 |
|
Audevourahn
|
|
Canada
Feb 2000 time: 05:14
|
|
Space cities and units. SPACE SPACE SPACE!!!!!!!!!!!
|
|
|  |
 |
|
Audevourahn
|
|
Canada
Feb 2000 time: 05:14
|
|
I could find no place to put all of these suggestions, so I will put em here. Tell me where to put em if there is a better place!
I would suggest the following to beef up civ3 (I originally wrote this up for ctp2, but bear these toughts in mind nevertheless):
-Have a proper city view like civ2
-Continue the use of the build cue (que, whatever)
-Give more info about what is being built in the cities (when it is built in the city)
-Put all pertinent info on one city window(happiness, food, units, cash production, industrial production)
-Keep those great underwater and space cities(but make em' MUCH more efficient to get at)
-Civ and civ2 had a city viewing button, which was cool. It let you see what your empire actually looks like. Add this feature for certain, but be sure to update the appearance of the buildings as time passes.
-Be SURE to have the game last longer.
-Make the game continue if you win, like in civ2(i'm mentioning civ2 a lot, get the picture?)
-Make the space view once again, and perhaps add another couple of layers to it. More orbit levels, or even make it possible to colonize the planet's moon.
-Make more units available.
-Keep the unit stack idea, its very efficient
-Make it possible to name ships and units, and have a screen that allows the player to access the unit with these assigned names.(do not make this idea compulsory, however, it will rather tick me off to have to assign names to things if i'm trying to play fast)
-The old goto feature with route tracing was a good idea, keep it!
-I want a unit upgrade wonder, like the leonardo's workshop in civ2
-Have detrimental wonders, make it possible to really screw the other players with your wonders
-The visible trade routes in ctp are good, but try not to make them so bogging.
-Keep the caravan as it is in ctp.
-MORE GOVERNMENTS!!!!!!!
-Include national borders on the map.
-let the player assign the area that the city will draw it's food from. It would be nice if you could assign areas for this outside of the traditional city radius, so you can have vast grain producing areas in a agricultural area, and position your cities in an area wich provides more efficient production.
Don't rush, rushing makes for bad games. I want scenarios included, and world maps included. Have fun, and do a great job!!!
|
|
|  |
 |
|
VetLegion
|
|
You said just new ideas. But I can live without them and I cant live without an old one: animated water.
|
|
|  |
 |
|
Gearyman
|
|
Pensacola, FL
Feb 2000 time: 05:14
|
|
Expanding City Radius
As a city grows in way of population and improvements, the radius of the city itself should grow too. Instead of only occupying one of the squares, it could take up 2, 3, maybe 4 as the city grows. As this happens, maybe include more squares that the city can use for food, shield, and trade production.
Maybe also as cities grow, if two cities were close together, they might grow together (e.g. Dallas/Ft. Worth).
|
|
|  |
 |
|
Frank Johnson
|
 |
Houston, TX
Jan 1970 time: 23:14
|
|
Supplies lines, dependancey on fresh supplies in order to maintain fighting effectiveness of a units.
This could easily be shown by giving a unit a resistance value of 1 to 10.
Early warriors and settlers could sustain large and distant marches, thus having a resistance of 10, and Modern units like, armor ect, which require fuel ect would have a resistance of 1, and cant wander too far from supplies without losing fighting effectiveness.
You could select "view supply lines" and the map would sow the supplies that could reach various squares. The closer to cities, allied cities, or special supply units, the better supplies are. THe supplies reach less effectively over rough terrian, or enemy lines obviously.
|
|
|  |
 |
|
Slingshot
|
|
Alberta, Canada
Jun 1999 time: 05:14
|
|
A killer soundtrack. It should be:
1. Big, as in LOTS of tracks to choose from
2. Diverse, with the ability to select/disable tracks for playback
3. Different for each age, or even based upon how well the player's civ is doing
4. High quality - heck, even console games are in Surround Sound(TM)these days. Just say No to MIDI
Some individual music selections are suggested in the Music for CIV III thread under General Suggestions
|
|
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|