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Jrad
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How about a new game to go along with that patch?
I'm back playing Civ II scenarioes (Hint for patch)
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LordLothaR-Az
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Acre / Brazil
Jan 2002 time: 05:16
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- In Civilization III you never make real allies, they never give to you gifts, like gold or technology (in Civ2 the another allies civs gives to you gifts), and If you ask for a "ally" for a technlogy, gold, luxuries or resources they NEVER gives to you, and also they can maked annoyed, caution or furious if you ask for that many times.
- Please show a pop up message when a city is captured or taked back from another civs in war (we do not have to see always to the map to see what cities the another civs are loosing or taking at the war).
PLZ PLZ PLZ make something about that Firaxis...
I dont agree when you make a Mutual Protect pact you have to automatcly have a right of passage. Eg: OTAN is a great Mutual Protect Pac, but English troops can walk along the USA?
Well, that´s it. Do you agree with me, dont you?
(Sorry, my english is not good, but I believe you can understand)

Last edited by LordLothaR-Az on 07-01-2002 at 14:55
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odisseus
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Rome - Italy
Aug 2001 time: 05:16
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quote: Originally posted by LordLothaR-Az
- In Civilization III you never make real allies, they never give to you gifts, like gold or technology (in Civ2 the another allies civs gives to you gifts), and If you ask for a "ally" for a technlogy, gold, luxuries or resources they NEVER gives to you, and also they can maked annoyed, caution or furious if you ask for that many times.
- Please show a pop up message when a city is captured or taked back from another civs in war (we do not have to see always to the map to see what cities the another civs are loosing or taking at the war).
PLZ PLZ PLZ make something about that Firaxis...
I dont agree when you make a Mutual Protect pact you have to automatcly have a right of passage. Eg: OTAN is a great Mutual Protect Pac, but English troops can walk along the USA?
Well, that´s it. Do you agree with me, dont you?
(Sorry, my english is not good, but I believe you can understand)
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I've discovered that CTP2 can do it! You can implement (almost) whatever you like in CTP2! And now I love CTP2
The only problem of CTP2 is that Activision is missing 
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andeen
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Phoenix, AZ
Jan 2002 time: 05:16
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A very simple change: when a city has filled its growth box, but would not be able to sustain itself with one more citizen, don't let the city grow. Leave the growth box full.
This will happen when a city has no free squares with reasonable food production around. It can happen in the early game with cities surrounded by mountains and/or penned in by cultural borders, and it happens a lot in the late game when cities grow to more than 30 citizens.
The problem is that cities in this situation often get into a growth/starvation cycle, with N citizens and +1 nutrients for a while, only to grow to N+1 citizens and -1 nutrients and starve the next turn.
The Longevity wonder should also respect this, and only grow by one citizen if one more is sustainable but two is not.
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Willem
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Canada
Dec 2001 time: 00:16
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quote: Originally posted by andeen
A very simple change: when a city has filled its growth box, but would not be able to sustain itself with one more citizen, don't let the city grow. Leave the growth box full.
This will happen when a city has no free squares with reasonable food production around. It can happen in the early game with cities surrounded by mountains and/or penned in by cultural borders, and it happens a lot in the late game when cities grow to more than 30 citizens.
The problem is that cities in this situation often get into a growth/starvation cycle, with N citizens and +1 nutrients for a while, only to grow to N+1 citizens and -1 nutrients and starve the next turn.
The Longevity wonder should also respect this, and only grow by one citizen if one more is sustainable but two is not. |
And tell that stupid advisor to shut up about building an Aqueduct if there's no excess food being produced. I have several cities on my plains that I've purposefully halted at a population of 6 or 7, whatever, since I don't see the point in having my Workers continually chop down forests and irrigate. They can be put to better use elsewhere. Yet I still get reminded about building an Aqueduct.
Oh yeah, one other thing. I'd like to see a Zoom To option on those particular pop ups, the ONLY ones that don't include this. I have no opportunity to have a look at the cities the advisor is talking about in order to see whether building one is even worth it or not.
