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markusf
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Here is my list...
1. Corruption (100% corruption now after 20 or so cities)
2. Combat (i lost 10 tanks to a single rifflemen)
3. game speed. When having 16 civs on a huge map it takes 5 minutes for the AI to move. I have 640 megs of ram and a 1.4 AMD...
4. Upgrading units in a army/ or replacing them with new units
5. Moving around units in a stack !!!
6. Ability to turn off city defections. Or at least use the moo2 approach
7. Multiplayer. (No one is ever goning to play this game MP unless bugs 1-6 are fixed)
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: What would u like Fixed in civ 3? |
Everything that's broken...
Venger
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Zylka
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I think city defections should be completely replaced with immigration/emmigration through manual placement of bulk "reserves". Not too realistic, but still much more so than the current system. What was Moo2s approach to defection?
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NYLatenite
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It doesn't seem to be a bug, but I'd like to see air units be able to actually destroy units instead of only bringing them down to 1hp. I'm big on using naval airpower and it's not very daunting in Civ 3. I could understand thinking that air strikes wouldnt take out an entire ground division of infantry or tanks, but being unable to sink other ships with airpower just seems a bit much to me.
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Monoriu
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My list:
1. Corruption. Rampant corruption is ok, but there must be a lot more ways to deal with corruption. The courthouse is a joke right now.
2. All bugs, especially air superiority. 
3. AI should upgrade all its units.
4. Ability to move units in stack.
5. AI should stop patrolling its borders.
6. City defection. Happens too easily with no warning whatsoever. Losing all units inside the city is completely unacceptable.
7. All "exploits" of the game. Lumberjacking should be weakened. Shouldn't be possible to sell city to AI, re-capture city, and sell it again. Shouldn't be able to sell luxury for lump sum, then destroy road and sell it again next turn.
8. Diplomacy AI should be tweaked. It should remember your pass transgressions more often. Getting vassel states is too easy now.
9. Trading AI should be tweaked. Right now its too easy to play tech broker and to make tons of money from selling techs. AI also place too much value on techs like music theory or theory of gravity when the wonders have already been built.
10. AI sending settlers deep inside my territory and build a city in the middle of my empire, only to be culturally absorbed later. That's just bad AI.
11. Combat is fine. The only thing I want fixed is the AI: it has a tendency to send tons of cavalry, unprotected by infantry, into my territory. It should also use artillery more often.
12. Option to watch powergraph "civ2 style".
13. Scenario editor.
14. Ability to choose what to pillage. Especially forts I no longer need.
15. Option to choose pop up menus for city disorders, production of military units, and pollution.
16. Option to produce a military unit indefinitely until told otherwise.
17. Better city governors and production queues.
18. Show movement remaining as 1/3 movement points.
19. More control over movement order of units. There should be an option to, say, move all artillery units before all others. Or move all units of one tile before others.
20. Diplomatic advisor screen to show all 16 civs.
21. Option to access screens with single click.
22. Better keyboard shortcuts. A lot of the shortcuts are too complex and anti-intuitive now.
23. Option to show grid WITH city production boundaries super-imposed.
24. An in-game editor to make a custom civ.
25. Multi-player.
26. Option to turn off correlation of civs when starting game. Say, when I play Romans the Greeks always appear near me. That's not really random.
27. Ability to save and load pre-designed production queues.
28. Casualty list.
29. Future techs give benefits.
30. Once I have built a hydro/solar/nuclear plant, no need to show coal plant in city production menu.
31. Once I have built/acquired pyramids, ability to sell all existing granaries. Likewise for Hoover dam, Sun Tzu's etc.
32. Option to add the hp/fp system back (just so I don't have to read and post on combat related threads).
33. Destroyers should have the ability to see subs.
34. Faster scrolling/game speed.
35. Global warming happens too early. The Sun icon really doesn'te tell you which stage of global warming I have reached.
36. Ability to delete save games in game.
37. Change name and graphic of Iroquois unique unit: mounted warrior. It doesn't make sense at all. The units stats are ok.
38. Ability to see all active diplomatic/trading agreements at a glance. I don't want to click each AI leader, then click active agreement to read them.
39. Ability to see all information on AI civs in one simple screen: rough comparison of military, culture, their attitude toward me, etc.
40. Ability to show AI civ relation in table colume/row form. Current form is sometimes hard to read.
41. Tell us how the numbers in the demographic screen are calculated. Family size appears to be broken.
42. Option for air units to sink ships (I think the current system us fine but lots of people don't like it.)
43. Ability to trade units.
44. When right-clicking on a stack of units, should have an easily visible indicator of whether the unit has moved or not. I know I can see the movement points remaining but that's too hard to spot.
