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pkokko
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I am not sure whether this is a fix or an addition, but here goes:
A solution to the "Infinite Empire Growth" problem, aka "Eternal China". Have empires split, or colonies turning independent, or something entirely different, but make nations evolve and eternal empires the rare exception they are. But make it also fun and challenging to play.
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Kristen
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RAF Mildenhall, UK
Dec 1999 time: 05:14
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I would like Established Borders!!!!
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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:14
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My fix would be what I suggested in the Graphics thread and the Civilizations thread. CIVILIZATION SPECIFIC FOLDERS
That would be for each civilization to have its own folder. Each folder would have the graphics files (i.e. leaders.gif, units.gif/sprites, cities.gif, people.gif, icons.gif, flags.gif, cityimprov.gif, etc.) and game files (like events.txt and rules.txt for advances, units, city improvements, wonders, city names, leader names, govt names and types, etc.)
that way each civilization would have it own culturally specific graphics and game parameters, and events, etc. Then everyone's riflemen could have special uniforms, planes each look different, samurais instead of knights, cities look different at all stages of advancement and their improvements look different, and you can special tech trees and events.
With a patch you could probably almost do it to Civ2 like how scenario folders are done, just make civ specific subfolders. This would make scenarios more fun and increase the number of units (and etc) 7 times (I do hope civ3 lets you up to more civs than 7, like 30).
this can also apply to a terrain folder where you can have different seasons with different terrain attributes (like less food for winter) and it changes with turns.
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Dr Strangelove
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Trade: CTP had a more satisfying trade mode, didn't take dozens of turns searching for a city to trade with.
Can I say this, or is this too much like copying the idea from another company? Still, the endless searching really slowed down trade in large worlds.
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Zanzibar
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Timisoara, Romania
Dec 1999 time: 05:14
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A fix for the road-railroad system.
Roads are OK (3x movement). But the railroad system is just unrealistic. Think about it: if you airlift a unit (which is the equivalent of air transportation) you can't move it anymore in the same turn. But, on the same distance (presuming it's on the same continent), you can move a tank to the destination and you still have 3 moves for attack! Maybe something like 6x or 12x-movement rate would be more realistic.
I think also that the introduction of highways would be also nice. Roads-highways-railroads.
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apocalyptica
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Pittsburgh
Feb 2000 time: 05:14
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<font face="Arial">City Control and Graphics</font>
As we all know, the world does not exist as a series of huge population centers with emptiness in between. We need some sprawling suburbs to be realistic! In the zones around cities, instead os displaying mining or farms or whatever, show us smaller towns that are developing as the fringes of the city. They can grow larger and fill more space as the city grows, and change in their nature as you progress in technology and time. Plus, you can then "build" laws in cities regarding such things as urban growth, suburban sprawl, and local (not just global, as all other civ games have had) environmental issues. Plus, it would just look neat Move the display of mining, farming, etc to within the city view.
can you tell I like to micro-manage?
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