement has been around.
Henrik Lindholm:
- One thing that I would like to see the inclusion of a chart that could
direct flows of people and resources within the empire. If you have
several large cities people and production should be able to be
relocated so as to build new cities really fast. This should be
possible only in higher developed civs.
- Another method is to have Administrators, a civillian military general
type of person, that gains experience in building cities and therefore
can quicken the pace in the new city that you send him to.
- Basically im tired of the time it takes to (re-) build small cities late in the game.
(Unknown author):
- When you take over a city there should be two option. One: make the
city to a conquired minor (from empirers in arms, boardgame). It is what
civ2 does now, two: make a free state, it means that the city is a civ.
But the civ. is controled by you. The civ doesn´t have effect on your
own civ, economics etc.
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 destoyed. 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 star 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.
Anssi Tillonen:
- When taking over enemy cities, you should have the opportunity not
just to plunder it but to destroy it completly.(How many are the cities
that are burned down in war.) The same goes for caravans vice versa.
Lee Chase multi-player maestro:
- This is probably one of the most trivial of things to implement but it would
make me so much less frustrated. Add an indicator so that when a city is
about to grow in size the computer informs you and you can make sure the city
does not go into civil disorder. It would save me messing about looking at
each city at the end of each go.
Fred Cragg:
- How about being able to hand over control of a city to the computer,
like a local authority.
Robert Breiten:
- I think there should be not only advisors but mayors of the cities to warn
you before revolts of starvation.
Ted MacGillivray:
- More realistic city services, stats, etcetera. For example, the computer
would keep track of crime levels, health levels, etcetera. High crime,
low health, etcetera would have an impact on happiness. City
improvements, such as hospitals, different police stations, fire halls,
town halls, etcetera would help combat these.
Chris Fulton:
- One idea I have would be an option to sell a city improvement in all cities
that it is present with only a coupl of mouse clicks. For example you may
want to sell all your granaries once you have built the Pyramids or all you
Power Plants once you have acquired the Hoover Dam. This would be
especially convenient in those games on large maps where your civilization
has grown to a massive number of cities, and you don't want to hunt down all
those annoying granaries that are costing you money.
Tom Langan:
- How about a more realistic city view?
If you click on "view city" under civ2, even the biggest "30" size cities look
more like central park than inner manhattan!
Erik Törnquist:
- Improved graphics! Especially in the cities!
- And, of course, put in the disasters again!
Have terrorist attacks, volcano, flooding, earthquake and more.
The citizens cannot longer die only in war!
By D. Credé:
- Maybe all builded improvements of each city could be
displayed (minister of the interiour).
THE FIRST CIVILIZATION 3 HOMEPAGE
© 1996-8 by Dorian Credé
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