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GodSpawn
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Scotland
Oct 2001 time: 05:16
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Wow, that's a big list! Very good. Some observations:
(A) Some of the items in the list look to require a lot of implementation work - not likely to appear in a patch. For example, providing additional zoom levels may requre an inordiante amount of work, depending on how it's implemented.
(B) The ramifications of some of the items need to be taken into account. For example, the idea that colonies should have a cultural border: Does this mean that a colony could be taken culturally by an enemy civ? If not, you could use colonies to form a culturally impregnable firebreak on your outer borders, which might break the game. But if you DO allow colonies to be taken culturally, you need a way to compute the colony's cultural value.
(C) Some items need to be further expanded. For example: "Reduce late game tedium; incorporating some of the ideas/changes mentioned could possibly do just that." Some concrete examples here would help significantly.
Also: "Continue to solve the overabundance of corruption problem." Should this be done by reducing the effect of corruption due to distance or number of cities, giving bigger reductions for certain government types, increasing the effect of certain city improvements, making forbidden palace cheaper, or some combination of all those? What would benefit the game most?
(D) The list needs to be priortised. Even if Firaxis used this list as a basis for what to put into a patch, they'd need to know what subset to work on - there's no way they'd be implementing more than a small proportion of the items.
Personally, I'd put stacked movement at the top of the list.
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Aqualung
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General:
AI: The AI should recognize non-productive areas. It should not settle in any location where the (unimproved) 9-square basic city size cannot support a size 3 city. Leave major efforts to terraform the planet to the human player.
Barbarians: 1) Barbarians should still be a hassle late into the game (since the AI is no longer settling every single square, as per above suggestion). The Barbarians should have the most powerful units of the previous age, up to Cavalry and Infantry.
2) Barbarian ships should actually do something besides attack other ships, such as drop of "settlers" (warrior units which build encampments).
Diplomacy: Clicking on a certain Civ, the advisor should tell you about THAT civ. If I select Zulu, and then click "more" on the advisor, he MIGHT tell me "The Zulus are in AWE of our culture", but then say "The Germans outnumber us..." Keep the advisor's advice limited to the civ that's selected.
Wonders: Probably beyond Firaxis' ability (willingness), but each Civ should have a unique wonder:
Americans: Statue of Liberty.
French: Eiffel Tower.
Romans: Great Colloseum.
Expand the possible effects of wonders, so that the Roman Great Colloseum can "double the effects of all Colloseums in your empire", or maybe "All Roman Legionaries are +1 level" (Barracks produce Elite), or maybe "Resources not necessary for upgrades" (you can upgrade Spearmen to Pikemen without Iron, and Pikemen to Musketmen without Saltpeter).
The Editor:
A world-view map!
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Aqualung
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Military Advisor:
More accurate comparisons. Compared to them, we have an AVERAGE (?!?!) military? He's got 26 Pikemen, I've got 40 Armor...
Wake unit without closing Advisor screen. Sometimes I'm stuck with units I can't upgrade (no Barracks). I want to activate them to move them to another city. It sucks. Wake one, move it, upgrade, click on advisor. Wake one, move it, upgrade, click on advisor. Wake one, move it, upgrade, click on advisor...
Map Editor:
Allow us to load Save games, just like CivII. I just played a cool random map that I'd like to play again.
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Aqualung
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Now that you mention it:
Automate Settler:
Improve (without altering exsisting improvements) should be the default for automate. It should also be smarter. The AI irrigates and mines grassland/plains in stripes. It'll cut down forests and then mine the grassland, reducing sheild output. Your automated settlers do the same. It should mine/irrigate for optimum city production. A grassland-shield square will produce 3/3 with a railroad.
Automate - Clean Pollution: This setting should be permanent (until you click on them to change it). I've got a horde of idle workers. I've got 1 pollution, 4 of them can clean it up in one turn. Yet, when I try to automate, only 2 workers go and start cleaning. The command simply doesn't take for the rest of them. And then, once they're done cleaning, the command is over. I'd just like to set my 50 workers to auto. If there's pollution, they swarm it until it's gone. If there's no pollution, they hide in the nearest city until there is some, at which point, they come swarming out again.
Pollution:
Wait one turn before bumping the laborer off the polluted square. I can almost always clean pollution in 1 turn, so it's a nuisance to have to go into the city and replace the laborer. If it's still there at the end of the turn, then fine, move them. But give me 1 turn to clean it up without that annoying bit of micromanagement.
Advisors:
Your Science Advisor (even when you're researching at maximum speed, 4 turns) ALWAYS tells you research needs more funding. Annoying, and not really useful. There's no point, so why have that message in there? Why not be more specific. If I'm at 30/70, with +130 gold, and I could go 50/50 and still have +2 gold per turn, then tell me I can increase research. But if I'm running short, DON'T ASK!