45. Too hard to see borders in jungle/forest tiles.
46. Keyboard short cut to wake all units not in city.
47. Sentry mode back.
48. Ability to access civlopedia in city production menu.
49. Show wonder benefits when it is built.
50. Modify world generator to prevent areas without any source of fresh water from appearing too often. Small islands are ok, but sometimes a large part of the main continent is blocked off from any rivers by hills and mountains.
51. Fix diplomatic victory.
52. AI should defend its strategic resource when at war.
53. Too easy to take out an AI civ at Deity level at the beginning of game. AI should focus a little more on defense.
54. Make sure you tell your future publishers to sell all Firaxis products in Asia at the same time as you sell them in the US (personal request). And please no local language versions, English is fine.
55. Show health point of units at the right hand bottom box.
56. Ability to move over AI units with a right of passage agreement with me. I know there are real issues with units of 2 civs stacking together, but why can't I move over it if I have the movement points to do so?
And some people even say that I often think the game is perfect 
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markusf
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I got another one, the ability to upgrade every single knight etc in your empire. When you have 50 of them it totally sucks to upgrade them one at a time. Why can't you do them all at once like other games?
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by Monoriu
My list: |
Come on, put some thought into it...
Venger
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codemast01
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Add a diplomatic solution to nuclear buildup. SDI doesn't end the nuclear threat until after all the cities are protected. Prehaps a arms control treaty or some tech that would destroy nuclear weapons is in order.
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vancomycin
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quote: Originally posted by markusf
I got another one, the ability to upgrade every single knight etc in your empire. When you have 50 of them it totally sucks to upgrade them one at a time. Why can't you do them all at once like other games? |
i thought u can do that?
press "shift-U" when a knight is active and all knights in cities with barracks can be upgraded at once (provided u have enough gold)
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TrailerParkJawa
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After 4 games, of which only 1 I made it to the end, this is what I would like fixed.
1.) combat: its a bit off. I watched my elite ironclad loose to a veteran trireme, er I mean galley. this should never happen.
transport units should be slaughtered by combat units
2.) odd AI reactions. I was in a world wide battle, everyone attacked the french and me. we were allies. after 20 years
the french decided the agreement was no longer needed. HUH ?
we were both still being attacked by the rest of the world.
3.) sentry mode would be nice
4.) mabye im wrong but disbanding a naval unit doesnt seem to put shields back into the cities production box.
5.) privateers should have attack value of 2
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Deathray
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High Wycombe
Oct 2001 time: 05:16
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quote: Originally posted by ChaingKaiShek
It may sound stupid, but what I would like to see is maybe a bit of changing with the AI so it could respect cultural borders - and I KNOW that is not the purpose of the cultural outlines but would it not be better if the damn AI didn't wander through your country to build a city on a worthless tile in the center just to tick you off?
Just my thoughts.
Chaing |
The AI will respect your borders if you can enforce them. What I mean by this is that if you are powerful and have a strong military then they will stay away. In my current game as the Persians I have almost taken over the whole of the largest continent on the map (and the corruption isn't too bad either, so you people must be doing something wrong), and the Babylonians are the only other civ left. Their empire is split into 3 fairly decent chunks (although nothing compared to mine). Anyway, I had them marked out as a future target, so I decided to weaken them. I cancelled the right of passage agreement, and all of their troops went scurrying for the borders. Once there, they didn't dare to recross the borders. On the other side of the continent, the Egyptians were attacking them from the sea. Did the Babylonians dare to enter my territory to go to defend their cities? No. Why? I hear you ask. How is relations with one civilization more important than saving your own cities? Because I had twice the number of military units that they did and mine were all mechanized infantry, whereas theirs were pikemen and longbowmen.
BTW: things I would like fixed in Civ 3 (that I have seen):
1) Make the coastal fortresses fire.
2) Finish the editor (going to happen anyway).
3) Fix the whiners.
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Raleigh
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Monoriu,
Excellent list.
I don't agree with #5 though, AI patrolling its borders. This makes complete sense. Also, #53 and above I either don't know or agree with.
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Aurochs
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quote: Originally posted by Monoriu
My list:
1. Corruption. Rampant corruption is ok, but there must be a lot more ways to deal with corruption. The courthouse is a joke right now.
[...]
56. Ability to move over AI units with a right of passage agreement with me. I know there are real issues with units of 2 civs stacking together, but why can't I move over it if I have the movement points to do so?
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Wow
I especially agree with 1, 2, 4, 15, 20, 23, 28, 31, 32, 33, 38, 39, 40, 41, 43, 44, 45, 48, 49, 52, and 55. 
I disagree with 56. Go around. heh.
