Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Main   Civ II   Civ III   CTP I   CTP II   MoO3   SMAC   RoN   GalCiv   Alt.Civs   Misc   About
News  |  Archive
Strategy  |   Apolyton University
Downloads  |   Screenshots
HOF/Tournaments   |   Stories (1)/(2)
Multiplayer   |   F.A.Q.
Forum-General  |   Forum-Strategy
Forum-Help  |   Forum-Creation
Reviews  |   Links  |   Suggestions
Price Comparison
TFC3H ARCHIVE

MILITARY: General things

--MENU--
Index Page
MILITARY
New units
Characteristics of units
Military concepts
General things
TECHNOLOGIES
New Technologies
Science Concepts
ENVIROMENT
Territory
Engineer ideas
CITY
City improvements
Citizens
City environments
Adminisitrative things
DIPLOMACY
Treaties / Alliances
Diplomatic concepts
Other ideas
GAME CONCEPTS
AI ideas and problems
Trade / Economy
Map / More Civs
Social things / Other ideas
WONDERS
New WoW
Old WoW: Comments
GENERAL IDEAS
Game options
Scenario ideas
Civ in space
Other things

Robert Breiten:

  • I think the thing that the game most needs is the ability to have more units. At least 250 type. Think about how many different troops the governments of today have; now remember how much of the time frame the game covers. The more units the better. The same with advances. I think the wonders don't need to much help. I think the game losses it's newness after you go through all the Tech's and units. If you don't believe me how about all the Mod's on the net!!! I also think there should be a setting to whether you get fictional units or realistic ones. The game options should also include a technology level or to time to end game if so desired. I must also add I hate the way the game ends by itself some times and would love this options.

Mike Liff:

  • 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 demandin coal, I think the city should have a surplus of te resource that the icon stands for.

Nik Taylor:

  • Also, there should be ships that could travel on rivers.

Henrik Lindholm:

  • Under different time periods different types of larger units would be possible to create. The building of a civ tactics tree for researching new military tactics and formations would be needed. WOW West point, and a different approach to the Sun Tsus war academy would follow.

  • The slowness of airoplanes have to be fixed. Use a transport mode with can take an air unit to any friendly city on the map, then normal attack radius can resume.

  • Make it possible to name units. Eighter automatically, 1st Armoured or 1st Berlin Inf or whatewer, or as a manual option. Then one should be able to see the history of each unit to see what enemy units it has beaten. Of course it's useless, but after a few relly good battles some legendary units are bound to emerge, which could be fun to look back upon.

Eero End:

  • Army bases. When units are there they don't cause unhappiness in supporting city. These bases could have same defence bonus as city with barracks, city walls, SAM and SDI.

Drew Stephens:

  • Planes can't move very far. If I have railroads all over a large land mass, I can move a unit anywhere in 1 turn. But it takes forever to move a plane from one side of a continent to another. This doesn't seem right.

Patrick Shirley:

  • Riflemen should be upgraded to Marines with Leanardo's as Riflemen are less modern.

Adam Gitner:

  • Land units should be able to carry other land units and air units.

Sean M. Punch:

  • New combat rules: Rational stacking rules. The way that all stacked units are presently destroyed en masse if the defender loses is simply incorrect. A large number of units should offer greater resistance to attack, not be more vulnerable. Real-life armies mass troops to increase effectiveness! The present conditions pertaining to cities and fortresses (units engaged and destroyed one at a time) should be the default situation for all combat except missile attacks.

Nathan Mc Coy:

  • I once had one of fighters be destroyed by a pikeman. That really isn't that realistic. There should be some sort of attribute for land only attack.

pcdoc88 (Unknown):

  • I believe that their should be a bigger gap between propeller aircraft to stealth fighters. To be more realistic, their has been almost a 100 years of motorized aviation history and there have been great changes in aviation technology. There should be biplanes or jet planes added before stealth fighters, in turn certain technologies should accompany these units. This could help roundout those gaps in aviation.

Jason Atkinson:

  • Let you be able to control the amount of aircraft you can carry in the rules.txt like you can control the amount of land units you can carry. I do not know if you can carry land and air units on the same ship, but you should.

THE FIRST CIVILIZATION 3 HOMEPAGE © 1996-8 by Dorian Credé


Apolyton Civilization Site Copyright © 1998-2002 Daniel C. J. Quick and Markos Giannopoulos
Page Last Updated Wednesday, 26-Apr-2000 19:49:20 UTC
All trademarks and trade names are the properties of their respective owners
Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net