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Artifex
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Kentucky USA
Apr 2002 time: 05:33
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1. Playing a Civ like the Russians or Ottomans (who have great Cavalry UUs)..or heck any civ when employing a beeline to Cavalry-->then run roughshod over enemy strategy..only to find there is no saltpeter in your vast empire. You didn't get the great lighthouse, astronomy is on the other side of the tech tree= no sea route=no trade for Saltpeter= you are SOL= restart?
2. Getting beaten to a much needed wonder by one turn then having to switch those 400-600 sheilds to a 40 shield unit. 
3. Late game micromanagement.
More of my peeves to come. Just wanted to get the ball rolling on this topic.
BTW is there a resource scarcity bug in C3C? I heard there is a bug and they are working on a fix. Something about new terrain types causing resources to be super scarce no coal, only 1 or 2 saltpeter in the world etc.
Last edited by Artifex on 11-01-2004 at 02:28
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Melboz99
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Rockford, Illinois, USA
May 2000 time: 23:33
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I think alot of what you have said is common with all the previous versions with Civ3, and even to some extent, Civ2.
My only real pet peeve is that darn Atari logo that plays when you load the game. It is way too loud and obnoxios. I like to play while listening to Virgin Radio over the DSL, and no matter how loud I turn up the music, the Atari Logo is always louder. I don't need that when I just want to relax and enjoy a nice peacefull game.
I can turn down the volume for the sound effects, and I can turn off the game music, but that darn Atari logo is alway too loud.
That's my pet peeve,
Dan O.
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furrykef
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I think there's an INI setting to turn off the opening FMV, which the Atari logo is part of.
- Kef
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Melboz99
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Rockford, Illinois, USA
May 2000 time: 23:33
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Sweet!, Thanks Kef!
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okblacke
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1. Pop-up news.
I don't know if it's the 1.12 beta or what, but the game seems vastly slower on a huge map, which I'm not complaining about.
But the pop-up news is a killer. You press enter, you know it's going to be five minutes to your next turn (on a 2.4Ghz/1GB Ram machine, no less) but you may have to press enter 0-15 times in the next five minutve because someone declared war on someone else. Or, my favorite, one click for a military alliance, then another click as war is declared.
I know I can turn this off, but I want to know who's gone to war with whom, and the foreign advisor screen is cumbersome to say the least.
A simple fix would be to present all news as a scroll at the beginning of your turn.
I would say they could do that for things you can act on, but that would change the gameplay and be a bigger deal.
2. Foreign advisor
Hey, I appreciate that they decided at the last minute (two years ago when this came out) to allow 16 countries to play at once, even though the screen had only been designed for eight. But you can't even find out easily who's at war with you.
2. Trade advisor
While you can find someone who has something you need, you can't find (easily) someone who needs something you have. You can't easily see who has other trade items, like gold, tech, workers, even military alliances.
[ok]
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:33
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1. Only fast units can retreat, and only from slow units. This cannot be changed in the editor (yet). I want ALL combat units to be retreat capable when down to their last hitpoint. Retreat capability being based on experience level is good; perhaps when slow units are checking for retreat vs. fast units, their experience is downgraded one level. [EDIT:] I would want this as an option in the editor, not to be imposed on everyone. [/EDIT]
Yes, this would change a basic dynamic of the game, but coupled with #2 ...
2. The game was designed with fast units being the predominant attackers, and is quite ahistorical with few exceptions. Fortunately, this CAN be changed in the editor.
3. The AI STILL cannot use artillery against land units!* It rarely even fires them offensively while cowering in a bleepin' city -- this HALVES their effective strength; with the only advantage being the player's surprise (and FRUSTRATION) that they are in the city being attacked. This is the only solid evidence that the AI has ammunition supply problems!
* (Well, ALMOST never)
4. The SIMPLICITY/Idiocy of the Governors, automated workers (player & AI, of course).
--
#3 I really hope gets remedied; #1 is mostly wishful thinking (PLEASE!!!); #4 requires no comment because everyone appreciates it -- doesn't make it any less aggravating though.
Last edited by Jaybe on 11-01-2004 at 12:44
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