Your Domestic Advisor ALWAYS tells you "Build more cities"... WHERE? There's not a single square on the map left open! The DA should instead give you some actual information on the size of your empire. Each map-size has an "optimum" number of cities. How about "Our empire is small, build more cities" or "Our empire is nearly optimum" or "Our empire is too large".
Your Foreign advisor tells you random things. When you select Ghandi, his messages should tell you ONLY about India. Instead of "India fears our Cavalry" and then "The Persians are impressed with our culture", "The Aztecs...", etc. STICK with India. I don't want to know what the Persians think. Tell me if India is impressed with me.
Small Wonders:
Get rid of Forbidden Palace. Replace it with a normal improvement, one which you can build multiple times. Each size has an optimum number of cities, and you can build FP once you reach half that. So if 20 is optimum, you can build FP when you have 10. But what if your empire is 40 cities? Make it so you can have an FP (PC, Provincial Capital) for every x-number of cities. So in that example, your Palace covers the first 10, and then you get 3 PCs for the next 30. Since there'd be multiple PCs, maybe make it harder to qualify, so maybe with 40 cities, you should only get 2. Make them easier to build, though.
Or failing that, make your ORIGINAL Palace a permanent building. Currently, Palaces are far too expensive to move, anyway. And since your Palace moves when your capital is taken anyway, don't even have that as an option on the build list. (I think it moves, I know the AI's capitals move, but I've yet to lose my own to find out). So when I capture Berlin, I get the German Palace, which acts just like my own Palace/FP for corruption. But that would require adding a new, non-permanent Palace. So that when I capture Leipzig, I don't get another German Palace. And also, so that IF the Germans retake Berlin, their capital moves back to Berlin.
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Vivisector
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Connecticut
Jan 2002 time: 05:16
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Here's some stuff that occurs to me:
General Gameplay
1. ***** Automated pollution clean up needs to be better. At present, I can only get 2 workers to go to a polltion site via Shift-P. But I tend to have loads of captured workers available. I should be able to automatically put upto 10 or so workers on a pollution site and get it cleaned up right away. Also, it does not seem to me that the workers "stay" automated to clean pollution. That is, they seem to sit still even tho there is pollution on the map, until I come along and press Shift-P on them. Pollution is a pain in the neck and leads to enormous amounts of tedious clicking and moving. Gives me a sore wrist! I should be able to detail 20-30 workers to pollution and have them automatically swarm all over the pollution sites without further intervention by me.
2. **** Control over the flow of unit activations. At present, the game takes me thru all the non-fortified units one by one, in an order it selects. This can be quite annoying. If I want to focus first on a given battle in one area, and the game keeps jumping to other places, it's very distracting. I should be able to turn that "feature" off, move whatever units I select in the order I select them, then turn the autoselect feature back on and let the game take me to any remaining units that have not yet moved.
3. **** We need stack move! If I have 10 modern armor in one square and want to move them all across the continent, I should be able to do that in one operation, rather than swiping my mouse back and forth 10 times.
4. *** Armies should have the characteristics of their constituent units, if they are all the same type of unit. So, an army of marines should be able to do an amphibious assault. An army of modern armor should move as far as modern armor does and be able to attack twice. It seems silly that if you put these units together in an army they are actually debilitated - and you can't get them out again!
5. *** Cruise missiles should be able to be carried on transports, subs, and battleships. They're next to useless as is, because they cannot leave the continent on which they are made and move too slowly with too little range to attack anything. Leastwise, I find that my armies are on the move - fast. And by the time a cruise missile gets there, it's all over.
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Sir_Warlock
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Melbourne
Jan 2002 time: 05:16
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Add a variety of 'wake all' commands in a patch, so that the player doesn't need to hunt for and find each unit manually. This is particularly important for worker units that have been placed on automatic when a war starts. The following would be good:
- Wake all units on map
- Wake all land military units on map
- Wake all naval units on map
- Wake all air units on map
- Wake all worker units on map (useful when going to war, so that automated workers can be turned off when going to war).
- Wake all units in this square.
Allow the player to check a box for each unit and improvement "Do not include this unit in build list" (manually mark a unit as obsolete). This list gets very long and cluttered by the end of the game.
Do not remove some units from the build list when the replacement comes along - especially nation specific units. As Japan, I was surprised to see Samurai (4-4-2) removed from the build list when I reached cavalry (6-3-2), especially since they were my best defensive unit - I had no saltpetre and couldn't build musketeers.
Improve city governer's choice of unit production - if the city can build Infantry (6-10-1) in one turn, the governer should never recommend longbowmen (4-1-1).
Musketmen are too expensive - I find pure Knights to be superior to a mixed Knight/Musket force. While fractionally weaker defensively, enemy fast units cannot retreat from a combat involving a Knight and the cost difference is minimal.