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Vivisector
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Connecticut
Jan 2002 time: 05:16
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quote: Originally posted by zorbop
***** a better way to incorperate corruption. maybe it could be calculated by the distance it is from capital by calculating movement points. so building roads lowers coruption
manhattan project should be a minor wonder
THE MANUAL SHOULD BE EDITED!!!
there should be a new form of settler(like engineers in civ2) one that would start a city with certain improvements.
more bonusses should come to expansionist civs, like faster sea movement or settlers at the cost of 1 pop
and finally GUYS WITH STONE AXES AND POINTY STICKS SHOULDN'T BE ABLE TO BEAT TANKS!!!OR EVEN HURT THEM
expanding on that, certain units shouldn't function at all verses others, and should either be captured or simply die.
E-theres no way a warrior could hurt a tank, so there shouldn't be combat between the 2, the tank should win auto.
E2-a gally isn't equiped to fight a sub, so the sub shouldn't be hurt by it and should win 100% of the time. |
Good point about corruption. Corruption seems to be overdone. Too few ways to fight it.
I disagree with most of the rest of this post tho. Particularly:
1) Settlers who build cities pre-equipped with certain improvements. Well, what's the difference really? Surely you would have to pay a lot of shields for such a settler. You can build up a city pretty rapidly by other means (workers, joining, rushing, disbanding obsolete units...)
2) More bonuses for expansionist?!? I don't think so. I find expansionist civs to be the easiest to play already...
3) Guys with sticks vs. tanks. Well, I see what you mean. But think of it this way. A guy with a stick represents a military unit, albeit a very poorly equipped one. The fact that the symbol for a warrior is a guy with a stone axe doesn't have to mean that the unit only has stone axes. If a warrior were running around in the modern world, don't you think he would pick up some better weapons? Even a poorly equipped unit can damage or destroy a tank in the right circumstances. Think mujahedeen vs. Soviets.
4) I agree with you on naval units tho. A galley vs. a sub?!? Come on. The galley should be instantly destroyed. They would never know what hit them. Literally. For that matter, the same should be true of a frigate vs. a battleship or destroyer. I mean really - an 18th century frigate wouldn't even get within range of a modern destroyer before being blown out of the water.
Last edited by Vivisector on 10-01-2002 at 14:10
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LordLothaR-Az
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Acre / Brazil
Jan 2002 time: 05:16
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quote: The Manhattan Project should be a Small Wonder. It's a bit silly that as soon one Civ builds it, everyone else can make nuclear weapons. This is highly classified information and requires very specialized facilities, so each Civ should have to develop them on their own. After all, the technology has been around for quite awhile now, but only a handful of nations so far have nuclear capability. I realize this might unbalance the game, but that could probably be corrected by introducing the Atrocity function, as found in Alpha Centauri. Once a Civ uses a nuke, it might find itself at war with all the rest, and/or suffer instant war weariness with it's citizens, regardless of government type. |
I totally agree with you.
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odisseus
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Rome - Italy
Aug 2001 time: 05:16
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quote: Originally posted by Vivisector
HEY! I got CTP2 but haven't really played it. I noticed the forum is dead. How do you customize it - plz tell me! Have you got a script or something I could see? |
See on http://apolyton.net/ctp2/modification
Tons of information about how to modify CTP2.
See related forum, too.
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monkeyman
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Monkeysville, USA
Sep 2001 time: 23:16
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RE: mid-late game lack of things to build:
Allow multiples of the same improvements but with diminishing returns...i.e. 2nd temple costs 2x gives .5 culture/turn, .5 happy faces. Gives something to build instead of forcing war or nothing. Otherwise, attach more different improvements with existing techs. I like the idea of diminishing returns though, to me this is the essence of decision-making, weighing tradeoffs... ...Less likely to unbalance things?I just hate not having anything to build. Too little is bad, too much is ???
This might be more of a stretch, but the AI needs to be more variable so that the stuff that works in one game won't work in all or with all of the opponent civs. As it stands, the tech trading thing is an exploit since the AI will essentially trade itself into obscurity. And all of them do it all of the time. What I suggest is this. Along with having some variability in each of the priorities that the AI uses (with some civ-specific tendencies thrown in), keep a file that keeps track of what is succesful and what is not, sort of a natural selection. The intrinsic amount of variability from ideal can be a function of the number of civs on the map and the evolution should continue until the player 'resets' the AI. I may be in left field here, but according to what I got from Soren's chat, this could be in line with the priorities scheme they used to make the AI move. Is it implementable? Someone tell me that...
