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Boris Godunov
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Portland, OR
Aug 2001 time: 00:15
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quote: Originally posted by ADG
thx, didn't know that one, I looked in the manual, but didn't find it
One more thing:
*When viewing the foreign adviser screen you can only see 7 enemies and ofcause myself. This is pretty annoying when playing 16 players, I want to be able to view all enemies (This could easily be solved by making the heads of the enemies smaller when playing 16 civ fights) |
The manual, while thick, is inadequate. The online help of the Civilopedia is much more useful, though could still use a tweak.
Foreign Advisor--They said before the game was released that this would be the case. However, I vaguely recall someone at Firaxis stating we could somehow move civs in and out of the slots. I played with 9 civs, and killed the Russians, but the Americans STILL won't show up on that screen. This makes it difficult to tell what treaties/trades I have with them. This seems like something they should be able to fix.
Cheers.
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BigBopper
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More controll of game options!
1. let us select resource rarity just like we cans select barbarian level
2. same deal with fresh water
3. same deal with war weariness
4. still same deal with AI aggressiveness
on a diffrent note, fix the damn borders! I have people flooding thru my territory just like in civ 2. While some countries have very little boarder controll, others have a shoot on site policy. At least let us kill trespassers without it being an act of war. ( hell the kind of invasions that the AI does would be considered an act of war in the real world)
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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BIgBopper... editor, editor~@!
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Lawrence of Arabia
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of the Gulag Archipelago
Apr 2001 time: 06:15
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Since we know that there won't be many patches, here we can list all of the things that we want patched so we can get as many buys, unit imbalances, and improper math as possible fixed.
Unit Imbalances
Privateer: 1/1/3. This unit is so worthess, it can't even beat a galley. Change it to 2/1/3 or 2/2/3. They can then pose a danger to Frigates and ships from the middle ages. Each unit should have the potential of being useful
Paratrooper: It has a drop rate of only 4 squares. Whats the point of this if a helicopter can go 4 squares and drop some marines which are stronger and cost the same as a Paratrooper? Increase range to 10 to paratroopers. Theycan then be used strategically to cut roads/rails, but are weak enough to be killed unless relieved by armoured spearhead. Each unit should have the potnetial of being useful
Nuclear Sub: 6/4/3 change to 10/6/4 increase cost by 30 shields. Nuclear subs, like Privateers, cannot even challenge ships from their era. This is gross misbalance. The capital ships of the modern era, in order, are battleships (WWI), Aircraft Carriers (WW2) and Nuclear Submarines (Cold War-Present) These things are supposed to terrorise the seas. If you don't increase the strength of the sub, then you must incrase the amount of missiles it can carry, so it has at least some worth. Each unit should have the potential of being useful
Aircraft Carriers: They should be able to keep up with battleships.
Transports: You can carry more cruise missiles on a transport than on a sub. This should be rectified.
Calculation Errors
Someone said somewhere that corruption is too heavily enforced in Tiny maps and not as much enforced in larger maps (ie. there is more corruption proportionally in tiny maps then huge maps)
AI
When selling a city to anyone, the prospective buyer should be able to see what units are in the city. The AI should only buy cities with up to date units in it. When buying a city,the AI should also acquire all units in its city radius. This will prevent people from selling empty cities to the AI, for money, then move in their warriors which are waiting right next to the city and plunder more money.
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squid
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Make invading enemy borders an ACT of war! It should be. Else why bother with borders when they are not respected. Really, it is so terribly annoying to have to ask people to leave ... if they declare war, then they are declaring war while mobilized inside your borders ... and you are at a HUGE disadvantage. The solution is to not all border crossing with offensive-capable ground units.
change advisor graphics to indicate what sort of advisor they are. Clearly, the military advisor is militaristic, but the rest...they basically look like random people and you can not differentiate them.
Add the "create embassy" button to the diplomacy screen
Add the option for accelerated start!
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MxM
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Planet Earth, Solar System
Jan 2000 time: 00:15
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quote: Originally posted by aebbeka
-An instant jump from the Building Queue to the Civilopedia (opening to the building/unit in question)
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Could not stress this more than THIS!!!!
Also in terrain info box there should be improvement LISTED. alternatively, they could be listed in the info box on bottom right of the screen.
Also there should be a way to check civ mood to other sivs (polite, furious, etc.)
Also, the amount of both strategic and luxury resources should be adjusted separetely at the game setup screen (not in the editor)
Last edited by MxM on 05-11-2001 at 04:49
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Dida
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1)please fix the city sorting feature. If you try to sort a city, let say, according to production, it unsorts after 2 second, which is very annoying if you are trying to feature out how your cities are doing.
