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8Jon8
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Germany
Oct 2001 time: 06:16
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First Iīm not sure if there is already such a thread yet, but as far as I can see, there are lot of threads complaining about this and that, so it would perhabs be helpfull for the guys of Firaxis to summarize what Civers wish to have fixed the more urgently in the first Civ3 Patch..
Also, we should try to keep realistic, first coming up with suggestions that seeem feasable for anyone knowing how complex such a Game encoding becomes at a certain level..
Hereīs a start:
1. Fix the basics of the editor:
a. Ability to place starting positions (hell! I donīt get whatīs so hard allowing such a basic command, should have been there from the scratch..
b. Ability to add as much Govtīs, Units, whatever to the rules (so tha playaz can tweak the gameplay to itīs best )
c. FLAT maps!!
2. Extermination of such obviously ridiculous bugs like
a. +1000000 gold through negotiation
b. unbelievably high corruption levels
c. air superiority & coastal fortresses uneffectiveness
3. Fixing of huge gameplay jeopardizers like
a. too weak Nukes
b. AI that hardly respects International Boundaries.. Aaargh!
4. etc..
PS some Apolyton Vets might grin at my Settler Okt.2001 status, but let me tell them in advance: i already have been Civing yet before some of them have, playing Civ1, 2, NET, MP, CTP1&2 ( the most ugly indeed), Tot for about ten years now, so *** up ! 
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cerebros
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Leicester, England
Nov 2001 time: 05:16
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Stacked unit movement (i.e. not having to use armies to move large groups of units)
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David Murray
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Most important thing is the editor--it would be great if we had the ability to add things in/change things by ourselves instead of wishing Firaxis had done it. Esp. diplomatic arrangements and unit properties....
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Eli
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Israel
Jul 2000 time: 07:16
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When a city depletes pollution the square is not worked until the pollution is cleaned.
In big megalopolises evey square can make the difference between a starving and non-starving city, and pollution pops up pretty often. It is VERY annoying to clean that pollution and then to remember to tell the workers in the city to start working on that square again. So I hope they will make this automatic.
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James7654
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'R' does not work for building (R)ailroad improvements with your workers. Instead, you have to click on the railroad icon.
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Yohan
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Jackson, MS
Apr 1999 time: 05:16
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James,
Shift-R does railroad, not just R.
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Akron
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A minimap for the editor is absolutely essential!
How about a better diplomacy screen that will allow you to view all the foreign relations in a table? Shift-right clicking every time I want to see that ninth person is incredibly tedious. I want to be able to see all the relations at once.
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deanco
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Bring back sentry mode. Am I the only one who really, really misses this? Sentry was my auto-pause and center on hotspot method of tracking enemy movements. Of course, as it stands now, the way the AI cruises around the world like Saturday night at the drive-in, Sentry mode would probably be more trouble than it's worth. So maybe I could add to the request, reduce the random, 'moving to be doing something' movement of troops as well. That might speed up the time between turns as well.
Make Chieftan and Prince MUCH easier to beat than they are now. No one here plays on these levels, they are for beginners only. People new to the game. And as such they should be ridiculously easy to beat. Once they've won a couple and want to go to King, heheh, well then, every man for himself. But that first game is crucial, after all, it's a big time investment on the part of the player.
A way to see everything about strategic resources on one page. Who has 'em, who needs 'em, who has extra ones, and where known deposits are located on the map. From there I can go to the diplomacy screen and not waste time. I see the resource thing as the most radical new gameplay element in Civ 3, along with the corruption/military nerfs. The player has got to be able to see this simply, clicking on that tiny "D" in the corner of the screen and stepping through menus 15 times just doesn't cut it.
There's more, but that's enough for now.
DeanCo--
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Draco of GL
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Huntsville, AL
Oct 2001 time: 23:16
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A slider on the world creation to vary the amount of resources. In the games I've played the resources are few and far between, usually making me expand my empire a lot more than I feel comfortable doing, plus creating a Corruption headache. Trading doesn't always help, because I'm usually way ahead of the other civs tech-wise, and a lot of times they can't see the resources in their empire because they haven't discovered Steam Engine/Refining/Gunpowder/whatever yet.
Auto-pause on Disorder is a great suggestion. Sentry mode for troops is something I miss a lot from Civ2. Civs that respect national boundaries is a GREAT suggestion: how often in RL is Canada going to walk across the border and start building roads? Suggestion for Civ4: a Wonder/Sm Wonder/city improvement called "Border Patrol": other Civs have to ask permission to cross into your nation (for non-espionage units, of course)
As another addendum to the borders thing: if you tell a civ to get his units off your land, they have to leave the same direction they came in from. I've had several times when a neighboring country has crossed into my nation (say, from the west), and after I told him to get lost, he moved his units across my eastern border, which was exactly what his purpose was in the first place. My demands accomplished nothing even tho they were obeyed. Basically what I'm saying is that if a civ wants to stretch his empire across mine (essentially sandwiching me in between), go around me, not through me.
Chris
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Ancientfool
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Cultural city capture needs fixing. Different effects for different eras (ancient, medieval, industrial, modern).
I can see whole cities defecting routinely in the ancient era and maybe in the medieval era but not in the industrial or modern eras. Nationalism has too strong a hold at this point. Even conquered cities during this time shouldnt be able to overthrow/convert massive enemy armies. The french may have had a great culture but it didnt convince the german army to join france and it certainly didnt let them get Paris back 2 days after it was captured.
For the industrial and modern eras you could just have a small population loss when the "city loss" flag is triggered. For the modern era this might also include a "brain drain" penalty for the city in question. For example some penalty to its science or something as its best and brightest are lured away.
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