Now my list:
1. Add a 'next-unit' button, (or fix the bug) for those times when the computer doesn't seem to realize that your unit has used up it's movement and then takes 20 minutes to find the next unit if you hit 'Wait'. (usually happens after a unit uses up it's MP by bombarding, gets promoted, captures a city, etc).
2. Corruption level is fine the way it is, but there should be some way to reduce it other than just the courthouse. (It should be costly but worth it.) And/or some way to have distant bases/outposts.
As it is, you must build a town with a harbor if you want that resource halfway around the world...because a colony doesn't tie into your transport network automatically. Those small, distant, corrupt cities are difficult to keep, they tend to defect and take their garrisons with them. Colonies just disappear. You can fortify troops nearby to retake the town, but that results in war, with you labeled the aggressor! Even if you don't retake it, the opponent still gets upset that your troops are trespassing on 'his' new territory.
There should be at least some way of staking a claim to avoid cultural assimilation of such an outpost. I'd like an 'outpost' or 'base' 'non-city' similar to the colony, but with the ability to build harbor or airfield facilities, and unable to be peacefully assimilated. It should project that non-assimilable trait out to any colonies connected by road/rail. If someone cuts the road/rail, then the colony would be assimilable, but that would be...if not an act of war, one that would highly piss off the owner (like trespassing).
Hmm...but it should somehow not be abusable by civs making unassimilable barriers of outposts (which would screw-up the cultural expansion mechanism.) Requiring it to be tied to one or more colonies might be sufficient. And no more than one outpost per colony.
3. (low-priority) Similar to Monoriu's #43, a new trade agreement 'Hire Mercenaries', which allows the purchaser to control a selected group of the seller's units for 20 turns. It would be interesting.
4. Most importantly, More Information! I've wasted ridiculous amounts of time examining every unit, city, and screen each turn to try to get some idea of what's going on.
Suggestions:
A) On the unit list that pops up when you right-click, show
the status of the workers (Ready, Irrigating, Mining,
Building Road, Deforesting, etc). This could perhaps be
easily done just by using different colored text. Also, turns
to completion.
B) At the start of the turn, instead of flashing around from city
to city blinking subliminal messages at me, then making me
wait through a dozen advisor questions one at a time, give
a single 'State of the Empire' summary (with conditions
hyperlinked to the appropriate advisors, if necessary).
C) On the Domestic Advisor screen, mark cities that are in
some unusual condition (WLTED, Food Shortage, Illness,
Civil Disorder, etc). Blinking animations on the map are
nice, but don't help much.
D) Have the Foreign Advisor at least have some clue as to
how other nations feel toward each other. (See also:
Monoriu's #20, 38, 39, and 40)
E) Make the 'books' (lists ranking civs by different criteria
such as wealthiest, happiest, etc.) that pop up once in
each game continually updated and available throughout
the game so I can see how the civs compare. (this is
similar to #39 above)
F) Perhaps a list of improvements by city...that is, a list of
cities showing the improvements in each. (So you can see
at a glance which cities have, for instance, barracks).
G) Some kind of simple history log. Should note when wars
took place, civs were conquered, diplomatic agreements
violated, etc.
(low-priority: )
H) Ability to right-click unoccupied tiles while in the city screen
to see what the production would be if you put a citizen
there. Having to jiggle the citizens around and then put
them back where they came from (or exit back to the main
map, check the terrain, and then go back to the city map)
is just a nuisance.
I) Have the trade advisor be useful... Perhaps icons for civs
that have techs which you don't, or lots of gold. Have him
give advice about what other civs want. (eg: "Egypt might
like a mutual protection pact." or "The Germans might be
interested in Philosophy.")
J) Have the military advisor be more useful... Perhaps giving
hints or strategic notes. ("Babylon has a strong navy, but
it's army is relatively weak." or "Greece is well-prepared
defensively, but unable to launch a major offensive.")
K) Make a patch for the manual's index. "Diplomacy" isn't
even listed. Neither are "Spy" or "Colony". Of course,
these things can be found, but at least basic concepts
should be listed to save the trouble of hunting them down.
That's what an index is for.
Okay, there's my ideas. I love the game as-is, but it can be improved. Most of those improvements wouldn't alter the game mechanics and shouldn't be too difficult (except perhaps the outposts and intelligent advisors, but I think at least the outposts would be worth it).
quote: Originally posted by TrailerParkJawa
2.) odd AI reactions. I was in a world wide battle, everyone attacked the french and me. we were allies. after 20 years
the french decided the agreement was no longer needed. HUH ?
we were both still being attacked by the rest of the world.