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vincentz
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Mountain View, CA
Oct 2001 time: 05:15
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1) list unit stats when you click on Change Production in the menu you get when you right click on a city.
2) More information of what new imporvements, units, resources you get when you discover a new technology
3) Have somewhere (maybe to the left of the minimap) a button where you can display a specific resource on the map. Example: I discover Gunpowder, salpeter should appear on the map. I check a city, no I am not connected to an existing source. So I have to scavenge all my territory to find the resource, if I dont find it I will have to scroll all over the world map to see where the nearest one is located. Tedious.
4) This might be just my bad luck, but in my games coal has been extremely rare. Gold is WAY more common than coal (light up those barbeques with gold baby, coal is too expensive).
5) This might be just me, but I would think it to be logical that one can upgrade units in an existing army, even unloading certain units. If one can, please tell me how, my army of Archers in 1760 AD needs to go home to their children from 200 AD and the infantry wants to take over.
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Dida
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quote: Originally posted by ADG
In the game I'm playing now (I'm still only playing my first game) coal is...well...nowhere...almost, there exists a little amount (1) of coal and I believe to have looked all over the world (of those parts of the world I have seen)
So please make coal more common |
true, coal is nowhere to be found on the map.
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Yaga
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In addition to agreeing with many of the posts above on this thread...
-- Engineering should allow workers to create aqeducts to carry fresh water to irrigateable squares over at least some non-irrigateable terrain; Hills come to mind as such terrain
-- Horse-based units (cavalry, knights, etc) should not be able to cross mountains w/o a road
-- Trade Advisor screen should indicate if you have resources / luxuries which a civ needs, instead of having to click through the "More" section on the Foreign Advisor screen
-- Submaries / Nuclear Submaries should be able to choose which unit within a sea stack they wish to attack. Similarly, combative units within a stack (frigates, etc) should get a single-fire bombardment on the attacking sub when this happens, similar to, say, cannon firing from a city when a ground unit attacks.
-- There needs to be some sort of "Regional Capital / Palace" improvement which will limit corruption in far-flung areas. Perhaps as a function of a "Colonialism" Civ Advance, which would also allow you to build an "East India Trading Company" Minor Wonder, which would act as a sort of Collusus for a more modern age.
-- Police Stations should decrease both War Weariness and Corruption, but perhaps increase unhappiness in some gov'ts
-- Some sort of "Border Patrol" option, perhaps with Nationalism, that will rebuff anyone attempting to cross borders w/o a Right of Passage agreement.
-- Nationalism should also modify corruption a little; a proud nation with a communal identity is more likely to pull together. Also, corruption should *decrease* when a country is "mobilized"
-- Having built the UN, you should have an option within your diplomacy section to hold elections, rather than have the pop-up "want to hold elections?" occur at every turn.
-- Any way to have Colonies act as very small cities, where you can build things like walls & harbors, but which, perhaps, cannot grow past a size of 2?
-- Civ-specific units for each Era? Or perhaps just more than one per Civ?
-- Ability to change the color of your Civ's units: Love the Iroquois, but I hate being purple.
-- Universal Sufferage should be a Minor Wonder, along with Manhattan Project.
-- Warriors -> Swordsman...? What keeps Swordsmen from having an upgrade path? Perhaps to Muskateer or Knight, once those units become available?
-- Anti-Tank Helicopters? : Modern Armor is just too powerful against almost anything that's not in a large city.
-- Modern Sea Units (Nuc Subs, Frigates, Agesi cruisers) should be able to re-base similar to Modern Aircraft; their usefulness, especially that of transports and subs, diminishes once you have airports and are after people far away. I've had subs and the like take 10-15 turns to move across a large ocean.
-- Whatever happened to guys on skis? I forget their real names, but those commando units which could move quickly over rough terrain would be appreciated.
-- Armies comprised of like units should retain the qualities of those units: Armies of Marines should be able to attack from the sea, Armies of Modern Armor should have multiple attacks. Also, you should beable to remove members (unload) them from the Army. Havn't figured out how to do this yet, if it is possible.
-- Conscripts go home? After you've finished Mobilizing and returned to Normalcy, shouldn't your conscripts go home? I don't know how you'd work this, especially since I often conscript out of cities that have reached their size limit, but it seems un-realistic that after you're no longer at war you can maintain a vast army of conscripts. Obviously, any unit that's been upgraded to 'regular' should stay in the field.
-- Propoganda Wars : Propoganda shouldn't be a hit-or-miss scenario. Starting a Propoganda war should be a cost-per-turn event that acts as a cultural influence on a city. The cost should be player-controllable.
