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TFC3H ARCHIVE
MILITARY: General 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
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