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Graeme LeSaux,
02-03-2001)
Good idea behind this site, but the design seems a bit lacking
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borashee,
01-02-2001)
Some excellent ideas here, especially the ideas on making the game squares smaller - that would really help, and allow for a more precise game - cities could start off at 4 squares big (2 x 2) and then gradually flood onto surrounding squares. by 2000 AD or beyond, almost the whole world would be covered in cities or farmland.
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10-30-2000)
Marten has written this review.
I think each civilization should have their own units (at least graphically) so that the Aztecs couldn't attack with legions for example. Also in the modern times the Germans should get the Panzers and the English the Mk's. ``Yeah, and the cities of the computer's civilizations, should be placed where they are in real life (when playing on the Earth map).
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Chris,
10-02-2000)
Some good ideas and most were well thought out. Not that I agree with them all, but a good reference' for change. I think the level of realism desired will complicate the game, require higher-end machines, and maybe take some fun out of it... maybe there could be more options on the realism side that make the game span from a 'beer and nuts Supremacy' game to an 'Avalon Hill bible on rules and options'.
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09-27-2000)
blaine lund has written this review.
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franco,
09-15-2000)
Here is what this game will need to make it a 10. First the city management screen for call to power needs to be ripped out and installed on CIV 3. Next you need increased military units. Balance out the power of the wonders of the world. If you have played CIV CTP, whoh. Talk about unbalanced wonders of the world. They should be an addition and benefit to your society. Not something so powerful it tilts the through the heavens. Pirated trade routes like in CTP was a pretty good idea. I think definately the AI needs to take more of a political Alliance friendly strategy. They always want to go to war with me. Before I betray the peace treatys and attack them.
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Someone,
08-17-2000)
Reading the general part I agree completely with your suggestions on lifting the population from mere numbers to a game element with birth, immigration and automatic communication (including the distribution of obvious technologies). As you already state, most of this will derive from a well developed trade module in CIV 3. When trade (depending on city distance, size etc.) is precisely programmed, all other features can derive from it.````Perhaps this is not exactly the place for comments but so be it. Besides all, and considering the '9' given I can add that after starting to read, I read right throught to the end...
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08-04-2000)
Diogo Firmino has written this review.
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Echolon,
06-27-2000)
Nice job with it, it is worth the visit. Just make the font a bit smaller and it would be better, hate having to scroll to infinity. If you want to find a good place to grab some ideas of what civIII might be like, here's the place.
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06-25-2000)
Owen Hehmeyer has written this review.
I think your civ suggestions and modifications have a common theme. You are demanding increased historical accuracy and realism. I, like many civ players, love the history aspect of the game, and do long for realism. However, a substantial portion of gamers prefer fantasic events in thier games -- they play games to escape realism. A game is supposed to be fun to play, not necessarily realistic. Keep that in mind.````Owen
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