-mm
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Aqualung
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That just sounds too complicated. But here's an idea we can all enjoy:
Allow foreign workers to assimilate!
On my latest Marla Earth game, I've got more Indian, Babylonian, Egyptian and Persian Workers than my own Germans. They're so slow...
If city inhabitants have a chance to "convert" to Germans, then let these workers convert, too.
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Kev.jigy
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I totally agree with this part. Upon buying the game over Christmas, I spent hours building up my civilisation. After declaring war upon France I sent forth my troops and commenced bloody murder upon said civilization. After around 30 or 40 turns France decided that they wished peace as my men were decimating their territory. My troops return home, and returning through an area that wasnt prime city building land, found that the Aztecs had set up a network of cities...
Further movement showed that the aztecs had done this around 1/3 of my coast, cutting off my territory and reducing my resource input. Scouts were sent out to uncover the situation with other fledgling colonies upon my continent, within a turn or two of my scouts arriving close to my coolonies i found that they were surrounded by enemy cities.
In the end after many hours of trying to culturally conquer them, i had to resort in all out warfare, which ended with 3 civilizations reduced to the bare minimum, (mine included)
After starting a new game I decided to try what the Ai had done to me.... impossible unless i wished to declare war, but the AI had done this to me on several occaisions without starting war!
The only way is to build the city upon the very edge of an enemy border, which is risky enough if the city does not receive adequate defence or decides to switch allegiances.
In any case a later patch to fix this problem would make my life a lot happier
[2-4-17****) The AI needs to respect other Civ’s borders more, especially human players,; not to mention the AI needs not to plop a city in the middle of your empire
*************
Has anyone found a map/scenario editor that I can use to create senario maps, eg The foght for American Independance. Perhaps Firaxis can endorse a map editor than has this feature, and help the programmer to develop the editor.
Thanx
Last edited by Kev.jigy on 10-01-2002 at 21:58
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Kevin Ar18
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New Suggestions
Interface and Unit Commands
10-12-141 Instead of poping up a separate window/message about a wonder being building, instead at the end of the turn pop-up one single window/message about all the various wonders that have been started and by whom.
10-12-142 In accord with the previous suggstion, perhaps the city completion and build orders could be incorperated into a single window/message that you can view at one time and change at one time at the beginning of your turn (end of the AI's turn)
10-12-143 Have an option to pop-up ALL message at the end of the AI's turn (and the beginning of yours). That way you can leave the computer while the AI takes its turn
10-12-144 Include more info in the diplomacy contact screen. Currently it only shows the name of the Civ. Include beside it their current attitude toward you, perhaps their color, and any other useful information. This would help if Firaxis does not to decide to fix the foreign minister screen for more than 8 civs.
Suggestion to do some previously mentioned points differently
AI
2-8-21**) The AI needs to build more fortresses along its borders and place units inside them. This will prevent from the AI aimlessly wondering around, which in turn will speed up the turn of the AI.
The AI should be taught to just simply fortify or skip the turn instead of patrol like a human does.
I would like to suggest this point as extrememely vital(*****):
4-8-33****) When a city revolts all units should not be lost mysteriously; instead a fight should be put up by the units.
I don't know the solution to this problem, but it needs to be fixed. This should apply to what happens during a cultural revolt. I don't see how many of these cities could overthrow obviosly superior firepower.
7-9-54$) Allow for trading of military units with other Civs.
I think this is quite realistic and should be included.
7-11-56**) Also include a Mutual Protection Pact that can be targeted towards just one Civ, instead of just a MPP that is against all Civs.
This would be quite helpful. I would raise the ranking.
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Bilas
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NJ, USA
Jan 2002 time: 05:16
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Hello everyone,
I really do like this game, but reading these posts really makes me think what
a great great great game this could be. Many of the suggestions here I agree with. My question, What is the chance that these will be implimented(sp) into a patch? I hope (Firaxis, Infogrames) sees these requests and puts them in a future patch. Whats the chances and what if any has the best chance of going in it?
Thanks for your time,
Bilas
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