-- New "Minor Wonders"
- Internet: Increases effectiveness of Research Centers
- East India Trading Company: See above
- Olympic Games: Increases Happiness in every city on a cyclical basis and / or has similar effect, but only lasts a few years, then must be built again
- Manifest Destiny: Increases range of all Settlers from 1 to 2
- Roman Senate (or suchlike) Decreases Corruption throughout Civ until some other advance negates it
- Socrate's Symposium (or something) : Increases science production in city until Education or Theory of Gravity
-- Ability to bribe other Civs into *not* building specific Wonders: "What would it take for you to stop building Leonardo's Workshop?"
-- Fortresses exert cultural signifigance; If you build a fortress in the land between boarders, that square should be somehow resiliant to other's cultural influence expanding onto it, and similarly be conducive to having your culture grow into that square.
-- Ability to give orders to an entire stack of similar units, or rather, all similar units in a stack.
And finally...
Whatever happened to Schisms? From the old boardgame of Civilization through Civ II, I liked that, under certain conditions, Civilizations would split. Perhaps this could be a result of too-great an empire? That your cities don't flock to other Civs, but create a new civ all their own?
Just my thoughts...
Yaga
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Yaga
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Just remembered three other things:
-- Why can artillery not be airlifted? Later in the game, especially when you're trying to cross vast (meaning 7-8 turn) oceans, it's a pain in the a** to have most all of your units be able to be airlifted, save for artillery
-- Similarly armies cannot be airlifted. I assume this is because of their being containers for other units, and understand that there may be game-play issues if populated armies could be airlifted, but empty armies (and I believe Leaders) cannot be airlifted, again making them very ineffective in later portions of the game if there are oceans to cross. Perhaps a good way to address this (especially if it's because they're containers and the game can't tell if they're populated or not) is to make a Minor Wonder that would allow for armies to be Airlifted - a "C-130" or "Super Cargo" Minor Wonder.
-- Another useful unit would be a "police officer" or some such, which would quell corruption at the expense of increased unhappiness: Nothing like a police state to keep people unhappy, but productive.
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Scott_S
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Hiays,
Not sure if this has been suggested (so MANY good ideas here!) but one thing I'd LOVE would be the ability to toggle 'show enemy moves.'
In a late, peaceful game, where civs are running units around all over the place it takes FOREVER for the turn to complete. Now, sure, the computer has to make it'smoves, but I think it could probably be sped up a bit if it didn't have to show me everything it was doing.
I could build a Cathedral, um, PHYSCIALLY, in the time it takes the endgame 'Huge', 16 Civs, move to complete itself.
Granted I have units all over the place, and naturally, nobody respects borders (And even if they do, when you ally with one to fight enemy X, and all the troops from your ally come barreling down through your empire, well, the way it acts is that they tend to get caught in an infinate type loop and spend most of the time running around.)
And, that also leads to problems should you choose (or they choose) to cancel the Right of Passage treaty, or even worse, sneak attack.
I mean, the latter is pretty cool, actually. Haven't had it happen yet, but more than anything, the time factor.
Maybe it's my machine (it's an 800 that I'm using right now with a ton of memory) but I think this would help.
Best Regards,
Scott
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Dida
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fix the domestic advisor.
The time was 2002 AD, and the stupid woman come up to me, and said:" New York has just built a Nuclear Plant, would you like to buiild a swordsman in New York?"
com'on???? 2002? and asking me to build swordsman? I've got modern tanks already.
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Adagio

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quote: Originally posted by Dida
fix the domestic advisor.
The time was 2002 AD, and the stupid woman come up to me, and said:" New York has just built a Nuclear Plant, would you like to buiild a swordsman in New York?"
com'on???? 2002? and asking me to build swordsman? I've got modern tanks already. |
Oh yeah, that is annoying. You can change that in the goveneour window (rightclick a city and choose to contact the goveneour), but that way you can only change that for all time. I would like it to be able to choose for each time (modern, etc.)...
I really hope somebody from Firaxis reads these posts
EDIT:
Well...I just saw something else that needs to be fixed. The city arial view: It looks like if there only lives a few thousand people in the cities (took a look at the modern days arial view)! come one, a few tall buildings just next to the sea, while in the center of the city (town???) there's only a few houses, but a lot of free space. I don't know about you, but I belive a normal city has the tall buildings in the center of the town, and the small houses near the sea...
With other words, we (atleast I want) want the city to look like a city, not like a town
Last edited by Adagio on 06-11-2001 at 19:14
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