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That's not necessarily an odd reaction. The same thing happened to me (allied with the Egyptians against the world due to a complex web of mutual protection pacts). Why? Cleopatra wanted to make peace with one or two of the belligerents. Doing so would have violated our agreement. I wanted the same thing, so I was happy with it. Now I can focus on defeating the Aztecs, rather than spreading myself thin fighting a three-front war. My other former enemies have put an embargo against me, but at least I'm no longer at war with 'em.
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pg
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1. ai patroling - why can't the ai just fortify in strategic positions? it would speed up the game, and patrolling isn't that useful anyways if the ai just fortified most of its units in the right places.
2. how corruption is modeled. i find it to be a cop out. the # of cities and distance from capital aren't a very logical way to model corruption. my main problem is this, it should be possible to have a HUGE and efficient empire if you do certain things correctly, but as it stands now its not possible. i can understand making HUGE and efficient empires very hard to hold onto(more civil wars + new civs breaking off would be good) and get in the first place but it should be possible. it should also be possible for your core cities to have corruption given certain circumstances or failures on your part.
3. all the air bugs. 
4. game speed would be a lot better if it was faster during turn waits, popups, and music/cd slow down. 
5. combat needs to be tweaked a little to make it a bit more realistic. i feel it's about 80% of what it should be. i do like the fact that you need to use combined arms but it is sometimes a bit silly when you lose 10+ times in a row. 
6. more options when starting a game. make it possible to have 16 civs on a standard map by adjusting the game rules to be workable. i'd like to play with more civs on a smaller scale instead of managing huge empires and hundreds of units when i could be using all the game features with all the fun in a much quicker progressing game. why is controlling 100 units more fun than controlling 30? (btw, if anyone knows how to implement this with the editor, speak up man!). 
6. (cont'd) i'd also like more adjustable sliders(2x movement, science research rates, amount of resources/luxuries, etc) actually in the game instead of having to use the editor. basically more accessibility.
Last edited by pg on 24-11-2001 at 21:46
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Monoriu
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More-
60. Mutual protection pact makes it very difficult for AI nations to make peace. Example: Civ a and Civ b have a MPP. Both Civ a and b are at war with civ c. Civ a makes peace with civ c, but when civ c attacks civ b again civ a is forced to declare war on civ c again.
61. Nuclear plant too productive? It has a 150% production bonus, against the 50% bonus of all other electricity plants.
62. In democracy, the domestic advisor addresses me as "Mr" in one city improvement production complete pop up box, then "Sir" in the next, then "Mr" again......
63. Railroad description in Civlopedia is wrong.
64. Modern tank textual description in Civlopedia is wrong, it only says it requires oil and rubber when in fact it also requires aluminum.
65. Coastal fortresses won't fire at AI ships.
66. In some games, the game won't prompt me to the palace screen when its due for an upgrade.
67. Possible bug. Cities that are not on the same continent as the capital city and is not connected to any harbour can still receive bonuses from all luxuries if it is connected to an AI port city by road.
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Pyrodrew
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quote: Originally posted by Raleigh
I don't agree with #5 though, AI patrolling its borders. This makes complete sense. Also, #53 and above I either don't know or agree with. |
Border patrol doesn't make sense. If those units were fortified in a city or near the border (via a mini-wall) that would be more effective. Border patrol simply wastes time, makes those units defense weaker & makes the game last longer. Additionally, if 3 units are on their chaotic border patrol with a city that has only 1 tile of extra border, that makes the city have 3 less units in it when I choose to invade with my knights or tanks.
quote: 2. Corruption level is fine the way it is, but there should be some way to reduce it other than just the courthouse. |
As people have stated elsewhere the courthouse is completely ineffective (not even +1 shield) sometimes even with Democracy & 'WeLovetheKing'.
quote: the point is that the AI cheats too heavily. a production bonus is ok, but several 100% production bonus is ridicolous. |
People claim they've won on Diety. If you cannot win at Diety or Emperor play the next level down. They shouldn't make the hardest level just easy enough for YOU to win it.
quote: 57. Colonies are useless now. |
Not useless, twice I've needed to make colonies because the borders cities I conquered could not reach the resources. Another time no city could be built near where the resource was located... a colony worked perfect. Although I will agree colonies could be improved & be made more useful. The AI even built a colony once.
quote: Lumberjacking should be weakened. |
The lumberjacking is fine. It's the forest planting which is too fast & easy to do which can result in plant-cut-plant-cut-plant-cut. But if someone starts in a heavy forest (not good growth), they should get a strong production benefit for lumberjacking.
quote: 1. Corruption. Rampant corruption is ok, but there must be a lot more ways to deal with corruption. The courthouse is a joke right now. |
Unfortunately, the AI isn't smart enough to deal with corruption as fast & as good as a human. So I would have no problem if corruption as a whole was decreased because this would help the AI out more than the human players.
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markusf
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anything else need fixing?
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