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Grier
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of Sheffield, England
Feb 2000 time: 05:14
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You should be able to custom design units, adding different weapons/armour/transport, and also be able to upgrade a unit at any city with a barracks.
<font size=1 face=Arial color=444444>[This message has been edited by Grier (edited February 16, 2000).]</font>
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FinnishGuy
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Finland
Jun 1999 time: 07:14
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Make the graphics move fast. No slowdowns, none, no matter how many units or cities or whatever graphics items are on screen. FAST, get it? Thanks.
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A fully-featured separate scenario-editing program with an easy-to-use interface, a scripting language, editable graphics and settings (untis, technologies, etc.), and full documentation in the form of both a manual and a good help file.
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Dr Strangelove
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Real combat screens:
For each battle the computer generates a de novo map that rflects the terrain of the areas around the point of contact. The units from the strategic map would be broken down to smaller units deployed in the battle map. This would work well in conjunction with custom made units, i.e., you would decide how many infantry brigades, cavalry brigades and artillery brigades to put in your armies. The player would manuever, attack, and defend with his units.
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well..
Nativepop/CIVilans
..either one is fine for me
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AH, then I say..
Include a virtual population with its own agenda/needs/desires
is that good enough?
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bcr3
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The Glorious People's Republic of Off-Topic
Aug 1999 time: 00:14
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OK, with all these micromanagement suggestions, let me throw out one a suggestion to make certain they don't take over the game...
Instead of Chieftain, Warlord, etc. being governed by progressively tougher AIs, have each level include more advanced features. For example, Chieftain would be a lot like Civ 2, with just a few new concepts (such as, perhaps, the LASS system) and using the new interface. Deity would include all the new features: regions, battle maps, customizable units, civilian population with its own agenda, etc., etc., etc.
I make this suggestion because I am quite fond of designing scenarios, and many scenarios would not be able to handle so many complicated features. For example, if you were playing a scenario based on an alien invasion, do you want to deal with domestic problems? Of course not, the great premise of sci-fi is that if the Earth were invaded, we would all band together, right? So if you want to keep that mood, you would play the scenario on Chieftain or Warlord level, whereas if you wanted to get a more realistic experience, you would play Emperoro or Diety.
OK, that suggestion only applies if they decide to include all this micromanagement stuff, but that's my contribution to the pot. 
------------------
Anarchist Supreme of the Glorious PROT! 
Chief Justice of the Supreme Court of the Audentior Independant Nation.
Frank: "You live at Apolyton, don't you?"
bcr3: "Pretty much."
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waynehead
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Durham, NC
Nov 1999 time: 05:14
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The ability/option to create provinces or states within an empire after a certain threshold, and both penalties and bonuses for doing so.
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Aurelius
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San Francisco
Dec 1999 time: 05:14
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A universal log editor for not just OCC (One City Challenge,) but any civ game.
To elaborate just a bit, I would like to see a Civ3 feature that provides a turn by turn summary of the game events that can be edited as fits the player's need--example:
OCC Game
3500 BC Alphabet
3400 BC Hut-50gd
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20 AD Contact-Romans
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1645 AD Ship Arrives in Alpha
Making logs in multicity games is too complex but a computer could do it trivially and players could compare games as well as analyze play....
The use of logs is very good in competition as any good game must have a way of being recording.
Aurelius
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Zanzibar
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Timisoara, Romania
Dec 1999 time: 05:14
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Introduction of Tourism in the game.
Certain buildings (obsolete Wonders, "World's Biggest"-s, museums, hotels, casinos, "Disney Land"-s, etc), some natural resources (for example: wine, snowy mountains), natural wonders, a good reputation, a well-developed infrastructure and ...(I don't know what else, I'll wait for your ideas), to generate extra money: tourism gold.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:14
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Simultaneous turns of play - During a turn, every AI and human player place his/her/its order, (dynamic as movement or attack, to alert as counter fire or sentry or simply building & management). When every player end the turn the computer (as a "game master" put in effect and resolve every order. Units in movement can fall in ambush, defensive units (if alerted) react to attack more realistically, fighter scramble, nuclear MAD, etc.
You can see all this happening as a continuos animation (computer zooming here and there without the loss of general scenario).
Some rules are needed to resolve conflicting orders (you can't fund adiacent city by different settler, can't end same Wonder in two different cities, etc.) but you can have a better use of time (better multiplayer support, not PBEM), and some mix of TBS and RTS strong points.
------------------
Adm.Naismith AKA mcostant
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Matthevv
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Crawley, W.Sussex, England
Mar 1999 time: 05:14
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Rise and fall of empires. As your empire expands, it should be increasingly likely to be split by civil war, rebellion, etc. In the end all empires would disintegrate, and you would have to start again to try and build a new one.
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