In general, fast units dominate a little too much - the ability to retreat from combat is huge. I suggest modifying this ability so that fast units only retreat if the battle is occuring in open terrain (plains, desert, grassland without city or fortification). This would encourage combined arms a little more. Also, should a fast unit retreat from battle, the opposing unit should be able to gain experience.
Not all speed 2 units should be able to retreat (Knights, Elephants, Samurai, Jaguar Warriors, Impi come to mind). Give elephants an extra attack factor or discounted cost - India's special unit is no better than the Knight it replaces at the moment. These units would still prevent an enemy fast unit from retreating, just not be able to do so themselves.
Add "Steel" as a prerequisite for "Replaceable Parts". In my games, I very rarely build a rifleman because it takes so little time for Infantry to be available - only a couple of technologies later. This assumes I have rubber.
Add "Resouces never run out" as an option when creating games. It's very irritating to lose the game because your only oil disappears.
Add the small wonder "Synthetic Materials" to the game. Building this wonder allows construction of Oil and Rubber dependent units even if your civilisation does not have them. This could also be a city improvement, allowing only it's city to build these units.
Upon capturing a city, do not change control of it's territory until the end of the player turn. This would reduce the potential for rapid advance through an enemy railroad network somewhat - I've taken an enemy capital, starting from twenty squares away, in a single turn by capturing the cities in sequence, each allowing rail movement up to the next.
Alternatively, change the way railroads work slightly. Instead of allowing unlimited free movement, charge the usual 0.33 movement points per square, but allow units with 0 or fewer remaining movement points to move on them. A unit could still go from one end of a large continent to the other in one turn, but could not then attack.
Give "Radio" a game effect, such as reducing the effective distance from the capital for corruption purposes. (Possibly only if the city has an airport as well).
Allow only one airlift to an airport each turn (so that the two dozen airports on one continent don't allow rapid reinforcement of a bridgehead on another). Just flag the receiving airport as used for the turn as well as the sending one.
Restrict airlifts to infantry class units - tanks and mech inf should always go by ship.
Bombardment attacks should be capable of destroying naval units.
Bombarding a square with enemy bombardment units should provoke return fire. (Bombarding a city with a dozen radar artillery in it should be rather dangerous for an ironclad.)
Consume the worker unit when a Fortification is built (this should have a cost other than time, these were major projects).
Allow workers to construct Airbases, consuming the worker.
Reduce the 'distance factor' for corruption for Expansionist Civs so that they can actually use cities on the other side of the world.
Round the number of population used to Hurry a project up, not down - so each population does only provide 20 shields, rather than 39 as at present.
Don't allow changing a project after it has been Hurried.
If production of a unit is Hurried, it should be of conscript experience level. Possibly even "Slave" with one hit point if hurried by a despotism.
Allow Barracks to benefit (+1 experience level) units drafted by Militaristic cultures.
Reduce the cost to Hurry a unit to 2$ per shield for Rep/Mon/Democracy (same as upgrade cost, to avoid the tactic of pillaging/replacing your own resource to allow faster production of units).
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Crazy_Ivan80
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Nieuwpoort, Flanders
Nov 2001 time: 05:16
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***** And make it possible to irrigate hills! All over the world people engage in very effective agriculture on hilly terrains.
We've all seen pictures of terrases on which crops are grown.
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exsanguination
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quote: Originally posted by Disgracian
General Gameplay
Waypoints are also a nice idea/ Program patrol waypoints for units. Especially useful for enabling your navy to patrol coastlines.
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YES!!!! YES!!!! This is a MUST!!!!!! This would make securing borders easier and toting your 'stick' easier!!! No more manually patrolling units!!!!
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Lancer
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Oregon Coast, USA! or Bohol, Philippines!
Apr 1999 time: 05:16
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I'd like to see more mid-ocean islands in continental maps. Hawaii/Azores make useful bases for projecting power.
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Vercingettyrex
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Scotland
Nov 2001 time: 05:16
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.) ***** Sort out trade advisor screen so its more useful. ie Matrix display. Nations down one axis. Goods along the other. What they demand. What they Have and I want. What I trade (and time to go before expiry). What I buy and length before expiry.
2.) ***** When I finish moving a unit I'd like the next available unit to be selected to be close at hand. NOT ON ANOTHER CONTINENT. For instance at present I find that after I move a unit. The AI selects the next unit but this in some instances is totally random and maybe in a completely different location. I tend to focus on a local area before moving onto another area of the globe. I don't expect the AI to read my mind, but proximity of next unit selection by AI would be helpful. Keeping the selection to units in a stack would be helpful.
These are my two bugbears at the moment hence the *****.
3.) * Why can't the spy options or special options just be buttons that are available through advisor screens rather than 3 key functions?
4.) ?? Espionage. I think this is a design thing, but as yet I haven't worked out a viable strategy for this which makes me wonder whether half the options are worth using.
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